[SDK] Secret Technology

moctezuma

Chieftain
Joined
Nov 16, 2001
Messages
52
This little mod implements idea by GraveEatr/Depx (see thread here: http://forums.civfanatics.com/showthread.php?t=187171).

  • Some tech is not researchable in normal way.
  • Only world wonder gives this specific tech so only one civ can obtain it.
  • This tech is tradable to other civs that already know prerequisite techs (licencing).
  • Tech has significant cost even if it is not researchable so AI will not trade it cheep.
  • After tech is traded it is no longer secret: receiver can freely trade it to third parties.
I had to implement two things:
  • Add new tag <FreeSpecificTech> to <BuildingInfo> (in CIV4BuildingsSchema.xml) and implement its logic in SDK.
  • Change logic of tag: <bDisable> in <TechInfo> so it disables only research and but tech trading is still possible.
Notes:
  • New tag <FreeSpecificTech> is not mandatory.
  • It works for any building type: i.e. world/national wonders, but also for regular buildings
  • It works for any tech in tree.
  • AI was updated too so it recognizes benefits of wonder/building with this tag and builds it if possible.

Here is simple test mod where Stonehenge gives “Secret Technology” that is tradable to any civ with Mysticism. It is for Warlords only. The sources are included.

http://forums.civfanatics.com/uploads/5028/Secret_Technology_Test.zip

Changed SDK sources are enclosed by: “BEGIN Wonder Secret Tech” and “END Wonder Secret Tech”.
 
Ill have to check this out at some point, dont have Warlords yet though. Thanks for the PM on it Grave hehe.
 
If I understand this mod correctly, then this opens up all sorts of possibilities for things like The Manhattan Project and nuclear weapons. For instance, you could make TMP a neccessity for getting a tech like 'Nuclear Warheads' or the like. This, in turn, would be needed to build nuclear weapons (with rocketry).
In addition, you could have a national project which does the same thing, but which requires a little more preperation (like X nuclear power stations). This way, each nation will have to work to get its own nuclear weapons programs, rather than getting it handed to them on a plate when TMP is built.

Aussie_Lurker.
 
Aussie_Lurker said:
If I understand this mod correctly, then this opens up all sorts of possibilities for things like The Manhattan Project and nuclear weapons. For instance, you could make TMP a neccessity for getting a tech like 'Nuclear Warheads' or the like. This, in turn, would be needed to build nuclear weapons (with rocketry).
In addition, you could have a national project which does the same thing, but which requires a little more preperation (like X nuclear power stations). This way, each nation will have to work to get its own nuclear weapons programs, rather than getting it handed to them on a plate when TMP is built.

Aussie_Lurker.


Exactly.

Here's a better example:

You make a World Wonder called 'Area 51'. When you build Area 51, it will automatically give you the Tech 'Stealth Technology'.

This 'Stealth Technology' will allow the F-117 to be built in any city you have. The Tech is now also tradable, so you can trade 'Stealth Technology' to your allies for a large sum of $$$, and once they obtain the 'Stealth Technology' Tech, they in turn can now start building F-117's. Provided of course they have the PreReqTech's for 'Stealth Technology' (which you would make the exact same as the PreReqTech for building the Area 51 wonder).

Pretty cool stuff, huh? :)
 
Most definitely!!! Once again Moctezuma proves himself to be the 'New Force' in modding ;). Well done mate :).

Aussie_Lurker.
 
good job - really cool stuff :)

and i like idea with nuclear program - some builduings (for example reactors) must be builded to obtain possibility to discover some techs and make further progress -

for example without builduing rocket testing site wich could be able to build after early rocket's are found the tech tree for rocketry would be disabled. If you build rocket testing site you take next tech from rocketry tech tree and wouild be able to discover other rocket technologies

and about world wonders - it's beautiful idea, mixed with ability to steal techs by spies of course for large sum of money :P - it would prevent the monopol for techs and makes espionagge much more interesting and important in game
 
could you setup something more (it would be even much useful for me:) - than some techs aren't given automaticlly after building, but there's possibility to discover them when the builduing is done - in normal way - using "bottles"?

If you could do this it would be cool addition to mod :)
 
could you setup something more (it would be even much useful for me - than some techs aren't given automaticlly after building, but there's possibility to discover them when the builduing is done - in normal way - using "bottles"?

This is already possible ;), here is an example:

  • Wonder gives you secret tech which has no direct benefit (“theoretical” tech)
  • This secret tech is prerequisite for second tech, which is researchable in normal way.
  • This second tech is "applied": allows usage of "secret tech".

Thanks for all comments
 
This would be a great way to redo the religions.

Normal tech > wonder > exclusive religious tech (founds religion)
 
Easily, their is a <bGoodyTech> tag, just enable with the secret tech and disable the tech to prevent research. Infact you dont even need SDK mod for that, unfortunatly you could not diable a second civ from getting it on another goody hut or guarantee that it would ever be found given any number of goody pops, that likly would require SDK work.
 
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