Tech Flavors in Civ4TechInfos.xml

Yxklyx

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May 7, 2008
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Does anyone know more about how Tech Flavors work in Civ4TechInfos.xml? For instance I find it very odd that FLIGHT has all these:

<FlavorType>FLAVOR_MILITARY</FlavorType>
<FlavorType>FLAVOR_PRODUCTION</FlavorType>
<FlavorType>FLAVOR_GOLD</FlavorType>
<FlavorType>FLAVOR_SCIENCE</FlavorType>
<FlavorType>FLAVOR_GROWTH</FlavorType>

Are all these there just because of the Airport? I would have thought FLIGHT would just have MILITARY and maybe GOLD.

Also, does the AI do look-aheads? For instance, if the AI player needs MILITARY and there's a MILITARY tech that requires a GOLD tech is it intelligent enough to research the GOLD tech first?
 
The tech flavors are pretty arbitrary I suppose but yeah, it's probably because of the airport.

The AI doesn't just choose one of the immediately available techs. The AI evaluates all techs in the game before choosing the best and beelining it, although its actual choice in the end is limited to at most three techs "deep".
 
Thanks for that info. I was going to split the Flight tech into two techs (basically WW1 and WW2) when I noticed the Flavors for Flight. I always considered Flight a pure Military tech even with the Airport. So my plan now is to have two techs with the same total cost. The first one would have biplanes and airbase (and use only the Military Flavor) while the second would have fighters, carriers, and airport but with the XP bonus and half of the unit capacity moved to airbase (using the current Flight Flavors).
 
Another reason is great people tech discovery.
Great people can only discover techs of respective flavors.

Making a purely military tech means none can discover it since none of the gp is military flavor
 
Good point. It makes sense for engineers to discover Flight at least.
 
Another reason is great people tech discovery.
Great people can only discover techs of respective flavors.

Making a purely military tech means none can discover it since none of the gp is military flavor

Ah right, that's probably the main reason in this case. I just can't see how an Airport would increase your Production.

So, has anyone tried modding GGs to discover tech? Is it too unbalancing since you get a lot more of them? Maybe it would work if they didn't contribute as much RPs. Would such a mod require Python or could it be done in XML only?
 
Well, in a sense it does.
Airport allows units to "teleport" around the globe.
You can teleport workers from one continent to another within one turn, whereas previously it takes 10+ turns to load into a ship and sail happily.

Workers can then clear fallout, build railroads and whatever crap faster, since they can reach destinations earlier.
 
So, has anyone tried modding GGs to discover tech? Is it too unbalancing since you get a lot more of them? Maybe it would work if they didn't contribute as much RPs. Would such a mod require Python or could it be done in XML only?
I haven't tried it, but setting iBaseDiscover and iDiscoverMultiplier in the unit XML to nonzero should work. The standard values are 1000 and 2 by the way (all GPs except scientists).
 
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