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GePap is offline GePap
King
of the Big Apple
Nov 2001
time: 23:21
  Old Post 08-08-2002 02:46
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Nationality resource Support Apolyton

I just got an idea for historical scenrios, and i want to try it out:

There are three ways to restrict who gets what units:
Restrict by tech: the old, civ2 method.
Restrcit by civ, like UU's
and restrict by resource.

The last one is seen as a universal- any civ can build any unit anywhere as long as they have the resource, But what if in historical maps we create "nationality" resources? Lets say one has a map of europe, and whats to be able to build 'french troops' simply as long as one has control over some city inFrance? well, in making a map, we could crrat a Gallic resource, and place it on the map in every plave we plan to have a city in france. That way, if any civ owns a 'French' city, they won this Gallic resource, and are thus able to build units of frenchmen. This could be useful perhaps in scenreios were someone wants to lump many states together in one civ, but doesn't want chinese conscripts in lest say, Brazil, so one limits the ability of this civ to move its resources around- buy denaying it harbors and our airports in key places, then placing 'national' resources in certain places, and allowing the 'minor allies' civ make 'Brazilina troops' in Brazil and Chinese conscripts only in china.

sween32 is offline sween32
Warlord
Boston
Jul 2002
time: 00:21
  Old Post 08-08-2002 03:27 Visit sween32's homepage!
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Very good idea. You occupy their land, so what they can make you can, too.

exsanguination is offline exsanguination
Chieftain

Jan 2002
time: 00:21
  Old Post 08-08-2002 05:19 Visit exsanguination's homepage!
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this the idea we have implemented into the forthcoming Alexander the Great Scenario. The idea is courtesy of Kryten (actually, 99% of ideas ).

The Rusty Gamer is offline The Rusty Gamer
Prince
Christchurch, New Zealand
Apr 1999
time: 17:21
  Old Post 10-08-2002 12:45 Visit The Rusty Gamer's homepage!
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FYI: You can create a civ-specific resource by creating a tech in the "None" era, making it required for the resource you have in mind, and only giving it as a starting tech to the civs you want access to the resource. For the full lowdown on this go here.

GhengisFarb is offline GhengisFarb
Deity
I want my HAMBURGERS!!
May 2002
time: 23:21
  Old Post 10-08-2002 18:45 Visit GhengisFarb's homepage!
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This is the method I'm using in creating my FantasyMod, by making Elven, Human, and Dwarven villages. One thing to note is that you need to set the occurence of the resource so that it doesn't disappear and pop up somewhere else!

Andrew_Jay is offline Andrew_Jay
Prince
St. John's, NF
Aug 2001
time: 01:51
  Old Post 10-08-2002 21:11
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I just go this idea too. In my translation of the Civ2 Rome scenario I've put Uranium under one Egyptian and one Carthage city (to prevent trading, each only has one). I've named the resource "Numidia" and it will let these two civs build Impi warriors, mostly just to give a bit more variety to the game. I've kind of done the same with Elephants; anyone can build war Elephants, but you'll have to get them from the Egyptians or the Carthaginians. I'm also considering doing the same with swordsmen and the barbarians. But a special resource that allows either "Barbarian (a 2/2/1 swordsmen to replace their typical warriors) or "Celtic Swordsman" (Basically an Immortal - 4/2/1 - but with regular swordsman graphics) and put these resources underneath barbarian camps, or in Celt cities. I'll probably even give the Celts a few extra for trading to their good friends. From what I understand there wer significan numbers of Celt soldiers fighting for Carthage in the Punic Wars. Perhaps this could be a sort of form of unit trading; give your friends the resources to build your special units.

Optimizer is offline Optimizer
Prince
Stockholm
Feb 2001
time: 06:21
  Old Post 11-08-2002 00:05
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This system would indeed make it tempting to conquer the other civs' capitals.

Andrew_Jay is offline Andrew_Jay
Prince
St. John's, NF
Aug 2001
time: 01:51
  Old Post 11-08-2002 02:13
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Yeah, and make holding the enemy cities very worthwhile. I think it would also nicely represent making a conquored nation part of your empire.

johncmcleod is offline johncmcleod
Prince
Coeur d'Alene, ID, USA
Jan 2002
time: 21:21
  Old Post 14-08-2002 05:36 Visit johncmcleod's homepage!
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quote:
posted by: Andrew_Jay
Perhaps this could be a sort of form of unit trading; give your friends the resources to build your special units.


Good thinking! It'd be just like mercenaries! I really like this idea. Someone HAS to make a mod for it, and not just for one scenario.

Optimizer is offline Optimizer
Prince
Stockholm
Feb 2001
time: 06:21
  Old Post 16-08-2002 04:22
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Then it would really make sense for the Indians to have Gurkha as their unique unit - when India was English, England got access to Gurkhas.

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:21
  Old Post 16-08-2002 04:35 Visit Trip's homepage!
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The only problem in this is that the AI really wouldn't know what it was doing regarding it.

Andrew_Jay is offline Andrew_Jay
Prince
St. John's, NF
Aug 2001
time: 01:51
  Old Post 16-08-2002 04:55
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I'm not sure if they will. I have a scenario where I've made a new resource (Elephants for War Elephants) and I'm still now sure if the Egyptians and Carthaginians bother to connect to them.
In the same one I wanted to give a tradeable nationality resource to the Celts (they make the most sense of anyone in the scenario) but they're so spread out it's hard to do without littering the terrain with "Celt" uranium.

Saint Marcus is offline Saint Marcus
King
Scio Me Nihil Scire
Jan 1970
time: 06:21
  Old Post 16-08-2002 17:11 Visit Saint Marcus's homepage!
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I'm using this in my Rome scenario as well.

silly me for thinking I was original

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