View Full Version : How to add a Tech (open)


GarretSidzaka
Nov 17, 2006, 10:00 PM
Please feel free to add to this basic description.
Add the program you want to use to edit XML. like "XML marker" "XMLspy" or just plain old notepad.
go to the warlords directory. go to the mods directory there. copy the "barebones mod" and rename the copy after your mod.
open it to Mods/<yourmodhere>/assets/xml/technologies/CIV4TechInfos.xml. open this file with the program you want to use to edit
you should see this:<?xml version="1.0"?>
<!-- edited with XMLSpy v2005 rel. 3 U (http://www.altova.com) by Soren Johnson (Firaxis Games) -->
<!-- edited with XMLSPY v2004 rel. 2 U (http://www.xmlspy.com) by Jon Shafer (Firaxis Games) -->
<!-- Sid Meier's Civilization 4 -->
<!-- Copyright Firaxis Games 2005 -->
<!-- -->
<!-- Tech Infos -->
<Civ4TechInfos xmlns="x-schema:CIV4TechnologiesSchema.xml">
<TechInfos>
<TechInfo>
<Type>TECH_MYSTICISM</Type>
<Description>TXT_KEY_TECH_MYSTICISM</Description>
<Civilopedia>TXT_KEY_TECH_MYSTICISM_PEDIA</Civilopedia>
<Help/>
<Strategy>TXT_KEY_TECH_MYSTICISM_STRATEGY</Strategy>
<Advisor>ADVISOR_RELIGION</Advisor>
<iAIWeight>0</iAIWeight>
<iAITradeModifier>0</iAITradeModifier>
<iCost>500</iCost>
<Era>ERA_ANCIENT</Era>
<FirstFreeUnitClass>NONE</FirstFreeUnitClass>
<iFeatureProductionModifier>50</iFeatureProductionModifier>
<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
<iTradeRoutes>0</iTradeRoutes>
<iHealth>0</iHealth>
<iHappiness>0</iHappiness>
<iFirstFreeTechs>0</iFirstFreeTechs>
<iAsset>8</iAsset>
<iPower>0</iPower>
<bRepeat>0</bRepeat>
<bTrade>0</bTrade>
<bDisable>0</bDisable>
<bGoodyTech>0</bGoodyTech>
<bExtraWaterSeeFrom>0</bExtraWaterSeeFrom>
<bMapCentering>0</bMapCentering>
<bMapVisible>0</bMapVisible>
<bMapTrading>0</bMapTrading>
<bTechTrading>0</bTechTrading>
<bGoldTrading>1</bGoldTrading>
<bOpenBordersTrading>1</bOpenBordersTrading>
<bDefensivePactTrading>0</bDefensivePactTrading>
<bPermanentAllianceTrading>0</bPermanentAllianceTrading>
<bVassalTrading>1</bVassalTrading>
<bBridgeBuilding>1</bBridgeBuilding>
<bIrrigation>0</bIrrigation>
<bIgnoreIrrigation>0</bIgnoreIrrigation>
<bWaterWork>1</bWaterWork>
<iGridX>1</iGridX>
<iGridY>1</iGridY>
<DomainExtraMoves/>
<CommerceFlexible/>
<TerrainTrades>
<TerrainTrade>
<TerrainType>TERRAIN_COAST</TerrainType>
<bTerrainTrade>1</bTerrainTrade>
</TerrainTrade>
</TerrainTrades>
<Flavors>
<Flavor>
<FlavorType>FLAVOR_RELIGION</FlavorType>
<iFlavor>9</iFlavor>
</Flavor>
<Flavor>
<FlavorType>FLAVOR_GOLD</FlavorType>
<iFlavor>1</iFlavor>
</Flavor>
<Flavor>
<FlavorType>FLAVOR_CULTURE</FlavorType>
<iFlavor>8</iFlavor>
</Flavor>
<Flavor>
<FlavorType>FLAVOR_GROWTH</FlavorType>
