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.
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.