discovering the advance that appears in the rules.txt file that makes it obsolete.
If a better unit, in that same unit usage category (attack, defense, settle, etc.), that also moves at aspeed of two or more is available. Applies only to ground units. Applies only to computer players.The computer player determines which units meeting all of these conditions to build, from amongthose you think it will, by looking only at attack and defense figures. Nothing else matters. A fewexamples (note that “5a/1d” means an attack of five and a defense of one) should make this clear:*
5a/1d and 4a/1d: Only the first is built. It does not matter how much you want the AI to build the second, or what extra capacities you grant either unit. You may only get thesecond to be built by setting either unit (or both) to air or sea, making the units’ purposes different, or giving either unit (or both) a movement of one.*
2a/1d and 2a/2d: Only the second is built.*
5a/1d, 4a/2d, 3a/3d: works the same as 12a/1d, 3a/2d, and 1a/11d: all three are built,as those units with lower attacks (it does not matter how much lower) have better defenses (it does not matter how much better).*
6a/2d, 7a/2d, and 7a/1d: Only the middle unit is built, because it has the defense of the first without the poor attack, and the attack of the third without the poor defense.
allowing the unit in the Knights position to be built. No offensive air, sea, or land unit, with anattack equal to or less than this unit, a defense less than that of this unit, and a movement of two or more can ever afterwards be built, by either a human or a computer player of that civilization.
allowing the unit in the Musketeers position to be built. See above.iii)
As you see from the above, this problem really isn’t difficult to understand or avoid. Just be carefulwith the Musketeers and Knights positions and create similar land units with care. b)
To make it almost impossible for a computer player to gain a specific technology
,and extremely difficult for a human takes 1 step in versions of the game later than 2.4.2: set both prerequisites of that advance to “no”. The tech cannot be traded or stolen.i)
In version 2.4.2 and earlier, it takes 7 steps:
either set the tech paradigm so high it becomes unfeasible (for all civs), or set the governmentsinvolved (for just a few) to fundamentalisms and change the loss of science to 100% and themaximum science rate to 0% (Section 5a).
This still leaves open stealing, so make certain no other civilization has anything they can steal,forbid them to make diplomats/spies, or ask the human player to respect a “house rule”.
But, if they take a city, and you have not forbidden tech through conquest (in scenario parametersunder the cheat menu), they will take any tech they like.
But they can still trade advances, so make certain they have nothing anyone else has any interest in(either no techs, or techs with a AI-value of zero) If you have the version with events, you canforbid them to talk with other civilizations. Humans are trickier: sometimes self-policing is theonly answer.
They can still beg or demand advances, but you can probably fob useless techs with high AI-values off on them for the duration of the game, as long as the important techs are madeundesirable (section 5b).
But they will happily learn new advances from goody boxes, until they gain Invention. Eliminatethese.
Another possibility remains open: gaining advances through establishing trade routes. Either forbid them to make caravans/freight, or clear their current research project (effectively setting itto none).ii)
The only way that remains open is a sudden advance through getting a unit in gift from a human player. This cannot be blocked, although self-regulation and adjusting attitudes works.c)
How do I make certain the civilizations I want to appear in my scenario actually do?
Go into the rules.txt file, pick the civilizations you want to appear in your scenario, and change their names, leader names, attributes, titles, etc. to whatever you want.