<iFlavor>2</iFlavor>
</Flavor>
</Flavors>
<OrPreReqs/>
<AndPreReqs/>
<Quote/>
<Sound/>
<SoundMP/>
<Button>,Art/Interface/Buttons/TechTree/Mysticism.dds,Art/Interface/Buttons/TechTree_Atlas.dds,4,11</Button>
</TechInfo>
<TechInfo>
<Type>TECH_FUTURE_TECH</Type>
<Description>TXT_KEY_TECH_FUTURE_TECH</Description>
<Civilopedia>TXT_KEY_TECH_FUTURE_TECH_PEDIA</Civilopedia>
<Help/>
<Strategy>TXT_KEY_TECH_FUTURE_TECH_STRATEGY</Strategy>
<Advisor>ADVISOR_SCIENCE</Advisor>
<iAIWeight>0</iAIWeight>
<iAITradeModifier>0</iAITradeModifier>
<iCost>10000</iCost>
<Era>ERA_FUTURE</Era>
<FirstFreeUnitClass>NONE</FirstFreeUnitClass>
<iFeatureProductionModifier>0</iFeatureProductionModifier>
<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
<iTradeRoutes>0</iTradeRoutes>
<iHealth>1</iHealth>
<iHappiness>1</iHappiness>
<iFirstFreeTechs>0</iFirstFreeTechs>
<iAsset>64</iAsset>
<iPower>0</iPower>
<bRepeat>1</bRepeat>
<bTrade>0</bTrade>
<bDisable>1</bDisable>
<bGoodyTech>0</bGoodyTech>
<bExtraWaterSeeFrom>0</bExtraWaterSeeFrom>
<bMapCentering>0</bMapCentering>
<bMapVisible>0</bMapVisible>
<bMapTrading>0</bMapTrading>
<bTechTrading>0</bTechTrading>
<bGoldTrading>0</bGoldTrading>
<bOpenBordersTrading>0</bOpenBordersTrading>
<bDefensivePactTrading>0</bDefensivePactTrading>
<bPermanentAllianceTrading>0</bPermanentAllianceTrading>
<bVassalTrading>0</bVassalTrading>
<bBridgeBuilding>0</bBridgeBuilding>
<bIrrigation>0</bIrrigation>
<bIgnoreIrrigation>0</bIgnoreIrrigation>
<bWaterWork>0</bWaterWork>
<iGridX>1</iGridX>
<iGridY>3</iGridY>
<DomainExtraMoves/>
<CommerceFlexible/>
<TerrainTrades/>
<Flavors>
<Flavor>
<FlavorType>FLAVOR_MILITARY</FlavorType>
<iFlavor>1</iFlavor>
</Flavor>
<Flavor>
<FlavorType>FLAVOR_RELIGION</FlavorType>
<iFlavor>1</iFlavor>
</Flavor>
<Flavor>
<FlavorType>FLAVOR_PRODUCTION</FlavorType>
<iFlavor>1</iFlavor>
</Flavor>
<Flavor>
<FlavorType>FLAVOR_GOLD</FlavorType>
<iFlavor>1</iFlavor>
</Flavor>
<Flavor>
<FlavorType>FLAVOR_SCIENCE</FlavorType>
<iFlavor>1</iFlavor>
</Flavor>
<Flavor>
<FlavorType>FLAVOR_CULTURE</FlavorType>
<iFlavor>1</iFlavor>
</Flavor>
</Flavors>
<OrPreReqs/>
<AndPreReqs/>
<Quote>TXT_KEY_TECH_FUTURE_TECH_QUOTE</Quote>
<Sound>AS2D_TECH_FUTURE</Sound>
<SoundMP>AS2D_TECH_MP_FUTURE</SoundMP>
<Button>,Art/Interface/Buttons/TechTree/Future Tech.dds,Art/Interface/Buttons/TechTree_Atlas.dds,2,4</Button>
</TechInfo>
</TechInfos>
</Civ4TechInfos>
you should cut and paste this part as many times as you need techs. For now just once. <TechInfo>
<Type>TECH_FUTURE_TECH</Type>
<Description>TXT_KEY_TECH_FUTURE_TECH</Description>
<Civilopedia>TXT_KEY_TECH_FUTURE_TECH_PEDIA</Civilopedia>
<Help/>
<Strategy>TXT_KEY_TECH_FUTURE_TECH_STRATEGY</Strategy>
