Scientific Leaders

Nanuk

Warlord
Joined
Jan 12, 2017
Messages
268
Location
USA
I'm confused on how Scientific Leaders function in a modded game/scenario game. They are not included in the Editor even in a vanilla game. I've read that Science Age is broken without Antal's patch, so I was thinking I'd use them as units capable of finishing improvements (by the way, is this broken in custom scenarios?) with the Sacrifice special actions checked so that other civs can capture them for culture points. I was going to have them auto-created by a national wonder.

The problems I'm running into that I'm not finding answers on are;

What determines when the game uses the Scientific Leader vs. Military Leader names for leaders in a custom scenario? Essentially, how does the game tell them apart, when Military Leaders have Science Age ability enabled to begin with?

Is it a good idea to disable Science Age ability for Military Leaders or does it not matter?

Can the editor be used to create Scientific Leaders in the first place, without relying on a building to auto-create them?
 
Thank you for that thread. That answers all my previous questions. Now I'm going to test if a non-leader unit with "finish production" can finish a great wonder, and one with "science age" can trigger a science age, if these units are produced by building them or from being auto-built by an improvement.
 
I have modified Civ3 Conquests to allow for the building of Leader units that will finish Wonders. In Play the World, it is possible to modified units to complete all buildings. As for Science Age, I use Macs, so have not tried the patch for that, but in my modified scenarios, I typically get a few Science Leaders. One time I had 3 of them at once. I should have gotten a picture of that game.
 
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