Moding and Editor Question Thread:

Well, I had a try at giving a unit flagged as army attack and defense values in the current version of Steph's editor, which doesn't have the option to do so disabled. Unfortunately, the game crashes when such a unit is engaged in combat. :(

I'm afraid you'll have to have an improvement or small wonder produce the units at a rate which suits your desired limitation.

Best,

Oz

Well, how much of an effect does shield cost have on the amount of units a civ will create? Will the AI actually be discouraged from creating high cost units and opt for low cost ones instead? Or would the difference in cost be the only noticeable factor in how many of each type of unit is created (For example, A civ builds a number of two types of units, otherwise identical but one type taking twice as long to build as the other, would the civ build roughly twice the amount of the lower cost units as higher cost ones)?

I'm hoping to create two sets of unit lines: one of lower social class, lower stat units and one of higher social class, higher stat units. My plan is to have forces composed mainly of the former but with some of the latter, and I'd really like to find a way to do this without having to resort to unit producing buildings.
 
:eek: I was almost afraid to ask that last question. But somehow I knew you'd be able to point me in the right direction! :goodjob:

I'll have a read through that thread. Thanks!
 
Hi, me again! :shake:

Question: How do draftable units work? If, for example, two units are flagged as draftable, and both units are available to a civ at the same time, what happens when the draft button is pressed - which unit gets drafted?

Question: What's the deal with the 'Other Characteristics' section of the Improvements and Wonders page? I know a civ with the 'Militaristic' trait will experience a golden age if it builds a wonder flagged as 'Militaristic'. But what about improvements? Is there a difference between when a militaristic civilization builds a militaristic improvement versus when a non militaristic civ builds it?

As usual, any and all help is much appreciated. :)
 
Hi, me again! :shake:

Question: How do draftable units work? If, for example, two units are flagged as draftable, and both units are available to a civ at the same time, what happens when the draft button is pressed - which unit gets drafted?
I think the unit which costs the most is drafted, although I'm not too sure...

Question: What's the deal with the 'Other Characteristics' section of the Improvements and Wonders page? I know a civ with the 'Militaristic' trait will experience a golden age if it builds a wonder flagged as 'Militaristic'. But what about improvements? Is there a difference between when a militaristic civilization builds a militaristic improvement versus when a non militaristic civ builds it?

Some traits can build certain buildings at half-price, should the buildings have their trait flagged. These traits are militaristic, industrious, religious, scientific, agricultural and seafaring (so, not commercial or expansionist). For example, the Barracks is flagged with Militaristic, so a Militaristic nation such as Rome would be able to build the barracks half price. Likewise, from what I remember, Harbors are Militaristic and Seafaring, so the Vikings would be able to get them at (I think) a quarter of their original price :)
 
I think the unit which costs the most is drafted, although I'm not too sure...

Well, I suppose this can be tested easily enough.

Some traits can build certain buildings at half-price, should the buildings have their trait flagged. These traits are militaristic, industrious, religious, scientific, agricultural and seafaring (so, not commercial or expansionist). For example, the Barracks is flagged with Militaristic, so a Militaristic nation such as Rome would be able to build the barracks half price. Likewise, from what I remember, Harbors are Militaristic and Seafaring, so the Vikings would be able to get them at (I think) a quarter of their original price :)

Excellent!
I notice one of the wonder flags is 'pays maintenance for trade installations'. Perhaps this is the purpose of the commercial flag?

Many thanks!
 
I notice one of the wonder flags is 'pays maintenance for trade installations'. Perhaps this is the purpose of the commercial flag?

No - the flag is independent of the trait. Technically, a flavor flag should make a Civ more likely to build that improvement; IIRC it also halves the cost, although I'm not certain this is true in all cases :hmm:

Best,

Oz
 
No, RedAlert is right; the maintenance will be paid for any improvement with the "Commercial" flag.

EDIT: Also, I don't think these flags affect the likelyhood of the improvements being built, either... :hmm:
 
EDIT: Also, I don't think these flags affect the likelyhood of the improvements being built, either... :hmm:

It does if the flavor is checked, like flavor 1 or something...