<Advisor>ADVISOR_SCIENCE</Advisor>
<iAIWeight>0</iAIWeight>
<iAITradeModifier>0</iAITradeModifier>
<iCost>10000</iCost>
<Era>ERA_FUTURE</Era>
<FirstFreeUnitClass>NONE</FirstFreeUnitClass>
<iFeatureProductionModifier>0</iFeatureProductionModifier>
<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
<iTradeRoutes>0</iTradeRoutes>
<iHealth>1</iHealth>
<iHappiness>1</iHappiness>
<iFirstFreeTechs>0</iFirstFreeTechs>
<iAsset>64</iAsset>
<iPower>0</iPower>
<bRepeat>1</bRepeat>
<bTrade>0</bTrade>
<bDisable>1</bDisable>
<bGoodyTech>0</bGoodyTech>
<bExtraWaterSeeFrom>0</bExtraWaterSeeFrom>
<bMapCentering>0</bMapCentering>
<bMapVisible>0</bMapVisible>
<bMapTrading>0</bMapTrading>
<bTechTrading>0</bTechTrading>
<bGoldTrading>0</bGoldTrading>
<bOpenBordersTrading>0</bOpenBordersTrading>
<bDefensivePactTrading>0</bDefensivePactTrading>
<bPermanentAllianceTrading>0</bPermanentAllianceTrading>
<bVassalTrading>0</bVassalTrading>
<bBridgeBuilding>0</bBridgeBuilding>
<bIrrigation>0</bIrrigation>
<bIgnoreIrrigation>0</bIgnoreIrrigation>
<bWaterWork>0</bWaterWork>
<iGridX>1</iGridX>
<iGridY>3</iGridY>
<DomainExtraMoves/>
<CommerceFlexible/>
<TerrainTrades/>
<Flavors>
<Flavor>
<FlavorType>FLAVOR_MILITARY</FlavorType>
<iFlavor>1</iFlavor>
</Flavor>
<Flavor>
<FlavorType>FLAVOR_RELIGION</FlavorType>
<iFlavor>1</iFlavor>
</Flavor>
<Flavor>
<FlavorType>FLAVOR_PRODUCTION</FlavorType>
<iFlavor>1</iFlavor>
</Flavor>
<Flavor>
<FlavorType>FLAVOR_GOLD</FlavorType>
<iFlavor>1</iFlavor>
</Flavor>
<Flavor>
<FlavorType>FLAVOR_SCIENCE</FlavorType>
<iFlavor>1</iFlavor>
</Flavor>
<Flavor>
<FlavorType>FLAVOR_CULTURE</FlavorType>
<iFlavor>1</iFlavor>
</Flavor>
</Flavors>
<OrPreReqs/>
<AndPreReqs/>
<Quote>TXT_KEY_TECH_FUTURE_TECH_QUOTE</Quote>
<Sound>AS2D_TECH_FUTURE</Sound>
<SoundMP>AS2D_TECH_MP_FUTURE</SoundMP>
<Button>,Art/Interface/Buttons/TechTree/Future Tech.dds,Art/Interface/Buttons/TechTree_Atlas.dds,2,4</Button>
</TechInfo>
after you paste these, you need to change this part with the name of the tech. be consistant (very important)
<Type>TECH_FUTURE_TECH</Type>
<Description>TXT_KEY_TECH_FUTURE_TECH</Description>
<Civilopedia>TXT_KEY_TECH_FUTURE_TECH_PEDIA</Civilopedia>
<Help/>
<Strategy>TXT_KEY_TECH_FUTURE_TECH_STRATEGY</Strategy>
Then check this page to understand what the other variables are (http://civ4wiki.com/wiki/index.php/CIV4TechInfos)
when you finish, you have to load the mod and check the civiliopaedia.
more than likely, you typoed (especially if you just use notepad) and it will tell you more or less what is wrong. this is not easy and cannot be taught, it is debugging.
repeat the above steps a few dozen times, until you techs are done!

