With support for Alternate rule sets soon to be available, a detailed overview of the technology capabilities is needed.
Contents |
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XML Structure
Node arrangement:
- "Technology" - attributes: id, symbol, name
- "Discovery" - attributes: researchMod, level, researchRequires, researchRaces, researchDisables, data, finishResearchHandler, recheckWhenTechLost
- Type of tech with various attributes. Valid node names: structure, shiphull, shipequip, project, mine
- "Preresearch" - text content of "hint" of what the technology will do once researched
- "Description" - text content of research description
- "Flavor" - text content of research rumor
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Attributes - Technology
- id: The identifier of the tech. It is also used as the name of the technology icon ([id].png). Warning: once an identifier is assigned and any player has researched the tech, the technology must retain the identifier. If you wish to retire the tech, move the tech into "obsolete.xml" until you know that the tech is no longer in use.
- symbol: This symbol is used to associate techs to each other.
- name: The title of the technology.
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Attributes - Discovery
- researchMod: The multiplier for the technology. This is relative per level.
- level: The technology level of the technology. Currently, technologies are limited to level 6. Level 99 is used for special techs, such as setup techs and obsolete techs.
- researchRequires: The technology symbol and sublevel required. Use a Technology node's "symbol" attribute as follows: [symbol]-[sublevel]
- researchRaces: The races that this technology is for. If this does not exist, all three races will be used. Example: researchRaces="CH" for Cyborg and Human. Use "B" for Bio.
- data: This is used to pass data to the finishResearchHandler function.
- finishResearchHandler: This calls a function in techHandler.py named the value of this attribute.
- recheckWhenTechLost: Reruns the finishResearchHandler when the technology is lost.
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Technology Attributes
These attributes appear within the structure, shiphull, shipequip, project, or mine nodes. Not all attributes are useful in all node types.
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Type and Informational Attributes
- isStarting: The player starts with this technology.
- isMilitary: This identifies a structure as a military structure. Planets with a structure with this attribute cannot rebel until this structure has been destroyed.
- subtype: This is primarily used with "shipequip" where it is used to identify the type of equipment. Valid types of Ship Equipment: seq_struct (deployable structure), seq_mod (equipment), seq_wep (weapon), seq_ctrl (command control unit).
- maxImprovement: The maximum improvement sublevel. This should be between 1 and 5. Ensure that no dependent tech requires a higher sublevel, otherwise you will not be able to access that tech.
- shortname: The name of the tech (when present) used for tech info dialogs when the standard name is too long.
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Build Requirements
- buildProd: The CP cost of the structure.
- buildTurns: Not used, possibly not implemented.
- buildSRes: A list of strategic resources required. Either a single resource as a string, or a sequence of resources named in an array [resource1,resource2,etc].
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Operational Requirements
- operBio: Food used by the structure. Most structures do not use this attribute.
- operEn: Energy used by the structure.
- operWorkers: People employed by the structure.
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Production Capabilities
- prodBio: Food produced by the structure.
- prodEn: Energy produced by the structure.
- prodProd: Production (CP) produced by the structure.
- prodSci: Research (RP) produced by the structure.
- prodEnv: Environmental change induced by the structure (can be negative for planetary damage).
- prodPop: Population produced by the structure (not used, possibly not implemented).
- prodBioMod: Bio production multiplies planetary attributes by this array. Array is set up as: [planetBio, planetMinerals, planetEnergy, remainder]. The sum of all four values should be 1.0.
- prodEnMod: Energy production multipliers - same as prodBioMod.
- prodProdMod: Production multipliers - same as prodBioMod.
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Storage
- storBio: Food storage. This increases the default food storage level of a planet.
- storProd: Unknown - may not be implemented.
- storEn: Energy storage. This increases the default energy storage level of a planet.
- storPop: Housing. This increases the default population of a planet. Rarely useful.
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Morale
- revoltThr: This attribute, when set negative, will cause a planet to rebel at a lower than ordinary level.
- moraleTrgt: Increases the morale of the planet this structure is built on.
- govPwr: The government power of the structure. Note: only the most recently built structure with govPwr will be used by the game.
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Other Structure Attributes
- solarMod: The planetary energy level for terraforming purposes is modified by this attribute. "-" reduces the equivalent solar energy level of the planet. "+" increases the equivalent solar energy level of the planet.
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Other Ship Equipment Attributes
to finish

