ernieschwitz
Posts: 1083
Joined: 9/15/2009 From: Denmark Status: offline
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Well, Again this depends on what you mean by stopping production. Taken at face value this could be done simply by making an event, that checks the round number, if it is higher than a given number, change the rulevar that allows production. This however has one inbuilt problem, as far as I see it. What about unit supplies? Wouldn´t be much fun playing the game if your units run out of supply two turns later. So if you want to keep supplies, then it would involve something like making an event that reduced all non-supply to 0% production. Probably best done by making all items except supplies be ProdMod1, and supplies be ProdMod2, and then simply changing all people prod production of ProdMod1 to 0. There are of course other ways of doing this. But this was just off the top of my head. The event coding would be fairly straightforward.
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