Maniac
Apolyton Sage
There's this completely useless I created. Its only use is that it can immediately at the start of the game be upgraded to a variety of more useful units. Yet the AI refuses to upgrade the unit. It just sits in its capital for the entire game.
Does anyone know how to entice the AI to upgrade a unit??
Does anyone know how to entice the AI to upgrade a unit??
Code:
<UnitInfo>
<Class>UNITCLASS_UNITY_SUPPLIES</Class>
<Type>UNIT_UNITY_SUPPLIES</Type>
<Description>TXT_KEY_UNIT_UNITY_SUPPLIES</Description>
<Civilopedia>TXT_KEY_UNIT_UNITY_SUPPLIES_PEDIA</Civilopedia>
<Strategy>TXT_KEY_UNIT_UNITY_SUPPLIES_STRATEGY</Strategy>
<Advisor>ADVISOR_ECONOMY</Advisor>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_ENGINEER</DefaultUnitAI>
<bMilitarySupport>0</bMilitarySupport>
<bMilitaryProduction>0</bMilitaryProduction>
<UnitClassUpgrades>
<UnitClassUpgrade>
<UnitClassUpgradeType>UNITCLASS_AQUAFORMER</UnitClassUpgradeType>
<bUnitClassUpgrade>1</bUnitClassUpgrade>
</UnitClassUpgrade>
<UnitClassUpgrade>
<UnitClassUpgradeType>UNITCLASS_FORMER</UnitClassUpgradeType>
<bUnitClassUpgrade>1</bUnitClassUpgrade>
</UnitClassUpgrade>
<UnitClassUpgrade>
<UnitClassUpgradeType>UNITCLASS_TRANSPORT_FOIL</UnitClassUpgradeType>
<bUnitClassUpgrade>1</bUnitClassUpgrade>
</UnitClassUpgrade>
<UnitClassUpgrade>
<UnitClassUpgradeType>UNITCLASS_UNITY_FOIL</UnitClassUpgradeType>
<bUnitClassUpgrade>1</bUnitClassUpgrade>
</UnitClassUpgrade>
<UnitClassUpgrade>
<UnitClassUpgradeType>UNITCLASS_UNITY_ROVER</UnitClassUpgradeType>
<bUnitClassUpgrade>1</bUnitClassUpgrade>
</UnitClassUpgrade>
</UnitClassUpgrades>
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_ENGINEER</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</UnitAIs>
<PrereqTech>TECH_NEVER</PrereqTech>
<iCost>60</iCost>
<iMinAreaSize>-1</iMinAreaSize>
<iMoves>1</iMoves>
<iXPValueAttack>4</iXPValueAttack>
<iXPValueDefense>2</iXPValueDefense>
<iAsset>1</iAsset>
<iPower>2</iPower>
<UnitMeshGroups>
<iGroupSize>1</iGroupSize>
<fMaxSpeed>0.2</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>1</iMeleeWaveSize>
<iRangedWaveSize>0</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_UNITY_SUPPLIES</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
<Special>NONE</Special>
<Capture>NONE</Capture>
<iWorkRate>0</iWorkRate>
<iNukeRange>-1</iNukeRange>
</UnitInfo>