Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
You could also make a mod (which is actually pretty simple to do) and modify the technology xml file so that the imperial techs aren't available.
Got to go out now, I'll post some more info later.
Edit the "Imperial Era" Edict into this
<Edict ID="Imperial Era" Area="Misc" MayBeCancelled ="false" IssuedInStartingEra="2">
<Requirements>
<Era Value="1"/>
<NumTechs Num="24" Era ="1"/>
<ControlNumSettlements Num="100" Exact="true"/>
</Requirements>
<Effect Type="Cost" Value="1000"/>
<Effect Type="NobleUnrest" Value="15" Turns="10"/>
<Effect Type ="AdvanceEra" Value="2"/>
</Edict>
This requires the player or faction to have 100 settlements to be able to pass into the Imperial Era.
Below is a script file that will add a new leader on turn 25
The stuff above the line <!-- General --> is just some XML stuff you always need to include. Then the line
<FactionScript Any="Default Script">
says we're making a script that is run whatever faction the player is playing. You need to put any events that alter the game world inside this script. You can also make scripts that only run if the player is playing a specific faction, but they're only for messages and assigning missions.
After that you define the event, and give it an ID (which can be anything). Trigger says when the game will test if the event occurs, which in this case is the start of the turn. Inside the trigger element are a couple more conditions needed for the event to occur. In this case we just test that the faction still exists and that we've reached turn 25.
ActionSet defines all the actions that occur when this event triggers. It also defines whether the event can only occur once, or multiple times. We have two actions, to add a new leader to the world, and to show a message to inform the player of this.
You can look in the scripting.xsd file to see all the actions that can be performed.
Sorry for asking too many questions here, there doesn`t seem to be many other ways for me to figure this out.
and if the AI isn't doing what you want you could freeze it for a turn
and
See the life of Genghis script for how to manipulate diplomatic standings