xienwolf
Deity
As winner of the Somnium Tournament, Greyfox was allowed to request that I code a mod for him. Here is the result. Till he sets some values for the specific numbers in the XML which he would like, this is mostly just a "proof of concept" post and a handy method of getting the mid-point result to him.
GreyFox's request was that the research cost of a technology could be affected by the other technologies you know, then he also mentioned in providing an example having Bronze making BronzeWorking cheaper. Of course, that isn't a tech, so I lumped in Bonuses with Techs to discout/enhance tech costs.
This is written with the sourcecode for Patch K, and the TechInfos for patch L (I don't recall if that patch included changes to TechInfos). It will be mostly compatible with all future patches without needing updated as long as TechInfos doesn't change and you install this AFTER the FfH patch. Doing so will make you lose any new DLL changes from the latest patch. But it won't take long for an update to get posted, so long as sourcecode is offered from FfH.
New Fields are all in TechInfos (end of each entry, optional):
Any tech or bonus can be listed in the fields, and any modifier/shift can be used. Shift means the number indicated is added, Mod means it is multiplied by the number entered. Using a 0 or negative for a Mod means that the tech will wind up costing 1
, unless of course you have two of them, then the negatives will cancel out 
I believe the main idea is to make some of the basic starter techs get cheaper when you have assorted higher-end techs to make the catch-up game a bit quicker, and to do things like making Way of the Wise and Way of the Wicked cause each other to cost 10x as much, thus discouraging someone from researching both of them. Or of course having each of the religioon-required techs tie into a large assortment of other techs for cost mod.
Anyway, where to use it is up to anyone who downloads this, and Greyfox if he provides a TechInfos.xml with what he had in mind for me to include with the main download.
(Right now Agriculture has some samples of the fields being used which are all quite silly, except for Gold I do not think that any of them are even possible before Agriculture, well, not easily)
LAST UPDATED FOR PATCH M OF FFH2
GreyFox's request was that the research cost of a technology could be affected by the other technologies you know, then he also mentioned in providing an example having Bronze making BronzeWorking cheaper. Of course, that isn't a tech, so I lumped in Bonuses with Techs to discout/enhance tech costs.
This is written with the sourcecode for Patch K, and the TechInfos for patch L (I don't recall if that patch included changes to TechInfos). It will be mostly compatible with all future patches without needing updated as long as TechInfos doesn't change and you install this AFTER the FfH patch. Doing so will make you lose any new DLL changes from the latest patch. But it won't take long for an update to get posted, so long as sourcecode is offered from FfH.
New Fields are all in TechInfos (end of each entry, optional):
Code:
<BonusCostShifts>
<BonusCostShift>
<BonusType>BONUS_CORN</BonusType>
<iCostShift>30</iCostShift>
</BonusCostShift>
</BonusCostShifts>
<TechCostShifts>
<TechCostShift>
<TechType>TECH_NECROMANCY</TechType>
<iCostShift>-500</iCostShift>
</TechCostShift>
</TechCostShifts>
<BonusCostMods>
<BonusCostMod>
<BonusType>BONUS_CRAB</BonusType>
<iCostMod>20</iCostMod>
</BonusCostMod>
</BonusCostMods>
<TechCostMods>
<TechCostMod>
<TechType>TECH_HORSEBACK_RIDING</TechType>
<iCostMod>500</iCostMod>
</TechCostMod>
</TechCostMods>
Any tech or bonus can be listed in the fields, and any modifier/shift can be used. Shift means the number indicated is added, Mod means it is multiplied by the number entered. Using a 0 or negative for a Mod means that the tech will wind up costing 1


I believe the main idea is to make some of the basic starter techs get cheaper when you have assorted higher-end techs to make the catch-up game a bit quicker, and to do things like making Way of the Wise and Way of the Wicked cause each other to cost 10x as much, thus discouraging someone from researching both of them. Or of course having each of the religioon-required techs tie into a large assortment of other techs for cost mod.
Anyway, where to use it is up to anyone who downloads this, and Greyfox if he provides a TechInfos.xml with what he had in mind for me to include with the main download.
(Right now Agriculture has some samples of the fields being used which are all quite silly, except for Gold I do not think that any of them are even possible before Agriculture, well, not easily)
LAST UPDATED FOR PATCH M OF FFH2