FYI, in case you hadn't figured it out, you can create civ-specific buildings in the editor.
Create a new technology, put it in the "None" era, make it a requirement of the particular building you want to be civ-specific, and give this as a starting tech to the civilizations you want to have the building.
Using this technique, you could also create civ-specific resources (resources that only specific civs can see) which in turn could be used as requirements to build buildings, units etc in later technologies. Or anything else that you can attach to a technology can be used to be civ-specific.
Techs in the "none" era can never be traded with other civilizations, or discovered in goodie huts or anything else. So only the civs originally given them can have them.
Now, if only they would allow techs in the "none" era to be a requirment to techs in other eras we could create unique techs trees for each civilizations. That's what I would like to see in the new version.
Create a new technology, put it in the "None" era, make it a requirement of the particular building you want to be civ-specific, and give this as a starting tech to the civilizations you want to have the building.
Using this technique, you could also create civ-specific resources (resources that only specific civs can see) which in turn could be used as requirements to build buildings, units etc in later technologies. Or anything else that you can attach to a technology can be used to be civ-specific.
Techs in the "none" era can never be traded with other civilizations, or discovered in goodie huts or anything else. So only the civs originally given them can have them.
Now, if only they would allow techs in the "none" era to be a requirment to techs in other eras we could create unique techs trees for each civilizations. That's what I would like to see in the new version.
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