Well vie been looking through the guides and stuff; and noticed there wasn’t one for technology and since i'ie made some technologies for my own mod I thought I’d post a guide for adding technologies: P
1.> The first part of these instructions will involve setting up a mod directory for creating technologies. First of all before starting make sure you have mad a mode folder in your Civilization IV Directory.
2.> Next create the folders 'Assets' in your Mod Folder. Then in the 'assets' folder create the folder 'XML'. Next in the XML Folder create the folders 'Technologies' and 'Text'.
3.>Go to the main Civilization directory; click on Assets, then xml then Technologies. Copy the 'Civ4TechInfos.xml' file to <yourmoddirectory\assets\xml\technologies>.
4.>Go back to the main Civilization IV directory. Go into the 'Assets' Folder. Then The Xml Folder, then the text folder. Copy the files, 'CIV4GameText_Civilopedia_Techs.xml', 'CIV4GameText_Strategy.xml' and 'CIV4GameTextInfos_Objects.xml' to <yourmoddirectory\assets\xml\text>.
5.> Ok now you ready to mess with the files and add technologies without messing up your main game files. The most important file will be the 'Civ4TechInfos.xml' file as this is where all the main technology data is stored. Open this file using an xml editor such as FrontPage xml editor or notepad or whatever you use. It is important to edit your xml files as xml files and not as spreadsheets or something as they won’t save properly.
6.>Once you have opened the 'Civ4TechInfos.xml' file you will be presented with a massive list of all the technologies that are currently in the game. Each technology will start with <Techinfo> and end with </Techinfo>. This is important to remember as it differentiates where each technology starts and ends.
7.> The easiest way to add a new technology is to copy the text of an existing one. It will make things even easier if you use a technology that is similar to the one you are going to create. For example if you are going to create a military tech find an existing military tech and copy that. Simply now select a technology from its start to end and copy it; then paste it at the end of the file before the </Techinfos> line.
8.>Now simply edit the lines of actual text the technology you pasted to reflect the technology you want to create. Now we will look at what parts do what; so you can make the technology do what you want it to do.
9.> <Type>TECH_MYSTICISM</Type> Contained here is the technology name, simply edit the '_MYSTICISM' part to whatever tech name you want.
10.> For the lines <Description>TXT_KEY_TECH_MYSTICISM</Description>, <Civilopedia>TXT_KEY_TECH_MYSTICISM_PEDIA</Civilopedia> and <Strategy>TXT_KEY_TECH_MYSTICISM_STRATEGY</Strategy> you must change the actual name part of the technology to what you want as well.
11.> <iCost>50</iCost> - This is the amount of research needed to research the tech on a normal game. Change it to the new desired amount.
12.> <Era>ERA_ANCIENT</Era> - This refers to the era the technology is going to be in. Change this to either, 'ERA_ANCIENT', 'ERA_CLASSICAL', 'ERA_MEDIEVAL', 'ERA_RENAISSANCE', 'ERA_INDUSTRIAL', 'ERA_MODERN', or 'ERA_FUTURE',; depending on what era you want the technology.
13.> <iWorkerSpeedModifier>0</iWorkerSpeedModifier> The technology will improve the speed of your workers. Input a number to increase your worker speed by that amount; the amount you input will increase that amount by a percetange out of 100%.
14.> <iTradeRoutes>0</iTradeRoutes> Makes this research add additional trade routes; depending on what you change the value to.
15.> <iHealth>0</iHealth> If you want the technology to provide any health simply change the 0 to the desired amount or leave it as it is.
16.> <iHappiness>0</iHappiness> Does the technology give any bonus happiness? If so change this to the new desired amount.
17.> <iFirstFreeTechs>0</iFirstFreeTechs> Does the technology give the player any free technologies? If it does change this to the amount of free technologies they will receive.
18.> <bMapVisible>0</bMapVisible> Does this technology make the entire map visible? If it does then change the 0 to a 1.
19.> <bMapTrading>0</bMapTrading> Does this technology enable map trading between civilizations? If this is so then change the 0 to a 1.
20.> <bTechTrading>0</bTechTrading> Does this technology enable technology trading between civilizations when one civilization has the technology?
21.> <bGoldTrading>0</bGoldTrading> Does this technology enable trading of gold between civilizations? If this is so then change the 0 to a 1.
