Disabling techs from research agreements?

oddtail

Warlord
Joined
Sep 23, 2010
Messages
181
I'm currently working on a simple mod that will slightly tweak tile yields, a few buildings, as well as add/change the order of some technologies. In general, however, the mod is to make bonus resources less useless without upsetting the yield balance too much (some buildings will now give bonuses based on bonus resources, for instance).

Since I want the mod to be unobtrusive to the general gameplay, most (or all) of the technologies I intend to add will be purely optional (i.e. they will not be prerequisites to anything else - they will just give bonuses or units or buildings). This, however, leads to a problem I'm not sure how to circumvent. Namely, research agreements - if the player agrees to them - are likely to pick those techs, which makes them less than skippable.

Is there any way to tag these technologies as not reachable via a research agreement, via XML editing or otherwise? Any ideas will be hugely appreciated.
 
Simply do not include the line that says <trade>true</trade>. It defaults to false.
 
Oh! I must have missed that... I feel pretty silly now. Still, thanks a lot!
 
I haven't tested it, but i would put money on the <Trade> tag, it shows up as <Trade>True</Trade> in every tech in the CIV5Technologies.xml. so, if youdon't want a tech to be earnable through research treaty, just put it as <Trade>False</Trade>, or just leave it out, since it defaults to false:

<Column name="TechTrading" type="boolean" default="false"/>

edit: too slow QQ Evalis beat me to it!
 
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