Right now I am about to have completed the tech tree and roundabout the half of the entire rules file is ready. I wanted to have some event-dependent and non-buildable city improvements but it seems to me that no,no-techs as preq. only make improvements disappear from the list, which was not my intention.
For example the factory is linked to the tech "War economy" that is available for every civ at war. Since France had peace between 1630 and -35, it should get the tech by event if it destroys a unit of Habsburg, instead of researching it. But because I can not exclude improvements from the all-available tech tree (I think you cannot have a tech with a no,no-tech as preq., , or do you can?) I would simply put these special city improvements techs at the very end of the (unit tech)tree, so it will be very hard and irrational to try to get them before they appear by event.
[Edit: Everything is fine. A no,no tech as prequesist for all event-techs is not only possible but also in common use by experienced designers
]
When I've setted wonders, terrains and units in the rules I could send you my files.
For example the factory is linked to the tech "War economy" that is available for every civ at war. Since France had peace between 1630 and -35, it should get the tech by event if it destroys a unit of Habsburg, instead of researching it. But because I can not exclude improvements from the all-available tech tree (I think you cannot have a tech with a no,no-tech as preq., , or do you can?) I would simply put these special city improvements techs at the very end of the (unit tech)tree, so it will be very hard and irrational to try to get them before they appear by event.
[Edit: Everything is fine. A no,no tech as prequesist for all event-techs is not only possible but also in common use by experienced designers
]When I've setted wonders, terrains and units in the rules I could send you my files.

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