22.> <bOpenBordersTrading>0</bOpenBordersTrading> Does this technology enable civilizations to establish open borders with one another? If this is so then change the 0 to a 1.
23.> <bDefensivePactTrading>0</bDefensivePactTrading> Does this technology enable civilizations to establish a defensive pact with one another? If this is so then change the 0 to a 1.
24.> <bPermanentAllianceTrading>0</bPermanentAllianceTrading> Does this technology enable civilizations to establish a permanent alliance, which will stick for the rest of the game? If this is so then change the 0 to a 1.
25.> <bBridgeBuilding>0</bBridgeBuilding> Does this technology allow you to build bridges? If so change the 0 to a 1.
26.> <bIrrigation>0</bIrrigation> Does researching this technology provide all your irrigated land a food bonus. If it does change the 0 to the bonus each irrigated square will now provide the civilization that researched it.
27.> It is important to realise that the technology you create will now appear in the main game in the technology panel (F4). The <iGridX>1</iGridX> and <iGridY>11</iGridY> entries refer to the co-ordinates which your technology will be placed on that research map in game. If you simply leave these numbers as they are it wont affect your game at all. But it will mean your technologies will overlap technologies with the same iGridX and iGrixY co-ordinates. You should therefore go in the game and look for an appropriate place to place your technology.
If a technology is listed as say 4 grid places right and 8 grid places down on the technology map in the actual game it will be listed as: <iGridX>4</iGridX>, <iGridY>8</iGridY> in the 'Civ4TechInfos.xml' file under that technology. So find an empty place preferably to the right of a perquisite technology and write down the grid spot. Then you can go back in to your 'Civ4TechInfos.xml' file and record the new co-ordinates. This will ensure you’re in game technology tree still looks presentable and not a jumbled mess.
28.> A tip for people adding loads of technologies to the game would be to space all the technologies out by pushing each row of technologies one space apart. You can do this by changing all the technology <iGridX> co-ordinates so they are one space further than they were. For the second row of tech's it would be +1, the third row +2, the fourth row +3 etc... This will make for a nicely spread in game technology sheet in which to add new technologies.
29.> Ok back to your 'Civ4Techinfos.xml' file now; to your tech you were adding. The <Flavours> </Flavours> section; with flavour types for; religion, growth, gold, culture and military. This simply is used by the ai when choosing technologies. You can completely remove a flavor type or add a flavor to this section. The higher and lower you set the flavour values will set how related to that area of the game the particular technology is. So it is important to change this to the appropriate values for your new technology.
30.> <OrPreReqs>
<PrereqTech>TECH_MYSTICISM</PrereqTech>
</OrPreReqs>
This refers to the technology that is required to research this particular technology. If you add a further <PrereqTech></PrereqTech> line to this area; it will make for an alternative technology that if researched will also allow the technology you are making to be researched.
31.> <AndPreReqs>
<PrereqTech>TECH_MASONRY</PrereqTech>
</AndPreReqs>
If you want another technology that MUST be researched along with the technology you input as your perquisite technology. Then put the technology name here. You can also add additional techs here by adding more <PrereqTech></PrereqTech> lines; and these technologies would also have to be researched to be able to research the technology you are making.
*Note* It is important to remember that if you added one technology to the <OrPreReqs> and one to the <AndPreReqs> they must both be researched.
32.> <Quote>TXT_KEY_TECH_MONOTHEISM_QUOTE</Quote> simply refers to the quote for your technology in the quotes text. When your technology comes up in single player where Leonard Nimoy speaks it will come up with what you put for it.
33.> <Sound>AS2D_TECH_MONOTHEISM</Sound> Refers to the sound file for the technology that you hear Leonard Nimoy speak when a technology is researched. Put something here if you want a custom sound.
34.> <SoundMP>AS2D_TECH_MP_MONOTHEISM</SoundMP> same as above; except for in multiplayer.
35.> <Button>,Art/Interface/Buttons/TechTree/Monotheism.dds,
Art/Interface/Buttons/TechTree_Atlas.dds,2,11</Button> It is important that you delete the second part of this and leave just the part up to the dds like this: ,Art/Interface/Buttons/TechTree/Monotheism.dds; if you plan on creating a custom button for your technology. Otherwise you can leave it as it is.
