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Plotinus
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I have, in the past, traded an advance to the AI and the AI has built the Great Wonder that required that advance the very next turn. So it must have either been prebuilding the thing or have used a Great Leader. I don't believe the AI prebuilds.
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RobC
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quote: Originally posted by mimi
Then a couple games later (I get bored easily) I see a popup and there's the guy in the black suit again. Very cool and he can't get killed like my military ones always did... |
Hmm...I'm pretty sure that Scientific Great Leaders can be killed just like Military Great Leaders (although if you ask me, I think it would be cooler for SGLs to be capturable -- after all, the US did 'obtain' a great deal of scientists from Germany after WWII...)
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kwpulliam1973
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quote: Originally posted by RobC
Hmm...I'm pretty sure that Scientific Great Leaders can be killed just like Military Great Leaders (although if you ask me, I think it would be cooler for SGLs to be capturable -- after all, the US did 'obtain' a great deal of scientists from Germany after WWII...) |
OOOhhhhhhh - I Like that Idea! - Admitably, it would be a rare event .
Change #1 - SGL's are capturable like settlers and Arty.
Change #1.5 - Captured SGL's cannot rush Great Wonders, but may rush small wonders and contribute only to a lesser science bonus - say 10 turns or a single city.
Change #2 - SGL's appear in the city producing the greatest Science Contribution (More realistic, and greater possibility of that city falling)
1.5 and 2 may require a patch to become workable.
Actually - Poking around in the editor - the generic unit 'Leader' already has a defense of 0, which according to the help file implies that leaders are already capturable - It may be that in PTW the AI was always disbanding captured MGL's just like it would often disband captured workers. - so .... SGL's may already be in the capturable catagory.
Anyone in the know care to comment?
Thanks
Kevin P.
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RobC
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Perhaps you could try a mod where leaders are buildable, but cost some outrageous amount (more than any wonder)...then perhaps they will be capturable. (although I notice in the editor that there is only one 'leader' unit that has 'build army', 'finish improvement' and 'science age' all checked, so the difference between SGLs and MGLs may be hard-coded meaning if you can capture one you can capture both...)
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jackshot
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quote: Originally posted by RobC
Perhaps you could try a mod where leaders are buildable, but cost some outrageous amount (more than any wonder)...then perhaps they will be capturable. (although I notice in the editor that there is only one 'leader' unit that has 'build army', 'finish improvement' and 'science age' all checked, so the difference between SGLs and MGLs may be hard-coded meaning if you can capture one you can capture both...) |
Correct me if I'm wrong, but I don't think you can make a buildable leader in C3C. You could in PTW. The "finish improvement" switch is there, but it doesn't seem to work - at least I've had no luck.
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RobC
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Strange...after playing around with leaders in the editor, it seems like:
1) Leaders added to the map using the editor can rush wonders and build armies, but cannot rush normal improvements and cannot start scientific ages
2) You can't remove any of the special action flags (build army, finish improvement, science age) or the 'leader' unit ability, or the unit will no longer be able to do anything
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kring
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Wichita,KS,USA
Dec 2001 time: 23:31
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quote: Originally posted by jackshot
Correct me if I'm wrong, but I don't think you can make a buildable leader in C3C. You could in PTW. The "finish improvement" switch is there, but it doesn't seem to work - at least I've had no luck. |
I know in Civ3, for a Leader to be buildable, you had to choose a different option for Battle Created Unit in place of Leader. I haven't tried this in Conquests yet to see if it still holds true.
quote: Originally posted by RobC
Strange...after playing around with leaders in the editor, it seems like:
1) Leaders added to the map using the editor can rush wonders and build armies, but cannot rush normal improvements and cannot start scientific ages
2) You can't remove any of the special action flags (build army, finish improvement, science age) or the 'leader' unit ability, or the unit will no longer be able to do anything |
I removed the Science Age flag in a quick mod. In testing the mod, I also changed the Battle Created Unit to Army, gave the Leader a cost of 1 for quick building.
Results. It could rush Great Wonders, but not improvements; it could also create Armies once I had 4 cities in play. It also couildn't start a Scientific Age. I was able to build it from the start since I didn't place any tech requirements on it.
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RobC
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It looks like the battle created unit thing was what I missed. However, whether or not you have science age checked, it seems have the same behavior (build armies or rush wonders only)...also, leaders don't seem to be capturable even if they are buildable by all, and are not the battle created unit -- it's possible that it's hard-coded for units with the 'leader' ability to be destroyed when attacked.
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:31
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quote: Was playing as the Maya today. Got a SGL with the first tech I researched. Since the Maya start with Masonry, I used him to rush build the Pyramids in the year 3450 BC!!!!
Fanes7 eat your heart out!
Only problem with this is that the Maya are Ind and Ag. Building the Pyramids put me in a GA. I still only had one city! |

I've been hoping for something like that to happen for me, though not with a Ind/Ag or Ind/Rel civ, to avoid the GA thing.
I like the idea of picking a commercial civ and researching up the writing path at full speed. That pretty much guarantees you're first to writing, philo, whichever bonus tech you chose from that (CoL), etc. It's yet to pay off with a SGL for me, but it's still useful anyway. The Iroquois rock.
I was playing Sumer last night and triggered my GA via wonders... the weird part is *which* wonders.
Sumer = Ag/Sci.
Wonders built = Great Library (Sci, check), Sistine Chapel, Leonardo's, Knights Templar, and the Hanging Gardens... and upon HG completion, I entered my GA. In PTW the HG was Industrious. Is it now Agricultural too?
Sumer is ok, not great. I gotta try a Seafaring civ next. Maybe the Dutch (I've quickly fallen in love with Agricultural) or English, or Byzantines...
-Arrian
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