Stop Wonders from being built

Gildas

Chieftain
Joined
Jan 26, 2015
Messages
18
If I don't want a wonder built in a scenario, can I;

Use the WB to place a city, place the undesired wonders in it, and then use the WB to destroy the city.

Will the wonders ever come up on a build list again?

(Yes, I'm aware that there is/are ways, through programming, to accomplish this. Not a programmer though.)
 
Or edit 'MAX_WORLD_WONDERS_PER_CITY' and related tags in GlobalDefines.xml.
 
Another option is to set the building cost for the undesired wonders to -1.
 
Thanks for the answers/responses. I'm sure all these ways will work. Will it work the way I've asked about?

At present, I've simply placed a plains tile in an unused corner of the map, surrounded it with mountains, assigned an otherwise-unused civ to have a city on that tile, and placed all the wonders I don't want built in the scenario in that isolated city. If I could do without this odd bit of ad hoc accommodation, that would be even better.

Suppose I could just trial-and-error the thing, which is what mostly what I've been doing so far.
 
Not sure if your solution will work. The WB is a bit unpredictable in whether the game will "remember" things that you did in WB.
 
You can't rush something you cannot build.

1) Setting wonder cost to -1 won't work for wonders which are -1 in the first place, and built via other means, such as shrines.
2) Placing unwanted wonders in isolated city is bad also, since some wonders will have global effects such as UN, which will still activate.
And if that civ decides to sign permanent alliance with a real player, team effects apply too.
 
I've placed the city w/all the unwanted wonders in such a way that it should be impossible for any other civ to contact it. The mountains around it are 2 and 3 deep, it has no other useable tiles and started it with no techs or buildings. Even when/if another civ sends ships into the area where this city is placed, there should be a barrier of mountain tiles preventing diplomatic contact. Sounds good, but I'll have to see if it actually works.

Of course, a better solution would be to disable the undesirable wonders via xml or python programming. Unhappily, I have no knowledge of these things.

The scenario uses the Realism Invictus mod, and starts 1070 AD. It uses a huge European map. The map is done, cities/units/techs/diplo all assigned. The idea is for the scenario to move through the middle ages and into the early modern period, with the aim of recreating the rise of the European nation states. I'm running tests/tweaking it over the next week or so. I am interested in assistance, but RI is a specialized mod, so some "normal" rules for scenario/mod design aren't the same.
 
You're right. Seems like the only way to effectively accomplish these things is by programming. I'll have to look into that. Until then, the ad hoc solution will (temporarily) accomplish the goal.
 
Although it has the caveats that platyping posted above.
 
Either one of the solutions offered in posts #2 and 4 would be good.

1. How is that done?

2. How is it done in such a way that I don't otherwise change RI overall?-that is, limit the change to this scenario exclusively.
 
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