36.> Ok you have now created the technology in the game; and you will be able to use it when you load up your mod. However it simply be named TXT_KEY_TECHNOLOGYHERE.TXT while in the game and use a default graphic. Also the tech will use a default description; strategy and another TXT_KEY_TECHNOLOGYHERE.TXT for strategy tip.
37.> If you don’t really care then you are done
. If you want to make the technology presentable then read on.
38.> Ok you want to open your <Yourmoddir\assets\xml\text\ CIV4GameTextInfos_Objects.xml> file.
39.> In this file you can customise the actual in game name of your technology so its no longer referred as 'TXT_KEY_YOUR_TECH.TXT' in game.
Easiest thing to do is to copy an existing reference from this file and edit it for your technology. Each tech reference starts with <TEXT> and ends with </TEXT> so that and the text contained within on these entries you want to copy and then paste at the bottom of the file above the </Civ4GameText> entry.
40.>Change the <Tag>TXT_KEY_TECH_YOUR_TECH</Tag> entry to reflect the technology that you created in the 'Civ4TechInfos.xml' file.
41.>Below is the actual name of technology how you want it to be displayed within the game. Depending on which language you have the game set it will display the text you have entered for that particular language. You can name your technology for every language if you wish. A language translator for all the languages can be found at http://www.worldlingo.com/en/products_services/worldlingo_translator.html .
42.>Ok you are done with this file now so save and close it.
43.> Access the <Yourmoddir\assets\xml\text\ CIV4GameText_Civilopedia _Techs.xml> file; this file will allow you to create an in game description for your technology.
44.> Once again take an existing entry and copy it for your own use. Each entry starts with <TEXT> and ends with </TEXT> so copy this and everything between that for you new entry and paste it at the bottom of the file above the </Civ4GameText> entry.
45.> For the <Tag>TXT_KEY_TECH_YOUR_TECH_PEDIA</Tag> section change the 'YOUR_TECH' part to reflect the technology your creating.
46.> Once again you have different languages with descriptions for the technology. You can enter your tech description in the appropriate language area or all of them.
47.> Ok we are done with this file now also; you may save and close it.
48.> Access the <Yourmoddir\assets\xml\text\CIV4GameText_Strategy.xml> file; this file will allow you to create an in game strategy description for your technology.
49.> simply repeat steps <44.46) doing exactly what you did with the 'CIV4GameText_Civilopedia_Techs.xml' file. Instead of a description put a strategy description for your technology instead; which will appear in the Sid tip's area in game.
50.> Close and save the file.
51.> Now its time to make a graphic for your technology. You will need to have unpacked your art files using 'Packbuild 2.14'. Place the program in your main civ directory and load it up. Select Unpack and select the 'Art0.fpk' file from your assets\art folder. This will unpack the games art files so you can use them.
*Note you only need to perform this step if you haven’t already unpacked your 'art0.fpk' for another reason.*
52.> Go to your Main civ directory\assets\art\interface\buttons folder and select the 'techtree' folder and copy it. Now go to your mod directory and go in to your assets folder. Create the folder 'Art' go into it. Create the folder 'Interface' go into it. Create the folder 'Buttons' go in to it. Then simply paste the techtree folder here. Now that you have all the technologies you can safely view them without damaging your original techtree image files.
53.>In order to edit/create a custom techtree button you need to be able to edit dds files. You can use paintshop pro with a dds plug-in to do this; or any other program capable of opening and saving dds images.
54.> Once you have your graphics package loaded you can browse through the technologies if you are simply looking for a technology image to duplicate and make minor changes to. When you find something appropriate open it; edit the file and alter the graphics to how you want them. Try to keep the border intact around the edge of the image.
55.> If you want to make a completely new icon then simply edit a existing one so only the border remains that you can save that as a default icon. Call it 'default.dds' or 'blank.dds' for example. Then you can create whatever image you want for your technology.
56.> When you are done editing your technology image; save the technology as the exact name you named your technology in your 'Civ4Techinfos.xml' file. You can also remove the extra dds images that you aren’t using if you wish.
57.> And that it! You should now have a fully functional technology contained with the game when you load your mod. It should be displayed in all the appropriate areas of the game; such as the civiliopedia, main tech tree and technology popup along with the image. It should blend well with the existing technologies in the game.
*******
In case your wondering if the AI will research these technologies the answer is 'Yes' they will. I hope that some people will find this guide useful; and I do realise than you can make technologies more complex using even more modifiers in the 'Civ4Techinfos.xml' file. So please post any useful hints on making cool technologies if you could.
