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  1. #1
    CA CA JeromeGrasdyke's Avatar
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    Default Re: Additional capabilities and requirements for buildings

    Quote Originally Posted by eadingas
    BTW, can you answer which of the capabilities can have negative values ? Also what does 'faction capabilities' do? I can't figure it out...
    As far as I'm aware the capabilities should all have positive values. The code may cope with negative values but it'd be accidental and probably not extensively tested... Things like growth and order bonusses are in terms of pips on the city details screen (ie 0.5% pop and 5% increments for order).

    Faction capabilities are granted faction-wide when the building is built - for example, once you build the building required for upgraded general's units, all new general's units created anywhere by your faction will be of the better, upgraded type.
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  2. #2
    Wandering Historian Member eadingas's Avatar
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    Default Re: Additional capabilities and requirements for buildings

    Hmm are there some limits as to which capabilities can be faction-wide? I can't get any of them to work, I was hoping to simulate some wonders effects with this...
    I'm still not here

  3. #3
    Member Member afrit's Avatar
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    Default Re: Additional capabilities and requirements for buildings

    Quote Originally Posted by JeromeGrasdyke
    Faction capabilities are granted faction-wide when the building is built - for example, once you build the building required for upgraded general's units, all new general's units created anywhere by your faction will be of the better, upgraded type.
    Do we have a list of faction-wide bonuses? I am looking for an income/population/law bonus to give the Seleucids so they become a worthy opponent in the mid-late game.

    Edit: I see Eadingas had the same question. Someone please reply.
    Last edited by afrit; 02-17-2005 at 02:29.
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