February 18, 2004, 11:32
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#1
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Chieftain
Local Time: 13:06
Local Date: November 2, 2010
Join Date: Oct 2001
Location: Pittsburgh PA
Posts: 69
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SGLs & custom tech trees
I don't do much editing, but I've read a lot about people making their on tech trees, sometimes having custom techs for certain civs or having a civ with entirely its own tech tree.
Other than Civ3 having to be "kludged" into making these possible (by giving a free tech), this wasn't a 'problem' in PTW.
However, I am thinking about this in C3C. With the advent of SGLs, would not each of these one-civ-only techs count as "first discovered" in terms of creating an SGL?
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February 18, 2004, 14:23
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#2
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Chieftain
Local Time: 13:06
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I just threw together a test scenario, made up a tree of techs named 1-0, Each tech had the previous as a prereq, and had the 'cannot be traded' 'not required for era advance' flags set. 2-0 were "Ancient" era and 1 was "none". I also lowered the minimum turns to 1 just to hasten my testing.
I assigned tech 1 as a starting tech to a scientific civ, and ran through it in a game with preserve random off just in case. I researched 2-7 and I was starting to wonder. Then, with tech 8, a SGL appeared.
So, is it possible, I wonder, to set a tech so it does not trigger a SGL? If people try to create custom tech trees, SGLs would probably have to be disabled if they can't be, else there would be an unusual number of them.
I know techs from goody huts can't generate SGLs, but what about Philosophy and Darwin's?
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February 18, 2004, 17:06
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#3
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Emperor
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Quote:
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Originally posted by MqsTout
So, is it possible, I wonder, to set a tech so it does not trigger a SGL? If people try to create custom tech trees, SGLs would probably have to be disabled if they can't be, else there would be an unusual number of them.
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SGL's happen so rarely that I don't think it's really an issue. I've played a number of games now that I was in the tech lead, and I think I've only seen one so far. If you're really that concerned about it, on the units page there's a flag that you uncheck from a leader unit regarding Scientific Leaders.
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February 19, 2004, 10:34
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#4
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Chieftain
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They aren't so rare when every tech of a custom tech tree is 'first discovered' therefore possible for a SGL. That greatly increases the SGL chance, when every tech you get has the 3-5% chance.
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February 19, 2004, 15:38
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#5
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Emperor
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Quote:
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Originally posted by MqsTout
I know techs from goody huts can't generate SGLs, but what about Philosophy and Darwin's?
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both can generate SGLs
And I see your point, if you are the only nation able to research certain techs, I can see how that would up your chances at generation.
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February 19, 2004, 17:25
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#6
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Emperor
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Quote:
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Originally posted by asleepathewheel
And I see your point, if you are the only nation able to research certain techs, I can see how that would up your chances at generation.
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But if other civs have exclusive techs as well, that evens things out.
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February 19, 2004, 19:45
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#7
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Chieftain
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It'd really destroy the race to build great wonders.
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February 20, 2004, 04:36
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#8
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King
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True, but then again if you're the only civ building certain wonders because its a wonder exclusive to you...
__________________
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Mitsumi Otohime
Oh dear! Are you even sure you answered the questions correctly?) Underneath your confused exterior, you hold fast to your certainties and seek to find the truth about the things you don't know. While you may not be brimming with confidence and energy, you are content with who you are and accepting of both your faults and the faults of others. But while those around you love you deep down, they may find your nonchalance somewhat infuriating. Try to put a bit more thought into what you are doing, and be more aware of your surroundings.
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February 20, 2004, 14:34
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#9
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Emperor
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Quote:
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Originally posted by MqsTout
It'd really destroy the race to build great wonders.
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The trick is to have a good mix of Wonders, some that are civ specific and some that are open to competition. If done right it could make for a dynamic game; not only would you be dealing with a civ's UUs, but you'd also be up against a wonder that gives them a specific advantage. And using government specific wonders, and/or making them obsolete with a certain tech, you could arrange it so that this advantage only occurs for a short while.
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February 21, 2004, 08:56
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#10
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Settler
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SGLs????
Pardon my ignoance but what are they?
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February 22, 2004, 17:16
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#11
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Emperor
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Quote:
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Originally posted by PaulWilliams
SGLs????
Pardon my ignoance but what are they?
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Scientific Great Leaders, a new leader type in Conquests. They're sometimes, though very rarely, created if you're first in researching a tech. They allow you to either rush build a Great Wonder or increase your research rate by 25%. Military Great Leaders can now only rush Small Wonders or create an Army.
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February 22, 2004, 17:22
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#12
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Deity
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MGL can rush structures and units IIRC. Nearly anything except great wonders.
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February 23, 2004, 16:46
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#13
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Emperor
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Quote:
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Originally posted by vmxa1
MGL can rush structures and units IIRC. Nearly anything except great wonders.
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Yeah right. I think it's a waste to use Leaders for those sorts of things so I never think of using them that way.
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February 23, 2004, 17:22
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#14
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Deity
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It is not common for me either. It can come in handy during an IC. You can rush an airport with one. I have used them to rush a battleship in some conditions.
Mostly after having many armies and the MA built.
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February 24, 2004, 18:11
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#15
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Prince
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They can give a civ a nice jump if used to rush a wonder. What you can do, is to disable the SGL's ability to rush buildings. This way, he can only be used to increase science a bit. You might think it's still unfair, but life contains luck, right?
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February 25, 2004, 15:06
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#16
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King
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I'd only do that though if you disable the same for military...
__________________
Which Love Hina Girl Are You?
Mitsumi Otohime
Oh dear! Are you even sure you answered the questions correctly?) Underneath your confused exterior, you hold fast to your certainties and seek to find the truth about the things you don't know. While you may not be brimming with confidence and energy, you are content with who you are and accepting of both your faults and the faults of others. But while those around you love you deep down, they may find your nonchalance somewhat infuriating. Try to put a bit more thought into what you are doing, and be more aware of your surroundings.
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February 28, 2004, 16:51
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#17
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Chieftain
Local Time: 18:06
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Join Date: Jun 2001
Posts: 86
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Actually considering the usual time you get scientific leaders is when you (probably the player) have a lead, the point of the leader is to continue to build that lead, not to maintain, but to extend it. This way, so long as you would have some balance on special techs or tech trees, each civ would have chances to keep up or advance a lead. This would make a bit of balance.
As far as I can tell you can disable the rush building, but it appears to be for both military and scientific leaders. I'm not sure how unwanted this would be, personally I wouldn't suffer much. Armies and science ages are definitely almost as good as some wonders anyway. Getting that FP up fast is sorta useful though.
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