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Small Victory number 692: Forcing Government Change

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  • Small Victory number 692: Forcing Government Change

    Dale mentioned that in his mod, that he created a disadvantageous government: Dark Ages, but had to rely on a players honor to change to that government and keep the government.

    Not sure anyone else has figured this out... no one has mentioned it, as far as I can tell... anyway...

    Here is the solution:

    remove all other government techs

    invoke something like the following alertbox (with a message function)

    It will give the player only one option: to press the button and invoke the government. The player cannot play on leaving the alert unanswered, because the only way to reenable the end turn button is to select the close button, and hence enact the government change.

    PHP Code:
    alertbox 'ShowTestMessage' {
        
    Text(ID_TESTMESSAGE_M);
        
    Show();
        
    CantEndTurn(1);
        
    Button(ID_T_BUTTON_CLOSE_FIRST) {
            
    SetGovernment(GovernmentDB(GOVERNMENT_TYRANNY));
            
    Kill();
            
    CantEndTurn(0);
        }

    N.B. The player must have the prequiste tech for the government to actually have this do anything.

  • #2
    Actually, what I was doing (and had it mostly running already) was that during the Dark Ages if the script noticed you were in a different govt there was a chance of "civic revolt" resulting in a change of govt.

    But your answer is as good as many though.

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