Here are some more hints:


<iGridX>1</iGridX>
<iGridY>3</iGridY>


these entries are just above the "flavors" entry. these are postitional coordinates, in the "X" axis and "Y" axis (just like high school math class) you place the techs "floating" on the tech tree screen at those coordinates.
just experiment with it :goodjob:

You will also need to go to <yourmodname>/Assets/Art/Interface/Buttons/TechTree/
*you will likely need to create these folders!!!*

Then you can make a 64X64 pixel JPG picture and convert it using either GIMP 2.0 (http://www.gimp.org/) with GIMP DDS PLUGINS or some other comprable graphics program and DDS conversion tool.

save the file in the above folder i told you to create. save as "testtech.dds"

now go back to the XML file and look here:

<Button>,Art/Interface/Buttons/TechTree/Future Tech.dds,Art/Interface/Buttons/TechTree_Atlas.dds,2,4</Button>
</TechInfo>
Notice it says </TechInfo>
that means its the end of the tech and anything that follows must begin with
<TechTree> (beginning)
anyways..you will change the above codebox contents to this:
<Button>Art/Interface/Buttons/TechTree/testtech.dds</Button>
</TechInfo>
Remember to remove all commas! as this will create strange pink dots!!

What you will have to do is make some changes, save it, and then run the mod in civ4 to observe the consequences of your changes.


I hope this helps. And please, post here so we can make this more complete!

strategyonly
Nov 18, 2006, 10:53 AM
Usually there are like three or four files you have to change to get something added in the game, to add a tech, there is only this ONE? How do you tell where the tech will go?? What if you want a tech after Assembly Line and before Facism? Just as an example?

GarretSidzaka
Nov 18, 2006, 01:26 PM
<iGridX>1</iGridX>
<iGridY>3</iGridY>


these entries are just above the "flavors" entry. these are postitional coordinates, in the "X" axis and "Y" axis (just like high school math class) you place the techs "floating" on the tech tree screen at those coordinates.
just experiment with it :goodjob:

You will also need to go to <yourmodname>/Assets/Art/Interface/Buttons/TechTree/
*you will likely need to create these folders!!!*

Then you can make a 64X64 pixel JPG picture and convert it using either GIMP 2.0 (http://www.gimp.org/) with GIMP DDS PLUGINS or some other comprable graphics program and DDS conversion tool.

save the file in the above folder i told you to create. save as "testtech.dds"

now go back to the XML file and look here:

<Button>,Art/Interface/Buttons/TechTree/Future Tech.dds,Art/Interface/Buttons/TechTree_Atlas.dds,2,4</Button>
</TechInfo>
Notice it says </TechInfo>
that means its the end of the tech and anything that follows must begin with
<TechTree> (beginning)
anyways..you will change the above codebox contents to this:
<Button>Art/Interface/Buttons/TechTree/testtech.dds</Button>
</TechInfo>
Remember to remove all commas! as this will create strange pink dots!!

What you will have to do is make some changes, save it, and then run the mod in civ4 to observe the consequences of your changes.

strategyonly
Nov 22, 2006, 06:09 AM
Is there anyway i can get a HOW to from start to finish starting with One file then going to another etc?

GarretSidzaka
Nov 22, 2006, 12:57 PM
your best bet is this, copy and paste the vanilla technology that you want to make your tech have its abilities. Then change the stuff that i pointed out above. there is not going to be a line by line walkthru as these xml entires are like a hundred lines of text in some places.

the closest thing to a line by line walkthru is here (http://civ4wiki.com/wiki/index.php/CIV4TechInfos), and is what i used to learn this stuff. if you dont look very closely at this link, you wont learn techs. this is what i used to learn what i know.

strategyonly
Nov 22, 2006, 01:43 PM
Thats not quite what i was asking for more like this:

-file cityLsystem, scroll down till you see this:

<!--LEAF 2x2 BUILDINGS-->

and enter there this:

<ArtRef Name="building:BUILDING_ARCHERY_RANGE">
<Scale>1.05</Scale>
</ArtRef>

-file buildingclassinfos.xml:

<BuildingClassInfo>
<Type>BUILDINGCLASS_ARCHERY_RANGE</Type>
<Description>Archery Range</Description>
<iMaxGlobalInstances>-1</iMaxGlobalInstances>
<iMaxTeamInstances>-1</iMaxTeamInstances>
<iMaxPlayerInstances>-1</iMaxPlayerInstances>
<iExtraPlayerInstances>0</iExtraPlayerInstances>
<bNoLimit>0</bNoLimit>
<bMonument>0</bMonument>
<DefaultBuilding>BUILDING_ARCHERY_RANGE</DefaultBuilding>
<VictoryThresholds/>
</BuildingClassInfo>

-file buildinginfos.xml:
you enter this: <<<<


-file artdefinesbuildings.xml: you enter this:


dont need what they stand for:

thats all i am saying, maybe my writing is not that good, sorry?

