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AGRICOLA
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Canadian bush & Florida
Feb 2003 time: 00:17
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The key to what you want to do is knowing which city will be the last one to be captured. Its capture will kill the civ and also be the trigger for creating the units you want.
Select city X to be the last city. Pick a turn and use events to create enough strong enemy units (include "justonce" or events will continue to churn out more enemy units each turn) outside the rest of the cities to ensure that they are captured immediately. On the following turn, do the same for city X and use its capture to trigger the creation of the new units you want.
There might be a problem if you want to keep on creating new units on subsequent turns. I don't know if that is possible without changing events files.
Having events create spies and a supply of gold would also work if your scen has spies. Unless the civ has no capital, the capital city would have to be the last one lost and have to be taken by force.
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Elok
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Land of Ramen Dragons
Mar 2003 time: 00:17
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I recommend an assassination of their leader causing the collapse of their empire, i.e. a unique unit whose death results in a killciv command. Yes, the cities will all vanish, but the leader could be assassinated at any time, and by tying it to a tech trigger also given when the leader is killed it should be quite simple.
That is, "when BigBoss unit killed" is a trigger, make three actions, "destroy BigBoss civ," a "The boss is killed! His gang scatters! Louie's boys start moving their Enforcers in on his old turf!" explanatory text, and "give Enforcer Hiring tech to Louie's Boys." Then another event saying that if Louie's Civ has that tech, create an Enforcer unit at a given set of coordinates. Without the JustOnce trigger, and of course Enforcer Hiring shouldn't be researchable.
Sorry for the vagueness, I don't know what you're planning so I cooked up some mobster BS for the example. And I don't have the macro language memorized, so pardon my errors in nomenclature too.
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AGRICOLA
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Canadian bush & Florida
Feb 2003 time: 00:17
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@ Patine
It would help lot if you were much more specific about what you want to do. For example:
quote: Originally posted by Patine
I need some way of getting the computer to create some units when a civ with more than one city and more than one unit is destroyed but without killing them with an event (that is, the civ must be destroyed naturally) |
1. How many cities, 3 or 30 and what size?
2. Ditto for units.
3. Do cities have to exist after the civ is destroyed or can a KILLCIV command (see Elok's post) be used?
4. Time frame? Does this have to happen in 10 or 100 turns? What' s your prefence?
5. Can this be a completely passive civ that does nothing?
6. Does a specific enemy civ have to take over the cities?
Similarly, the following raises more questions than it answers:
quote: Originally posted by Patine
I have four spaces that need a wipe, and there are four sets of coordinates in the trigger. However, I got two desired spots and four I didn't desire. |
I think your're saying that there are 4 locations where you want to do a CHANGETERRAIN but, beyond that, I don't understand what you're trying to say.
OK, lets get back to the original problem:
1. A civ needs to be destroyed naturally during a random turn.
2. Its destruction is to trigger subsequent events.
3. I suggested that you need to know which of the civ's cities will be the last to be captured, so that its capture will both kill the civ and can be used as the trigger for other events.
I think it can be done as follows:
1. The civ has n cities ( n = whatever the actual number is).
2. Create a special unit ZZZ with D=99, indestructible.
3. Leave city 1 either undefended or with a minimal garrison of a weak unit.
4. Garrison city 2 with only a ZZZ homed to city 1.
5. Garrison city 3 with only a ZZZ homed to city 2.
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6. Garrison city n with only a ZZZ homed to city n-1.
7. Set all cities to autoproduce only city improvements and no units.
What will happen is that as soon as city 1 is captured, city 2 becomes defenceless. Capture of city 2 renders city 3 defenseless and so on. At the end of this daisy chain, only a defenceless city n will remain and its capture will end its civ.
You can then use the capture of city n to trigger whatever other events you need.
The time required to complete the process can likely be controlled to some extent by slowing enemy forces through the use of weak blocking units. 
Last edited by AGRICOLA on 24-04-2004 at 19:38
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Elok
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Land of Ramen Dragons
Mar 2003 time: 00:17
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You're quite welcome, assuming I was actually helpful somehow...
Anyway, to simulate the guerrilla insurrections, could you try changing pollution to "sabotage," like Underdark changed it to "slave revolt?" I assume Barbarians aplenty, unhappiness, ridiculous corruption, maybe some unit support problems, money issues, etc. You know, from "Ahmed Chulabi and the twenty thieves" and the terrific job they're doing. Adam Smith might be employed as a way to simulate stabilization.
Assuming Agricola didn't suggest these, similar, or better ideas in his PM.
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