Questions about the Techs

1) I am looking at the tech tree, and I found the <rarity> attribute. It seem to go between 0-100, in % of getting the tech.

I wish to make sure, is this correct?

2) Is it possible for the rarity to pick a set amount of spells from a list I made? I mean, I want to have 2 our of 10 possible techs open at the start of the game, no more, no less. With 20%, 2 techs are just the most likely result.

3) Categories- I assuming putting any of the 3 categories will put the techs in their respective trees. Is it possible to add categories/remove them, or is the 3 categories hard-coded to the game?

4) What does the <Infinite> attribute causes? Causes the resource effect to last?

5) Is it possible to have a tech pre-requirements possible from a number of techs directly (need 1 our of 4, instead of 4 out of 4)? I assume making each of them open a useless tech that acts as pre-requirement work, but rather skip this workaround.

If 5 needs the work around, what is the code for it? I'm not really sure.

6) Is it possible to make a random event open a specific tech for all players at the same time?

5,717 views 4 replies
Reply #1 Top

I haven't tried any of this, maybe seanw3 knows.

The only question I can answer is that infinite is a boolean (true or false) that sets if the tech can be researched multiple times over and over to gain the benefits many times over.

Reply #2 Top

Umm that is interesting Heaven, thanks.

One more question, if you might know, is if/how to add a line to help research a specific research? Something along the line of the current research trading, but pre-set by code to a specific one.

Reply #3 Top

No idea how that system even works.

Reply #4 Top

No idea on this one even after messing around with techs extensively.  I thought maybe diplomat might have something but its just for influence, so its likely a hard coded percentage of your tech you generate each turn then multiplied by a specific unknown value which then becomes a trade asset.