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Old June 2, 2003, 11:31   #1
Exile
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On the Creation of Cities.
Ok, for the sake of argument, let's say that these conditions are accomplished facts;

1.) An event creates a settler on a specific turn in a specific place/square--one coordinate number.

2.) It belongs to a player, not barbarian.

3.) It creates a city, on that square, every time.

4.) The newly-founded city's name comes from the City.txt list, and uses the same name every time.

Now, can I then use an event on the next or subsequent turn to create a unit in that newly-founded city?
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Old June 2, 2003, 11:42   #2
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Am I overlooking something?
To create it, the CreateUnit event should work, since you already know the coordinates. To get the city to build it or to home it to the new city is a tougher matter. Is that what you're after?
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Old June 2, 2003, 15:29   #3
Exile
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Yep.
Right; the CreateUnit event will create the settler, and the settler will create the city.

The question is; can I then create a NON unit in that city just created? using the CreateUnit event 1 or 2 turns later, and also using the city's name as the location of the 2nd CreateUnit event?

That sounds really confusing.

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Old June 2, 2003, 16:51   #4
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I don't see why not. Have you tried it?
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Old June 2, 2003, 16:55   #5
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As long as the city and the unit created are the same civilization it would work. If the owners are different its a no go.
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Old June 2, 2003, 18:37   #6
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Are you triggering the settler from something other than the turn number? In that case, you are going to have to use ToT's event delaying (though I don't know exactly how it works).
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Old June 3, 2003, 13:04   #7
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Surely, if your events refer to cities not yet created the scenario won't load the events?
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Old June 3, 2003, 21:18   #8
Exile
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Yep.
Yeah, Henrik, and that is what's on my mind with this. I'll have to try it and see what happens.

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Old June 3, 2003, 22:16   #9
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I thought invalid homecity references revert to NONE. If that's true, wouldn't that include city names that don't exist when the event structure is created?

Perhaps you could fool the parser if you had 'Exile City' on the map at the start, eliminate it with a ChangeTerrain, and create a new 'Exile City' with the sequence you described above.
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