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kelvSYC is offline kelvSYC
Settler

Jul 2004
time: 05:36
  Old Post 31-08-2004 08:17
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#1 Report this post to a moderator
CivEdit and civ traits Put an end to popups!

A few questions about giving civ traits to improvements:

1. Does a civ with a certain trait get buildings marked with a certain trait at half cost? (ie. militaristic civs get militaristic improvements for half cost, commercial civs get commercial improvements for half cost)

2. Are militaristic buildings the only ones that can be built while mobilized for war?

3. Does a wonder with the effects of Smith's Trading Company pay for all commercial improvements?

4. How does the AI determine what a "growth" building (or other governor build never/often type) is?

Kloreep is offline Kloreep

Emperor
of the pillow
Jun 2002
time: 00:36
  Old Post 31-08-2004 08:33
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Re: CivEdit and civ traits Support Apolyton, buy Call to Power 2

quote:
Originally posted by kelvSYC
A few questions about giving civ traits to improvements:

1. Does a civ with a certain trait get buildings marked with a certain trait at half cost? (ie. militaristic civs get militaristic improvements for half cost, commercial civs get commercial improvements for half cost)


Correct, except for the commercial bit. Commercial civs don't get any buildings cheaper.

Here's the list (probably incomplete as I'm doing it from memory). Each building listed is half the normal cost for civs with the specific trait. Note that the Vikings don't get 1/4th cost harbors although they are both Mil and Sea; their harbors are still only 1/2th cost.

Militaristic: Barracks, Walls, Harbor, Coastal Fortress, Airport, SAM Missile Battery
Scientific: Library, University, Research Lab
Religious: Temple, Cathedral
Seafaring: Harbor, Commercial Docks, Offshore Platform
Agricultural: Aqueduct, Solar Plant
Industrious: No cheap buildings
Expansionist: No cheap buildings
Commercial: No Cheap buildings

quote:
Originally posted by kelvSYC
2. Are militaristic buildings the only ones that can be built while mobilized for war?

3. Does a wonder with the effects of Smith's Trading Company pay for all commercial improvements?


Correct.

Note with regards to #3 that this means you can't give the commercial trait cheap buildings if you're editing the rules.

quote:
Originally posted by kelvSYC
4. How does the AI determine what a "growth" building (or other governor build never/often type) is?


I don't know. I would guess the Granary, Aqueduct, and Hospital fall under this category.

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