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AkwaticDudeCity
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ZoomCity
Mar 2000 time: 05:12
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hullo to you all,
say, does anyone know how to change a settler's abilities to the extent that they cannot build new cities, but only terrain improvements? please someone tell me it is possible. i want to edit a few scenarios so that no new cities can be built by anyone, that way they'll be even more fun, well to me at least.
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ugh crud, why won't they fall prey to my Machiavellian schemes?
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Hendrik the Great
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Good old Germany!
Oct 1999 time: 06:12
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Hmm...Perhaps you can delete the appropiate lines in the game.txt(or menu.txt?). That way the human player wont be able to perform the deleted command lines. But whatever you do to the game.txt the AI will always be able to do it.
Here is another idea that's from Mercator I believe: Replace all Grasland and Plains or their equivalent with glaciars and tundra. The AI will not build city on them.
If you combine this with the changes to the game.txt there wont be any problem for you.
For the human player the option will be disabled and the AI wont build cities because it thinks the terrain is useless.
Good luck!
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Mathias' Civ II Page
http://members.xoom.com/thalys/index.html
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ZhugeLiang
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Sonoma, CA, USA
Nov 1999 time: 05:12
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there should be a part of labels.txt where you can change/delete shortcut keys as well, although messing with stuff like that ussualy gets you weird errors....
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AkwaticDudeCity
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ZoomCity
Mar 2000 time: 05:12
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actually it's the AI players expansionism which annoys me in certain scenarios.
in them i don't build new cities, and i want to prevent the AI players from building new cities too.
is the terrainchanging to inhospitable teraintypes the only way?
can't i change the settler/engineer's abilities in a way that it will be impossible for them to build new cities?
if i change the terrain, the map will look pretty weird with glaciers in North Africa and the Levant.
is it possible to create a new 'terraforming' unit like the formers in SMAC?
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ugh crud, why won't they fall prey to my Machiavellian schemes?
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Hendrik the Great
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Good old Germany!
Oct 1999 time: 06:12
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I believe there is hardly a way around it than putting all the grasland and plains into the glacier and Tundra slots.
You can't really do anything about the AI building cities otherwise. As said, perhaps there is a way to disallow founding cities for the human player by playing around with the game.txt, labels.txt or menu.txt.
Just try out everything that seems to have to do with settlers in those files and see what happens.
But I do have to mention though that in some unusual cases the AI will build cities even on tundra, hills and forests.
Very rare but it does happen.
Otherwise give settlers only throu events.
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Mathias' Civ II Page
http://members.xoom.com/thalys/index.html
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Sten Sture
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SF, CA don't call it frisco... Striker!!
Mar 1999 time: 21:12
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(MD - As a big Hopkirk fan I am greatly enjoying your Great Game scenario, I am currently playing it as the Brits using Civ MGE.)
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As far as I know:
The AI will not (okay, Hendrik - RARELY! )build a city on anything but grassland or plains, and if it has the option it will choose rivers first and something adjacent to a special.
It has never in my experience irrigated a forest square to allow it build on the resulting plain.
I have fiddled with the rules.txt to try to correct its maddening irrigation of tundra and deserts in the city radius, but refusal to clear swamps and jungles, to no avail.
In its preference to work certain squares in the city radius, it will almost always work the highest food square, then the high food squares with some shields - it will almost always ignore trade arrows. In scenario design if you want the AI to be competative, add trade arrows or shields to the squares it is most likely to use - such as wheat specials or raw grassland. Adding shields and trade arrows to gold mine mountains will most likely only favor the human player. I would imagine that most of this is also slot dependant, not based on some kind of a resource analysis algorhythm.
[This message has been edited by Sten Sture (edited March 23, 2000).]
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AkwaticDudeCity
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ZoomCity
Mar 2000 time: 05:12
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Mercator,
i checked your scenario and i must say it looks great. I'll play it after the weekend. I think i see what you mean. When creating the map just place Glacier, Tundra or whatever and change their characteristics. That way the AI will perceive the terrain as inhospitable and will not settle there. Am i correct?
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ugh crud, why won't they fall prey to my Machiavellian schemes?
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