If I’ve at all made any mistakes in my guide please tell me
.
1.> The first part of these instructions will involve setting up a mod directory for creating technologies. First of all before starting make sure you have mad a mode folder in your Civilization IV Directory.
2.> Next create the folders 'Assets' in your Mod Folder. Then in the 'assets' folder create the folder 'XML'. Next in the XML Folder create the folders 'Technologies' and 'Text'.
3.>Go to the main Civilization directory; click on Assets, then xml then Technologies. Copy the 'Civ4TechInfos.xml' file to <yourmoddirectory\assets\xml\technologies>.
4.>Go back to the main Civilization IV directory. Go into the 'Assets' Folder. Then The Xml Folder, then the text folder. Copy the files, 'CIV4GameText_Civilopedia_Techs.xml', 'CIV4GameText_Strategy.xml' and 'CIV4GameTextInfos_Objects.xml' to <yourmoddirectory\assets\xml\text>.
5.> Ok now you ready to mess with the files and add technologies without messing up your main game files. The most important file will be the 'Civ4TechInfos.xml' file as this is where all the main technology data is stored. Open this file using an xml editor such as FrontPage xml editor or notepad or whatever you use. It is important to edit your xml files as xml files and not as spreadsheets or something as they won’t save properly.
6.>Once you have opened the 'Civ4TechInfos.xml' file you will be presented with a massive list of all the technologies that are currently in the game. Each technology will start with <Techinfo> and end with </Techinfo>. This is important to remember as it differentiates where each technology starts and ends.
7.> The easiest way to add a new technology is to copy the text of an existing one. It will make things even easier if you use a technology that is similar to the one you are going to create. For example if you are going to create a military tech find an existing military tech and copy that. Simply now select a technology from its start to end and copy it; then paste it at the end of the file before the </Techinfos> line.
8.>Now simply edit the lines of actual text the technology you pasted to reflect the technology you want to create. Now we will look at what parts do what; so you can make the technology do what you want it to do.
9.> <Type>TECH_MYSTICISM</Type> Contained here is the technology name, simply edit the '_MYSTICISM' part to whatever tech name you want.
10.> For the lines <Description>TXT_KEY_TECH_MYSTICISM</Description>, <Civilopedia>TXT_KEY_TECH_MYSTICISM_PEDIA</Civilopedia> and <Strategy>TXT_KEY_TECH_MYSTICISM_STRATEGY</Strategy> you must change the actual name part of the technology to what you want as well.
11.> <iCost>50</iCost> - This is the amount of research needed to research the tech on a normal game. Change it to the new desired amount.
12.> <Era>ERA_ANCIENT</Era> - This refers to the era the technology is going to be in. Change this to either, 'ERA_ANCIENT', 'ERA_CLASSICAL', 'ERA_MEDIEVAL', 'ERA_RENAISSANCE', 'ERA_INDUSTRIAL', 'ERA_MODERN', or 'ERA_FUTURE',; depending on what era you want the technology.
13.> <iWorkerSpeedModifier>0</iWorkerSpeedModifier> The technology will improve the speed of your workers. Input a number to increase your worker speed by that amount; the amount you input will increase that amount by a percetange out of 100%.
14.> <iTradeRoutes>0</iTradeRoutes> Makes this research add additional trade routes; depending on what you change the value to.
15.> <iHealth>0</iHealth> If you want the technology to provide any health simply change the 0 to the desired amount or leave it as it is.
16.> <iHappiness>0</iHappiness> Does the technology give any bonus happiness? If so change this to the new desired amount.
17.> <iFirstFreeTechs>0</iFirstFreeTechs> Does the technology give the player any free technologies? If it does change this to the amount of free technologies they will receive.
18.> <bMapVisible>0</bMapVisible> Does this technology make the entire map visible? If it does then change the 0 to a 1.
19.> <bMapTrading>0</bMapTrading> Does this technology enable map trading between civilizations? If this is so then change the 0 to a 1.
20.> <bTechTrading>0</bTechTrading> Does this technology enable technology trading between civilizations when one civilization has the technology?
21.> <bGoldTrading>0</bGoldTrading> Does this technology enable trading of gold between civilizations? If this is so then change the 0 to a 1.
22.> <bOpenBordersTrading>0</bOpenBordersTrading> Does this technology enable civilizations to establish open borders with one another? If this is so then change the 0 to a 1.
