Low Tech

Vercingitorix

Chieftain
Joined
Nov 9, 2005
Messages
6
I'm not completely up-to-date with how to mod the game, but am reading up on the fantastic tutorials available here.

I was wondering though, does anyone know what I would have to change in order to remove all the units, buildings and tech past Nationalism and Paper?

According to this tech chart to see it better

http://forums.civfanatics.com/attachment.php?attachmentid=111787&d=1137357025

I don't want to change anything else in the game, just want everything pre-gunpowder era on big, big, big maps (Smartmap ftw! :D )

I'm just not sure what exactly I'll need to alter to accomplish this.

Thanks for any help your able to give.
 
The tech information is stored in the CIV4TechInfos.xml file, found in the Assets/XML/Technologies folder. I've never tried purposly removing techs, but I do know from experience that if one gets erased somehow, it causes errors because of all the units and buildings connected to it.

So the brute force way would be to remove the techs you don't want from that file, and then go modify all the other XML files that point too that tech. But there would be a lot of units, buildings, civics, etc to change. And it would be a huge headache to browse through all that XML code if you're not used to it yet.

What I would try first, as a more elegant approach, would be to go into the CIV4TechInfos.xml file and alter the <PrereqTech> tags of the techs immediately after the last techs you want in the game. Those tags tell the game what earlier techs you first need to research the current tech.

There is an option for an <AndPreReqs> tag, which makes it so you need two techs to research something. So you could try setting the <AndPreReqs> tech to something unattainable early in the game, like say Robotics, so that nobody would ever be able to research that one tech or the techs that follow it.

It would look like this in the XML code:

Code:
			<OrPreReqs>
				<PrereqTech>TECH_CHEMISTRY</PrereqTech>
				<PrereqTech>TECH_ASTRONOMY</PrereqTech>
			</OrPreReqs>
			<AndPreReqs>
				<PrereqTech>TECH_ROBOTICS</PrereqTech>
			</AndPreReqs>

In that example, the player would need to first know either Chemistry or Astronomy to be eligible to research that tech. And they would also need Robotics, which should be impossible for anyone that early. So in theory that should prevent anyone from researching that tech.

Like I said earlier, I've never tried this, so I don't know if it will cause any errors or crashes. But it's what I would try out first for what you're wanting to do, since it's so simple and easy to alter.
 
But for the sake of elegance in a mod, wouldn't this fix still show those techs in the tech tree? Sure, they would be un-researchable, but would still show up on the screen, No?

And what happens to all the Science points after this point? Without having a "Future Tech" type thing to dump at least a small amount of research into(if you prefer), then you would have an end-game with civs having Huge amounts of currency available(but maybe this is what you are looking for?).

Cheers!
 
Yeah, I'm pretty sure what I suggested would leave the techs all visible on the screen. I guess if you were trying to make the mod look as clean as possible, you'd want to edit the techs, units, buildings etc all out. Personally though, it wouldn't bother me if I were just using it for myself and had no plans to post it on the forums.

That's a good point about the research points. I think you're right about needing a future tech. The +1 health/happiness over and over might be a little overpowering at that stage of the game however. I'd probably change the bonus to something else.
 
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