Specifying where a unit may be included

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Dec 27, 2017
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Civ 2 is not like Civ 3 as you can't toggle which attributes a building has.

I noticed the other day that a diplomat stole Advanced Flight and immediately that opponent was recruiting a plane. What I would rather happen is an airport plus a military facility, say a skunkworks has to be in the same city and then stealth fights and bombers can be made there.

Or instead of a barracks being all purpose, only riflemen and partisans could be generated but a barracks and a marine base together could make marines, or a barracks and a tank facility would allow modern armor and mechanized infantry.

Similarly, in a postapocalyptic mod, the players could only construct a tank at a certain city because it contained a military depot of spare parts,and in most places that was impossible. The latter may be an event and scripting issue instead of a tech tree and building tree issue. This latter question probably takes the form of "if specific civ x takes specific city y then create one modern armor tank in z number of turns. Then display a text message to explain it to create a story and rationale".
 
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