23.> <bDefensivePactTrading>0</bDefensivePactTrading> Does this technology enable civilizations to establish a defensive pact with one another? If this is so then change the 0 to a 1.
24.> <bPermanentAllianceTrading>0</bPermanentAllianceTrading> Does this technology enable civilizations to establish a permanent alliance, which will stick for the rest of the game? If this is so then change the 0 to a 1.
25.> <bBridgeBuilding>0</bBridgeBuilding> Does this technology allow you to build bridges? If so change the 0 to a 1.
26.> <bIrrigation>0</bIrrigation> Does researching this technology provide all your irrigated land a food bonus. If it does change the 0 to the bonus each irrigated square will now provide the civilization that researched it.
27.> It is important to realise that the technology you create will now appear in the main game in the technology panel (F4). The <iGridX>1</iGridX> and <iGridY>11</iGridY> entries refer to the co-ordinates which your technology will be placed on that research map in game. If you simply leave these numbers as they are it wont affect your game at all. But it will mean your technologies will overlap technologies with the same iGridX and iGrixY co-ordinates. You should therefore go in the game and look for an appropriate place to place your technology.
If a technology is listed as say 4 grid places right and 8 grid places down on the technology map in the actual game it will be listed as: <iGridX>4</iGridX>, <iGridY>8</iGridY> in the 'Civ4TechInfos.xml' file under that technology. So find an empty place preferably to the right of a perquisite technology and write down the grid spot. Then you can go back in to your 'Civ4TechInfos.xml' file and record the new co-ordinates. This will ensure you’re in game technology tree still looks presentable and not a jumbled mess.
28.> A tip for people adding loads of technologies to the game would be to space all the technologies out by pushing each row of technologies one space apart. You can do this by changing all the technology <iGridX> co-ordinates so they are one space further than they were. For the second row of tech's it would be +1, the third row +2, the fourth row +3 etc... This will make for a nicely spread in game technology sheet in which to add new technologies.
29.> Ok back to your 'Civ4Techinfos.xml' file now; to your tech you were adding. The <Flavours> </Flavours> section; with flavour types for; religion, growth, gold, culture and military. This simply is used by the ai when choosing technologies. You can completely remove a flavor type or add a flavor to this section. The higher and lower you set the flavour values will set how related to that area of the game the particular technology is. So it is important to change this to the appropriate values for your new technology.
30.> <OrPreReqs>
<PrereqTech>TECH_MYSTICISM</PrereqTech>
</OrPreReqs>
This refers to the technology that is required to research this particular technology. If you add a further <PrereqTech></PrereqTech> line to this area; it will make for an alternative technology that if researched will also allow the technology you are making to be researched.
31.> <AndPreReqs>
<PrereqTech>TECH_MASONRY</PrereqTech>
</AndPreReqs>
If you want another technology that MUST be researched along with the technology you input as your perquisite technology. Then put the technology name here. You can also add additional techs here by adding more <PrereqTech></PrereqTech> lines; and these technologies would also have to be researched to be able to research the technology you are making.
*Note* It is important to remember that if you added one technology to the <OrPreReqs> and one to the <AndPreReqs> they must both be researched.
32.> <Quote>TXT_KEY_TECH_MONOTHEISM_QUOTE</Quote> simply refers to the quote for your technology in the quotes text. When your technology comes up in single player where Leonard Nimoy speaks it will come up with what you put for it.
33.> <Sound>AS2D_TECH_MONOTHEISM</Sound> Refers to the sound file for the technology that you hear Leonard Nimoy speak when a technology is researched. Put something here if you want a custom sound.
34.> <SoundMP>AS2D_TECH_MP_MONOTHEISM</SoundMP> same as above; except for in multiplayer.
35.> <Button>,Art/Interface/Buttons/TechTree/Monotheism.dds,
Art/Interface/Buttons/TechTree_Atlas.dds,2,11</Button> It is important that you delete the second part of this and leave just the part up to the dds like this: ,Art/Interface/Buttons/TechTree/Monotheism.dds; if you plan on creating a custom button for your technology. Otherwise you can leave it as it is.
36.> Ok you have now created the technology in the game; and you will be able to use it when you load up your mod. However it simply be named TXT_KEY_TECHNOLOGYHERE.TXT while in the game and use a default graphic. Also the tech will use a default description; strategy and another TXT_KEY_TECHNOLOGYHERE.TXT for strategy tip.
