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units.ruleset behaviors: "nation_req"; "tech_req2"; "replaces"

Posted: Mon Jun 11, 2018 11:01 pm
by vodot
I'm sure you already know what I'm getting at, but for modding we need a way to get nation- or at least trait-specific unique units further down the tech tree than level zero via init_tech. I think I can cheat with impr_req and init_buildings, but that will hardly be enough to get the AI to use the units correctly given the inevitable scenario where a UU and the unit it should replace are both able to be built simultaneously.