GarretSidzaka
Nov 22, 2006, 02:32 PM
there is only one file for techs, and i have given you the stuff you need to read. and yes, you need to read each individual thing, and then, let's say that one tech has an entry you need, you can either cut/paste the entire tech, or just the part of it you need.

strategyonly
Nov 22, 2006, 02:55 PM
there is only one file for techs, and i have given you the stuff you need to read. and yes, you need to read each individual thing, and then, let's say that one tech has an entry you need, you can either cut/paste the entire tech, or just the part of it you need.


OH ok, i just thought it was more difficult than that like adding a unit, you have to edit three files (unitinfo, classinfo and artdefines), this makes it so much better only one file.

GarretSidzaka
Nov 22, 2006, 06:15 PM
yeah bro :D
and the stuff up here should totally illuminate the project for you. have fun making a techtree :yuck:

HecticHermit
Nov 22, 2006, 06:48 PM
Could you plz direct me to a good XML tutorial, I know HTML, but not XML, I'm still new to the Modding world but I know a few things about 3d animation and such....Also could you use PS instead of GIMP? Would this work in non warlords

GarretSidzaka
Nov 22, 2006, 08:21 PM
Could you plz direct me to a good XML tutorial, I know HTML, but not XML, I'm still new to the Modding world but I know a few things about 3d animation and such....Also could you use PS instead of GIMP? Would this work in non warlords

xml is simple to write, just have to keep track of what values are where. here is a civ4 mod reference (http://civ4wiki.com/wiki/index.php/XML_files) (in construction) with alot of definitions of the xmls

i dont use photoshop, but it should work, as long as it can save in a .DDS format (if not, just get a DDS plugin for PS)

PS: come to the dune mod (http://forums.civfanatics.com/showthread.php?t=148315) if you can model! we need skillful 3Dmodelers

strategyonly
Nov 22, 2006, 11:48 PM
xml is simple to write, just have to keep track of what values are where. here is a civ4 mod reference (http://civ4wiki.com/wiki/index.php/XML_files) (in construction) with alot of definitions of the xmls

i dont use photoshop, but it should work, as long as it can save in a .DDS format (if not, just get a DDS plugin for PS)

PS: come to the dune mod (http://forums.civfanatics.com/showthread.php?t=148315) if you can model! we need skillful 3Dmodelers


Quite hogging all the modellers, come to Japanese Mythology, LOL :goodjob: :joke: :ninja:

GarretSidzaka
Nov 23, 2006, 03:01 AM
LMAO :rotfl:

BoydofZINJ
Nov 02, 2007, 09:44 PM
I am having trouble adding techs to BtS ... and how do you eliminate techs all together?

Let us say I want to make a "future" tech game and not worry about the first 50 or so original BtS techs... and want a new tech tree?

neancit
Jul 05, 2009, 04:05 AM
I've recently began modding CIV 4, although I didn't have much of a problem with understanding where I need to modify things, I've come across a problem while trying to add a new tech.

The thing is: When I tried to make AndPreReqs's they just wouldn't apply to the game.

Thank you in advance for and possible solutions.

This is what's written


<OrPreReqs/>
<AndPreReqs>
<PrereqTech>TECH_ASTRONOMY</PrereqTech>
<PrereqTech>TECH_SCIENTIFIC_METHOD</PrereqTech>
</AndPreReqs>

The_J
Jul 05, 2009, 04:55 AM
Where do you see, that they are not applied?
Have you looked at the civilopedia screen?

neancit
Jul 05, 2009, 05:04 AM
Yes I've checked both the Civilopedia and the Research screen.

The_J
Jul 05, 2009, 05:09 AM
Could you please add a ingame screenshot of your technology?

neancit
Jul 05, 2009, 05:10 AM
Could you explain how I sould do that ( well I do know how to do a scrren shot)

The_J
Jul 05, 2009, 05:16 AM
At the bottom of the answer page is a button "manage attachments".
Click on it, search your screenshot, and upload it.


And what i forgot: Welcome to CFC :).

neancit
Jul 05, 2009, 05:22 AM
Well there it is.
And thanks for the welcome.

The_J
Jul 05, 2009, 05:32 AM
Well, that's strange.

Try to add one as or-prerequisite, and let the other be an and-prerequisite, and see, what changes.

neancit
Jul 05, 2009, 05:38 AM
Already tried. Here's the result. ( No change, that is)

The_J
Jul 05, 2009, 05:45 AM
Did you clear the cache?
Because it could prevent the appearance of changes.

neancit
Jul 05, 2009, 05:47 AM
No I didn't actually know anything about it. Could you tell me how I can do that.

