Question About GWs & The "Replaces All" Flag

Oz I don´t like the "replace all flag", when remembering my very old Civ 3 games and seeing that the AI civs build coal plants again to replace their solar plants. Therefore here other civers have to help you. If you give every civ all prerequisites to build each of those religious GWs I fear that the AI civs will build an endless chain of GWs every time replacing the old religious GW.

But here another simple solution is possible: With the Flintlock patch SWs can do all that GWs can do, especially give certain buildings to every city on the map or on continent. This in my eyes in combination with era none techs is a very good tool for implanting different religions to C3C. In most parts this is how the implanting of religions is still working in CCM, but with SWs and the Flintlock patch it is now possible to give the building prerequisite that is needed in combination with the era none tech to allow big different religious settings by only using a very small number of SWs.
 
There's another mod (Rise & Rule ?) that uses a variety of "palaces" which become available with certain techs. Religious centers (such as Vatican or Angkor Wat) could fulfill an equivalent ingame function. I don't know for certain, but I imagine that there are ways to make the benefits become obsolete.

I also recall a mod (again R&R ?) where certain buildings only function when certain governments are active. That might be another method to look into.
 
There's another mod (Rise & Rule ?) that uses a variety of "palaces" which become available with certain techs. Religious centers (such as Vatican or Angkor Wat) could fulfill an equivalent ingame function. I don't know for certain, but I imagine that there are ways to make the benefits become obsolete.

I also recall a mod (again R&R ?) where certain buildings only function when certain governments are active. That might be another method to look into.

:yup: Yes, both methods are used in RAR to make a building completely obsolete by researching a certain tech (works for all kinds of buildings) or to disable a building when leaving a certain needed form of government. When the civ resets again to the form of government that is needed for the building, the building is working again and reappearing in the city where it was built. These government dependent buildings can become obsolete by a certain tech, even when the civ is holding the needed form of government, like all other buildings.
 
My thinking is to have each of the 5 GWs take enough time to build, so that they would become obsolete before a second could be completed. I’m also assuming that one way the AI cheats is to make certain that no 2 Civs are trying to build the same GW at the same time.

I also don't want to have the "choice" of tying any one of the GWs to a single Civ via an Era 0 Tech. In Terra Fantasia, there are 5 Culture groups, with each of those having 1 Civ of each of 4 Traits (Religious; Commercial; Militaristic; Scientific.) I would like to set up as many "branching forks" in the game to avoid anything like the ghastly 4th Era in the "Vanilla" game scenario.
 
Last edited:
I had a very similar idea years ago, and its unraveling is what caused me to stop working on the mod. I was going to have mutually-exclusive small wonders for state religions, to provide places of worship; and free great wonders for the holy city of each, to provide global happiness. Sadly I didn't realize that SWs could not provide buildings in other cities, which made the whole idea moot. But now with C3X... :think:

Anyway, I think I read that the AI will only consider that flag in terms of production (?) besides the build loop that was already mentioned. I'm not sure if either issue would apply to GWs, though, since they seem pretty high priority for the AI and presumably would still exist / not be buildable once "replaced" by another.
 
I had a very similar idea years ago, and its unraveling is what caused me to stop working on the mod. I was going to have mutually-exclusive small wonders for state religions, to provide places of worship; and free great wonders for the holy city of each, to provide global happiness. Sadly I didn't realize that SWs could not provide buildings in other cities, which made the whole idea moot. But now with C3X... :think:

Anyway, I think I read that the AI will only consider that flag in terms of production (?) besides the build loop that was already mentioned. I'm not sure if either issue would apply to GWs, though, since they seem pretty high priority for the AI and presumably would still exist / not be buildable once "replaced" by another.

Won't Quintillus' editor allow any flag be attributable to any Imp/SW/GW?
 
Won't Quintillus' editor allow any flag be attributable to any Imp/SW/GW?

Ozy, yes - but to providing other buildings by SWs (and imps) didn´t work even when set in the Quintillus editor.
 
Ozy, yes - but to providing other buildings by SWs (and imps) didn´t work even when set in the Quintillus editor.

TY as ever :) - But, to clarify, only one, single "string" of the, "Replaces All" flag are allowed for Imps/GWs/SWs by the game itself?
 
But, to clarify, only one, single "string" of the, "Replaces All" flag are allowed for Imps/GWs/SWs by the game itself?

As posted above: I don´t like that flag. Here other civers must help you.
 
As posted above: I don´t like that flag. Here other civers must help you.

Old Comrade, I believe that I can take this particular reply of yours as the true answer to my question :hatsoff:

:D
 
Back
Top Bottom