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CerberusIV
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I'm at work right now so I can't check but I did go through the GW's in the editor and there are six GW's for each civ trait in PTW(some wonders correspond to more than one) and five in civ3 (PTW has the Internet which corresponds to all six traits). You can check in the editor which GW's correspond to which traits.
One thought. You say you have civ-specific abilities turned off. Presumably this also removes the civ traits. This could mean that you get a GA for owning any GW and building a second one as they would all count for all civs.
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mattcj
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Middletown, CT
Nov 2001 time: 00:25
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I'll have to try checking the editor.
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Catt
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California - SF Bay Area
May 2002 time: 21:25
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With civ-specifi abilities turned ON the wonder-triggered GA works as follows: each time you build a wonder, the game checks to see whether you control wonders representing both your civ-specific traits. But the game doesn't check your wonder control when you capture wonders. Thus, as Egypt (religious - industrious), you could capture the Pyramids, the Oracle, the Great Wall, the Hanging Gardens, and the Colossus -- the collective ownership of which should trigger a GA for Egypt -- all without triggering a GA. If you actually build a wonder, any wonder, the game will check wonder control and trigger your GA, even if the wonder you build is neither industrious nor religious.
In your case, with civ-specific abilities turned OFF, I believe the wonder-triggered GA works as follows: build a wonder, any wonder, and trigger a GA. [I say "I believe" because I've never played with abilities off, but have seen reports by knowledgeable and credible posters who have reported this state of affairs].
Catt 
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Mazarin
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of Old Europe
Nov 2002 time: 05:25
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if you don't believe me, maybe you'll believe the editor.
I've attached a screenshot of the default settings for the Intelligence Agency (sci+mil)
here you can see all GA-triggers for both, small and great wonders edit: as Catt's remarks proved right after testing, I remove this link
Attachment: intagency.jpg
This has been downloaded 78 time(s).
Last edited by Mazarin on 23-01-2003 at 02:14
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Catt
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California - SF Bay Area
May 2002 time: 21:25
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quote: Originally posted by Mazarin
if you don't believe me, maybe you'll believe the editor.
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It's not that I don't believe you; it's that I believe you are mistaken. The short answer is: checked trait flags do not equal GA triggers. For the long answer, keep reading .
Yes, the Intelligence Agency is flagged as "scientific" and "militaristic." But those flags are not GA-triggers -- they are merely flags that place a specified improvement within certain civ traits. Have a look at "Harbor" in the editor -- if memory serves correctly, it will be flagged as "Militaristic" and "Commerical," but that doesn't mean it also may trigger a GA. For that matter, have a look at any number of ordinary improvements (temples, marketplaces, courthouses, etc.) -- the vast majority (if not all) have certain traits checked, but surely you don't believe that this means even the lowliest of improvements can trigger a GA?
The trait flags seem to work for 3 things:
(1) they aid the AI civs in choosing build items in its cities -- for instance, if you look at an AI civ's default settings, you might see "Build Trade Often" flagged for a specific civ. That "build often" flag works together with the trait flags on improvements -- a "build trade often" civ will tend to build those improvements flagged as "commercial" such as marketplaces, harbors, etc. Similarly, an AI civ may be flagged to "build culture often" -- it will tend to prioritize those city improvements flagged as "religious" and "scientific."
(2) they identify those improvements and wonders that can be started while mobilized -- since only "militaristic" improvements can be started when mobilized for war, only those improvements with the "militaristic" trait can be built (surprise, a harbor is "militaristic" and surprise, can be built during mobilization).
(3) for great wonders, they identify civ's which might enjoy a GA upon the building of the great wonder.
I'll repeat my points from my above post since I must not have been very clear the first time:
* I don't know why small wonders are flagged anything other than militaristic (for mobilization purposes only) since it is my experience that all AI civs will build small wonders when they become available, regardess of AI civ traits or small wonder traits. I can only speculate that the flags had some purpose which was subsequently superceded by design changes.
* Trait flags do not equal GA-triggers.
* I believe the GA-trigger effect is hard-coded and is produced by the "improvement / wonder / sm. wonder" option that appears in your screenshoot just below the "rename" and "delete" options next to the improvement drop-down. Unless a particular item is identified as a "wonder" (and not a "sm. wonder"), no GA is possible.
Catt 
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alexman
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Hunt Valley, MD
Jan 1970 time: 00:25
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Catt, everything you said is in full agreement with what I have observed as well, except for one point:
quote:
they aid the AI civs in choosing build items in its cities -- for instance, if you look at an AI civ's default settings, you might see "Build Trade Often" flagged for a specific civ.
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From my experience, the categories for the build-often list are formed from the actual abilities of the improvement, not its trait flag. For example, if you have a building that gives happy faces, even if it is not flagged as religious (think colosseum), it is built often by civs with happiness in their build-often list.
Rather than the AI build-often effect, the trait flags for improvements are used to see which buildings are half-price for which civs. To be more precise:
- Militaristic: half-price for militaristic civs, can build when mobilized.
- Scientific: half-price for scientific civs
- Religious: half-price for religious civs
- Commerical: free maintenance with Smith's
- Industrious, Expansionist: nothing (there is no improvement with these flags anyway)
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