Or even better, is it possible to edit the amount of technology points needed to discover something?
<Technologies>
<Update>
<Set Cost="x"/>
<Where Type="TECH_???"/>
</Update>
</Technologies>
Find original costs at:
C: -> Program Files -> Steam -> SteamApps -> common -> sid meier's civilization iv -> Assets -> Gameplay -> XML -> Technologies -> Civ5Technologies.xml
I want to mod out Gunpowder and all of its incidental down the line techs. How do I do this? I'm semi-familiar with the XML but I don't understand how to do it without getting multitudes of errors down the line.
The following code will disable Gunpowder, Chemistry, Fertilizer, Rifling, and Metallurgy. It sets Dynamite to require steel. Since Chemistry is not researchable, I also changed Military Science to only have one prereq. Because it has two, I had to delete its entry entirely and then reassign it to Economics only.
<Technologies>
<Update>
<Where Type="TECH_GUNPOWDER"/>
<Set Disable="1"/>
</Update>
<Update>
<Where Type="TECH_CHEMISTRY"/>
<Set Disable="1"/>
</Update>
<Update>
<Where Type="TECH_METALLURGY"/>
<Set Disable="1"/>
</Update>
<Update>
<Where Type="TECH_RIFLING"/>
<Set Disable="1"/>
</Update>
<Update>
<Where Type="TECH_FERTILIZER"/>
<Set Disable="1"/>
</Update>
</Technologies>
<Technology_PrereqTechs>
<Update>
<Set PrereqTech="TECH_STEEL"/>
<Where TechType="TECH_DYNAMITE"/>
</Update>
<!-- Removes the Prereqs for Military Science, as we need to remove a branch -->
<Delete TechType="TECH_MILITARY_SCIENCE"/>
<Row>
<TechType>TECH_MILITARY_SCIENCE</TechType>
<PrereqTech>TECH_ECONOMICS</PrereqTech>
</Row>
</Technology_PrereqTechs>