How do I delete technologies?

Smidgey

Warlord
Joined
Apr 14, 2004
Messages
179
Hello, I was wondering how I would go about deleting technologies. Let's say I wanted to edit a world map so that I could make my own mod that would begin in the ancient era as normal, but rather than end in the modern age I would like the tech tree to stop at the end of the enlightenment/age of sail - so, to cannons, ships of the line and so forth. I don't want to enter the industrial revolution era.

When I deleted all these techs from the XML, the game seemed to work fine, but it was very rustic and I had to go through a whole lot of clicking missing XML messages whenever I started a game.

Also, I was wondering how I would go about making it so that some nations could not research some technologies (for example, I don't want the aztecs to be able to research gunpowder, but I would like to buff their UU so that it at least has a fighting chance when the Europeans arrive).

I already altered the flags and maps of this worldmap to make some civilisations more accurate for the time (such as making England into Britain).

Any help would be a great, thanks. :)

If there is some way to just 'switch off' techs I am going to kick myself. :)
 
Hello, I was wondering how I would go about deleting technologies. Let's say I wanted to edit a world map so that I could make my own mod that would begin in the ancient era as normal, but rather than end in the modern age I would like the tech tree to stop at the end of the enlightenment/age of sail - so, to cannons, ships of the line and so forth. I don't want to enter the industrial revolution era.

When I deleted all these techs from the XML, the game seemed to work fine, but it was very rustic and I had to go through a whole lot of clicking missing XML messages whenever I started a game.

I already altered the flags and maps of this worldmap to make some civilisations more accurate for the time (such as making England into Britain).

I was struggeling with that too..

Time to start kicking yourself... :P

http://forums.civfanatics.com/showthread.php?t=291832

Also, I was wondering how I would go about making it so that some nations could not research some technologies (for example, I don't want the aztecs to be able to research gunpowder, but I would like to buff their UU so that it at least has a fighting chance when the Europeans arrive).

I'm very new at modding, but if you made the gunpowder units unique units for the european civs, then that would propably work, right?
 
When I deleted all these techs from the XML, the game seemed to work fine, but it was very rustic and I had to go through a whole lot of clicking missing XML messages whenever I started a game.

The reason its doing that is because the Buildings, Units, Civics, etc... link to the Technologies. The "missing xml" messages you see are these items refuring to a Tech that doesn't exist.
 
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