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Old August 19, 2003, 12:00   #1
Patine
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Wonder not working
In my current scenario project, I've reached a stumbling block. I've renamed both Michaelangelo's Chapel and the Cathedral and given them a new (yet still the same for both) prerequisite. Now, when I gave the renamed Michaelangelo's Cathedral to one of the factions, it wouldn't work. In fact, all it succeeded in doing is stopping that player from building the renamed Cathedral. What am I doing wrong? Can someone please help me.
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Old August 19, 2003, 12:07   #2
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A cathedral needs the monotheism tech to work (3 people), the theology(?) tech makes them make one more contet person, and the communism tech makes them make one less content person....
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Old August 19, 2003, 12:09   #3
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If you've elected to have wonders count as victory points, they cannot be built. You have to change that if you want wonders built during the scenario. IIRC, the Temples and Cathedrals MUST have the normal preq as their tech. You can rename it, though.
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Old August 19, 2003, 12:18   #4
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no, they don't need to have it as a preq. for the wonder / improvement, they just need to have it....
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Old August 19, 2003, 12:54   #5
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Additionally, Temple needs Ceremonial Burial to operate, and Mysticism gives it another content person.
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Old August 19, 2003, 13:21   #6
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Yeah, I don't think it needs to be the prereq, it's just required for them to work. Makes sense actually; if a polytheistic society conquers a city with a Cathedral in it, what good does that do them?
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Old August 19, 2003, 14:45   #7
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Thanks a lot for the pointers, people. That seems to have fixed the problem. Now I've run into another. There's a certain unit with a obsolescence tech designed to make it unique. However, It won't show on the build menu for the civ that's supposed to get them, though it shows on the Create Unit cheat list. It's not one of the units that's always obsoleted by Gunpowder (and Gunpowder's been taken out anyway) and I've tried changing the prerequisite tech and unit slot and nothing seems to work. It seems like the computer's just arbitrarily outlawed building that unit. Can someone give me some advice.
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Old August 19, 2003, 15:25   #8
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It's not that gunpowder obsoletes the unit's, it's the unit in that slot... remove it to see if it was that....
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Old August 19, 2003, 16:09   #9
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I've already taken out Gunpowder, and the unit's not even in one of those slots. I'm also quite sure I didn't give the obsolescence tech to that player by mistake. What else could be wrong?
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Old August 19, 2003, 16:55   #10
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Can it be built when you control the civilization in question? If so, it might be that the computer refuses to build it because another unit with the same role and movement has "better" stats. The computer uses a wacky algorithm to determine whether ground units are worth building. Basically its line of thought goes:
1. Does this unit have a movement of one, or greater than one? The computer doesn't discriminate between movements over 2.
2. What is this unit's role(attack, defend...trade)?
3. Does another unit with that role and movement have both attack and defense values greater than or equal to this unit's? If the unit in question has stats of 8/4, for example, a unit with stats of 9/1, 2/5, or 7/32 would be considered its equal, and both would be buildable by the AI. A unit with 9/4, 8/5, or 12/8 would instantly make it obsolete for the AI, regardless of either unit's HP, FP, cost, or special abilities.
That's about all the computer considers. Could that be your problem?
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