The_J
Jul 05, 2009, 05:54 AM
Go to your civ4.ini (in the BtS folder), open it with a texteditor (notepad, wordpad), and change

; Disable caching of xml and file system (may slow initialization)
DisableCaching = 0

to 1.
Then load your mod again, and see, if something has changed.

neancit
Jul 05, 2009, 05:59 AM
I don't have Beyond the Sword, is it possible that it is linked to that?
Anyway, I tried what you told me to and there is still no change.

The_J
Jul 05, 2009, 06:13 AM
Doesn't make a difference for that, what version of you have.

Could you, for testing, change the prereq-techs for other techs?

neancit
Jul 05, 2009, 06:20 AM
Version 1.74.

I successfully changed the prereqs for another tech, not the slightest problem.
Looks like the problems comes from the fact that I simply added the technology.

The_J
Jul 05, 2009, 06:24 AM
Do the other technologies make a difference, show they up as prerequisite?

No, just adding a technology shouldn't be a problem, many mods do that.

neancit
Jul 05, 2009, 06:33 AM
I think It's problem Solved. I just shouldn't Use Future techs as a template. ( I added A new technology based on combustion.

Thanks for the help.

EDIT:
The problem actually came from a commentary I had put between the original techs and the ones that I added.

wotan321
Jul 11, 2009, 04:20 PM
Regarding the tech tree, can you have techs that do not show up in the tech tree? How do I prevent them from showing up there?

Thanks.

The_J
Jul 11, 2009, 06:01 PM
Set the X and Y value to 0 (or negative), so the tech will appear in an area in the tech tree, which you can't see (left or above it).
It'll still show up in the civilopedia :(.

wotan321
Jul 11, 2009, 06:02 PM
Great. Thanks for that information, it was exactly what I needed to know.

Yxklyx
Mar 12, 2010, 10:02 AM
How does the game determine which Great Person can bulb a technology?

I created a new tech called Metallurgy (same Flavors as Chemistry). Does it base the Great Person requirement on Flavors?

The_J
Mar 12, 2010, 02:21 PM
Yes, that's what i think.

Cilindr0
Mar 13, 2010, 07:36 AM
It's possible to include a technology that depend in some kind of way of your official religion, or of a building or wonder you have build?

The_J
Mar 13, 2010, 09:05 AM
Can't be done with XML, but could be done with python/SDK.
In python, the AI would not know about it, and it might cripple it.

dewell
Jun 04, 2010, 09:39 AM
Hi :) I just managed to add new technologies but I'm worrying about adding the arrows between depending techs ... hope someone can help me ;)

Thanks :)

The_J
Jun 04, 2010, 09:59 AM
You can not really "add" the arrows.
The are automatically generated between the tech and what you set as OrPreReqs.
AndPreReqs are shown as button in the new technology at the right, like in your example -> change the AndPreReq tech to an OrPreReq tech and you should be fine.

dewell
Jun 04, 2010, 10:03 AM
great :) didn't understand the difference, now I got it :)

thank you very much :)

The_J
Jun 04, 2010, 10:31 AM
Well, that's not really the difference ;).
From the techs listed in the OrPreReqs you just need 1 to research the new technology, but you need every tech which is listed in the AndPreReqs.
But if only one tech is the prerequisite then it doesn't make a difference.

Lord Phoenix
Jun 05, 2010, 08:02 AM
Hi,

I'm trying to do a modmod for Final Frontier, and like to make specific tech for the different civilization. So I like to add a <CivPreReq/> code line, or something like that. I know that I must modify the CIV4TechnologiesSchema XML, but I don't know how. I think that some python stuff is needed, but if someone can help me...

Thank's!

_____________________

If you think my english is bad, try to learn it in France!

The_J
Jun 05, 2010, 04:38 PM
Welcome to CFC :).

What do you mean exactly?
Do you want to create a technology, which is only available for some of the civs?
If yes: This can be done only via XML in the Assets\XML\Civilizations\CivilizationsInfos.xml.
If you need an example, download Pie's Ancient Europe, he has made some parts of his tech tree very civ specific.

Lord Phoenix
Jun 06, 2010, 03:23 AM
Simply use disabletechs... thank you J !


_____________________

If you think my english is bad, try to learn it in France!