TechArea.txt (SEIV)

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Technologies are one of the simplest areas to mod. However, they can have the most profound of effects. For reference, "tech" is an abbreviation for "technology."

Tech Area Properties

Name                  := Physics
Group                 := Theoretical Science
Description           := The science dealing with the properties and interactions of matter and energy.
Maximum Level         := 4
Level Cost            := 50000
Start Level           := 0
Raise Level           := 1
Racial Area           := 0
Unique Area           := 0
Can Be Removed        := True
Number of Tech Req    := 0
Name                  := Shields
Group                 := Applied Science
Description           := Protective energy barrier which surrounds a starship or base.
Maximum Level         := 10
Level Cost            := 10000
Start Level           := 0
Raise Level           := 0
Racial Area           := 0
Unique Area           := 0
Can Be Removed        := True
Number of Tech Req    := 1
Tech Area Req 1       := Physics
Tech Level Req 1      := 1
Name                  := Energy Stream Weapons
Group                 := Weapon Technology
Description           := Weapons employing a continuous stream of energy.
Maximum Level         := 12
Level Cost            := 5000
Start Level           := 0
Raise Level           := 2
Racial Area           := 0
Unique Area           := 0
Can Be Removed        := True
Number of Tech Req    := 1
Tech Area Req 1       := Physics
Tech Level Req 1      := 1

We shall take a look at 3 different technologies. Physics, a theoretical technology, allows Shields and Energy Stream Weapons to be researched.

Name                  := Physics

This line is the name of the technology. It is important to note that this line creates what is called a "Technology Area". Generally, you can research multiple levels in a Tech Area. For this example, this entry has created the Physics Technology Area, which has 4 levels in it.

Group                 := Theoretical Science

This line determines where the tech is located in the Research Window. Any group name can be used. SEIV will just add a new area for the tech group.

Maximum Level         := 4

This determines the number of levels in the Tech Area. For this example, the entry has set up Physics 1, Physics 2, Physics 3 and Physics 4.

Level Cost            := 50000

This is the cost to research level 1 in the Tech Area. It determines the cost to research higher levels, based upon what Tech Cost the game was set up to use.

Start Level           := 0

This determines the starting number of tech levels each empire receives when starting a game with a "Low Tech Start." The 3 colonization tech areas are a special case which the game will set higher based on your racial traits.

SE4 treats colony module technologies differently than other technologies. It ignores the Start and Raise Levels. 1 level is given in the first tech area in the file that gives the appropriate colony module type, based on what planet type the race's homeworld uses. No other levels in these tech areas are given to the empire. If you make Rock Colonization Technology have 2 max levels and set it's Start Level to 2, non-rock races get no tech levels, and rock races get 1 tech level in Rock Colonization Technology. The Start Level is ignored. In High Tech Start games, all of the available colony techs are given.

Raise Level           := 1

This determines the starting number of tech levels each empire receives when starting a game with a "Medium Tech Start." If the Start Level is higher than this value, the game will use it instead.

Racial Area           := 0

This determines whether the technology is a Racial Tech or a Normal Tech. You can add new Racial Tech areas at will. Make sure to add Racial Abilities for them. The number placed in this field is what determines what racial ability is required to research the technology. A race can not have a racial technology for which it does not possess the required Racial Ability. However, you can mod capturable racial technologies. Here is how it works (assume "you" are the empire without the racial trait):

Tech A is a racial tech Tech B is a normal tech that requires tech A, level 1 Tech C is a normal tech that requires tech B, level 1

Results:

-you CANNOT steal tech A -you CANNOT research tech A

-you CAN steal tech B -you CANNOT research tech B

-you CAN steal tech C -you CAN research tech C, if you have stolen tech B, level 1

Unique Area           := 0

This tells the game if the tech is a Unique Tech or a Normal Tech. Unique Techs are the technologies given by colonizing a planet that has an "Ancient Ruins Unique" ability on it. A tech can be both Racial and Unique. This means that if you make a racially Organic tech that is also Unique, this is what will happen: A race colonizes the planet. If the race has the Organic trait, it gets the Unique Tech. If the race isn't organic, it gets nothing.

Can Be Removed        := True

This tells SEIV whether the Tech Area can be removed from play when setting up a game.

Number of Tech Req    := 1
Tech Area Req 1       := Physics
Tech Level Req 1      := 1

This determines the prerequisite technologies that will allow you to begin research into a Tech Area. Make sure that Number of Tech Req does not exceed the number of defined tech requirements.

An Example

Now that we understand the basics of how to make techs, lets see how they all work together. In our running example, a beginning empire on a Low Tech Start cannot research Shields or Energy Stream Weapons. They can research Physics, a Theoretical Tech. Generally, the techs in SEIV are set up so that you first research a Theoretical Tech, which gives nothing on it's own, but allows Applied Techs and/or Weapons Techs to be researched. Once an empire researches Physics 1, it will be able to research Shields and Energy Stream Weapons (plus a number of other technologies). Researching level 2 in the Physics Tech Area gives access to more Applied and Weapons Techs, such as Phased Energy Weapons.

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