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Restricting governments to civ's

flaming mexican

Chieftain
Joined
Nov 30, 2001
Messages
2
Is there any way to restrict what Civ's can obtain certain governments? I don't like having every civilization in the world switching to my Shogunate government or any other governments I might make.

I've noticed that changing the "shunned" and "favorite" governments for each civilization does very little: they seem to dislike members of their shunned government a bit, but they still use that government themselves, even when their favorite should be available.
 
this is a good topic...

Anyone know what's up with the CIV behavior to switch to a government type even though it is listed as the "shunned" government?

For example, in scenario x, there are a bunch of civs. Each have there favorite government set to Monarchy, and Republic as the shuned one. At the start of the game, the scenario is set so each civilization has there government set to 'Monarchy'.

However using diplomats/spies on the second turn, you can clearly see all the civs are in anarchy and switching to the more efficient (in peace time) government of Republic?!! Why is this? On turn three-five you can actually confirm this and see that the civs did in fact switch to there shunned government.

The editor help file says the AI will avoid the shunned government type.

So what gives?

Does it have to do with the fact that the there is less than the default amount of government (if you deleted one for example)?

Does it have to do with the AI seeking perfection over the player?

Or something else?

Can it be fixed at all using our tools? Asides from disabling the governments requirement (like giving each gov type a requirement of a tech that can't be researched)?

I'm having probs with this, if anyone knows anything plz let me know.

Thanks!
 
The only way I see is to create for each civ a "no_era" tech (let say "MyCiv tech"). This tech cannot be discovered or traded.
Then, add this tech as a bonus to the civ (for game start).
Then, use the tech as a prequesite for the tech enabling the government, et voila!

Exemple :
- Create "Comunist only" tech. give it to China and Russia at game start.
- Make "Communist only" a prequesite to "Communism"

-> Only China and Russia can discover Communism, and this get the government.

Warning : although "Communist only" cannot be traded, "Communism" could...
 
Thanks steph, I was thinking something along those lines too, but not with the use of the "no_era" tech. I think I'll try this out...

just wondering though if a no_era tech really is untradable. Will have to test this too.
 
yes it works great steph. Great tip I used it!

Theres only one more problem though I noticed with setting specific governments for civs in the player properties window, and I never noticed this before. Maybe overlooked, but I doubt it (will test it soon). all civs start in anarchy?

either this is caused by giving the other civs a no_era tech required government type (and yes giving the civs the proper gov type)

or caused by removing (deleting) a gov type from the default list

or caused by civ3's buggy stuff (wasnt this even admitted in the chat?)

or something else?
 
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