I searched the board for a few hours last night but couldn't find the answer to my question. If one of you could help me out, I'd really appreciate it.
I'm creating a Rise of Rome scenario that spans several hundre turns. I want to limit the technology to ancient techs because it kind of spoils the feel of the scenario when you're ending it with by assaulting Alexandria with tanks and marines.
I tried editing the middle techs with impossible pre-reqs to make them unresearchable (like making superconductor a pre-req for feudalism) but this caused the application to crash.
I tried editing out the techs by removing their references entirely. This seemed to work but then the huts on the map start giving out late game techs like miniturization and advanced flight and I start seeing aircraft carriers and bombers on the map by the fifth turn of the game.
Is there a simple way to chop the tech tree just short of invention, feudalism and university without making the game go out of whack?
Thanks for your help.
I'm creating a Rise of Rome scenario that spans several hundre turns. I want to limit the technology to ancient techs because it kind of spoils the feel of the scenario when you're ending it with by assaulting Alexandria with tanks and marines.
I tried editing the middle techs with impossible pre-reqs to make them unresearchable (like making superconductor a pre-req for feudalism) but this caused the application to crash.
I tried editing out the techs by removing their references entirely. This seemed to work but then the huts on the map start giving out late game techs like miniturization and advanced flight and I start seeing aircraft carriers and bombers on the map by the fifth turn of the game.
Is there a simple way to chop the tech tree just short of invention, feudalism and university without making the game go out of whack?
Thanks for your help.
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