hi,
i like a long peaceful era in the begining of the game. is there a way to restrict the building of aggressive units to some wonder the way nukes are only available when Manhattan Project has been built by one nation? i don't care too much about nukes, anyway, so as a workaround i just could define all of the aggressive units being "nukes". i tend to see Adam Smith's Trading Co. being a good candidate for original sin and fall of man, so making it enable_nuke, then. but maybe there's a more direct way to achieve what i intend to do?
peaceful starting era? early alternative to enable_nuke?
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Re: peaceful starting era? early alternative to enable_nuke?
Since you're going to have to do a custom ruleset anyway, you might as well make a new wonder that enables the Enable_Nuke effect, say "War College", and use that instead of Adam's. Or just rename "Manhattan Project" to "War College" and change its tech requirements. The Enable_Nuke effect workaround may be the only way to do what you want (as of 3.0). What you really want is a requirement vector for individual units in units.ruleset, like
But currently the only requirements you can do for units are
tech_req = required advance, names from techs.ruleset
impr_req = required city improvement, names from buildings.ruleset
Also, the AI may not deal with this very well and it may become very easy to win all the time.
Code: Select all
[unit_cavalry]
name = _("Cavalry")
class = "Land"
reqs = {
"type", "name", "range", "survives"
"Building","War College","World", TRUE
"Tech", "Tactics", "Player", TRUE
}
...
tech_req = required advance, names from techs.ruleset
impr_req = required city improvement, names from buildings.ruleset
Also, the AI may not deal with this very well and it may become very easy to win all the time.
Re: peaceful starting era? early alternative to enable_nuke?
thanks for your answer. probably you're right and winning would be too easy ...
Re: peaceful starting era? early alternative to enable_nuke?
You can simply delay or completely remove early units. For delaying, go into units.ruleset and change the tech requirements for units.yuh wrote:hi,
i like a long peaceful era in the begining of the game. is there a way to restrict the building of aggressive units to some wonder the way nukes are only available when Manhattan Project has been built by one nation? i don't care too much about nukes, anyway, so as a workaround i just could define all of the aggressive units being "nukes". i tend to see Adam Smith's Trading Co. being a good candidate for original sin and fall of man, so making it enable_nuke, then. but maybe there's a more direct way to achieve what i intend to do?
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* Freeciv LongTurn, a community of one-turn-per-day players and developers
* LongTurn Blog - information nexus with stuff and stuff and stuff
* Longturn Discord server; real-time chatting, discussing, quarrelling, trolling, gaslighting...
Re: peaceful starting era? early alternative to enable_nuke?
yes, i could do so. but that would be even more unfair: whoever gets to any of that required techs first could easily take several cities of neighbouring nations. enable_nuke would be fairer, because every nation could start building aggressive units the same turn.Corbeau wrote: You can simply delay or completely remove early units. For delaying, go into units.ruleset and change the tech requirements for units.
i once tested a move_rate of zero for warriors, making them only defensive, but that was somehow disappointing, though i can't remember why. i guess, ai woud not want to build any of them ...
Re: peaceful starting era? early alternative to enable_nuke?
What if you allow building the units in advance (so that everyone would have them by the time you allow aggression) but disallow Attacking with them - that's action enabler controlled in 3.0 already.yuh wrote:yes, i could do so. but that would be even more unfair: whoever gets to any of that required techs first could easily take several cities of neighbouring nations. enable_nuke would be fairer, because every nation could start building aggressive units the same turn.