37.> If you don’t really care then you are done

38.> Ok you want to open your <Yourmoddir\assets\xml\text\ CIV4GameTextInfos_Objects.xml> file.
39.> In this file you can customise the actual in game name of your technology so its no longer referred as 'TXT_KEY_YOUR_TECH.TXT' in game.
Easiest thing to do is to copy an existing reference from this file and edit it for your technology. Each tech reference starts with <TEXT> and ends with </TEXT> so that and the text contained within on these entries you want to copy and then paste at the bottom of the file above the </Civ4GameText> entry.
40.>Change the <Tag>TXT_KEY_TECH_YOUR_TECH</Tag> entry to reflect the technology that you created in the 'Civ4TechInfos.xml' file.
41.>Below is the actual name of technology how you want it to be displayed within the game. Depending on which language you have the game set it will display the text you have entered for that particular language. You can name your technology for every language if you wish. A language translator for all the languages can be found at http://www.worldlingo.com/en/products_services/worldlingo_translator.html .
42.>Ok you are done with this file now so save and close it.
43.> Access the <Yourmoddir\assets\xml\text\ CIV4GameText_Civilopedia _Techs.xml> file; this file will allow you to create an in game description for your technology.
44.> Once again take an existing entry and copy it for your own use. Each entry starts with <TEXT> and ends with </TEXT> so copy this and everything between that for you new entry and paste it at the bottom of the file above the </Civ4GameText> entry.
45.> For the <Tag>TXT_KEY_TECH_YOUR_TECH_PEDIA</Tag> section change the 'YOUR_TECH' part to reflect the technology your creating.
46.> Once again you have different languages with descriptions for the technology. You can enter your tech description in the appropriate language area or all of them.
47.> Ok we are done with this file now also; you may save and close it.
48.> Access the <Yourmoddir\assets\xml\text\CIV4GameText_Strategy.xml> file; this file will allow you to create an in game strategy description for your technology.
49.> simply repeat steps <44.46) doing exactly what you did with the 'CIV4GameText_Civilopedia_Techs.xml' file. Instead of a description put a strategy description for your technology instead; which will appear in the Sid tip's area in game.
50.> Close and save the file.
51.> Now its time to make a graphic for your technology. You will need to have unpacked your art files using 'Packbuild 2.14'. Place the program in your main civ directory and load it up. Select Unpack and select the 'Art0.fpk' file from your assets\art folder. This will unpack the games art files so you can use them.
*Note you only need to perform this step if you haven’t already unpacked your 'art0.fpk' for another reason.*
52.> Go to your Main civ directory\assets\art\interface\buttons folder and select the 'techtree' folder and copy it. Now go to your mod directory and go in to your assets folder. Create the folder 'Art' go into it. Create the folder 'Interface' go into it. Create the folder 'Buttons' go in to it. Then simply paste the techtree folder here. Now that you have all the technologies you can safely view them without damaging your original techtree image files.
53.>In order to edit/create a custom techtree button you need to be able to edit dds files. You can use paintshop pro with a dds plug-in to do this; or any other program capable of opening and saving dds images.
54.> Once you have your graphics package loaded you can browse through the technologies if you are simply looking for a technology image to duplicate and make minor changes to. When you find something appropriate open it; edit the file and alter the graphics to how you want them. Try to keep the border intact around the edge of the image.
55.> If you want to make a completely new icon then simply edit a existing one so only the border remains that you can save that as a default icon. Call it 'default.dds' or 'blank.dds' for example. Then you can create whatever image you want for your technology.
56.> When you are done editing your technology image; save the technology as the exact name you named your technology in your 'Civ4Techinfos.xml' file. You can also remove the extra dds images that you aren’t using if you wish.
57.> And that it! You should now have a fully functional technology contained with the game when you load your mod. It should be displayed in all the appropriate areas of the game; such as the civiliopedia, main tech tree and technology popup along with the image. It should blend well with the existing technologies in the game.
*******
In case your wondering if the AI will research these technologies the answer is 'Yes' they will. I hope that some people will find this guide useful; and I do realise than you can make technologies more complex using even more modifiers in the 'Civ4Techinfos.xml' file. So please post any useful hints on making cool technologies if you could.
If I’ve at all made any mistakes in my guide please tell me