EDIT: my bad. I just figured out what you were talking about. oops.
 
No, RedAlert is right; the maintenance will be paid for any improvement with the "Commercial" flag.

EDIT: Also, I don't think these flags affect the likelyhood of the improvements being built, either... :hmm:

Right: I thought he was talking about the Commercial Traits flag vs. the Wonder flag.

-Oz
 
Virote got it. I'm sorry for the confusion, I should have worded that better.
 
RedAlert said:
I'm trying to limit the number of a particular unit that can be built by each civ.
RedAlert said:
I'm hoping to create two sets of unit lines: one of lower social class, lower stat units and one of higher social class, higher stat units. My plan is to have forces composed mainly of the former but with some of the latter, and I'd really like to find a way to do this without having to resort to unit producing buildings.

I suppose I'll probably need to test this myself as well, but, trying a different approach, would giving these units a population cost do anything for my goal here?

On another topic: population pollution - What's that? How does it work?
 
I suppose I'll probably need to test this myself as well, but, trying a different approach, would giving these units a population cost do anything for my goal here?
Probably not. It will limit those units' production, sure, but it won't limit the AI trying to build them, and the effects will be that the AI drives its cities' population into the dirt, which is I doubt what you'd really want.

On another topic: population pollution - What's that? How does it work?

Once a city gets to size 3 (which is a population of 13 or higher), the city will produce pollution (which I would assume is relative to the amount of citizens in the city, although I don't know too much about this). The improvement flag "removes population pollution" decreases this pollution down to 1 (i.e., still pollution, but not nearly as bad as what it could be!)
 
Probably not. It will limit those units' production, sure, but it won't limit the AI trying to build them, and the effects will be that the AI drives its cities' population into the dirt, which is I doubt what you'd really want.

Hmm... good point. Drat.

Once a city gets to size 3 (which is a population of 13 or higher), the city will produce pollution (which I would assume is relative to the amount of citizens in the city, although I don't know too much about this). The improvement flag "removes population pollution" decreases this pollution down to 1 (i.e., still pollution, but not nearly as bad as what it could be!)

I see. Thanks again!!
 
Once a city gets to size 3 (which is a population of 13 or higher), the city will produce pollution (which I would assume is relative to the amount of citizens in the city, although I don't know too much about this). The improvement flag "removes population pollution" decreases this pollution down to 1 (i.e., still pollution, but not nearly as bad as what it could be!)

So would it be of no use to have multiple of these improvements in one city?
 
So would it be of no use to have multiple of these improvements in one city?

I probably shouldn't be answering any questions here, but I believe so.

----------------------

Say Building A becomes obsolete with Tech B, and Tech B allows Building B.

- Will Building A still be buildable having researched Tech B?
- Will Building A, having been built in a city, still exist in that city, having researched tech B?
- Do the effects of Building A cease having researched Tech B?
- Say Building A is required to construct Building B. Will this work?
 
Say Building A becomes obsolete with Tech B, and Tech B allows Building B.

- Will Building A still be buildable having researched Tech B?
- Will Building A, having been built in a city, still exist in that city, having researched tech B?
- Do the effects of Building A cease having researched Tech B?
- Say Building A is required to construct Building B. Will this work?

Damn! I edited the post instead of quoting it!

- No, once it's become obsolete you can't built it.
- Building A should disappear... But sometimes it stays (see test with more than 256 buildings with my editor). However, I think that even if it stays, it has no effect.
- Yes, the effects cease.
- I think in that case you can never build Building B[/
 
Damn! I edited the post instead of quoting it!

- No, once it's become obsolete you can't built it.
- Building A should disappear... But sometimes it stays (see test with more than 256 buildings with my editor). However, I think that even if it stays, it has no effect.
- Yes, the effects cease.
- I think in that case you can never build Building B[/

I believe Steph is correct on all counts.

-Oz
 
Back
Top Bottom