# TECHNOLOGY # This example probably does not show all features! So beware! # example_technology_3 = { # # Cost can also just be a fixed value like it currently is for most technologies # cost = { # factor = 1000 # modifier = { # factor = 0.5 # is_active_resolution = "some_galcom_resolution" # } # } # # society/engineering/physics # area = society # # If technologies follow some progression path then they can specify a tier. # # The prerequisites must then be a similar technology of the previous tier. # tier = 3 # prerequisites = { example_technology_2 } # category = { archaeostudies } # # Whether the technology should be considered and displayed as rare # is_rare = yes # # Unlocks some specific feature to the player. Being able to use gateways is a big one. # feature_flags = { # gateway_activation # } # # Base weight to use to draw the next technology of the specified area # weight = 100 # # Multipliers for the weight above # weight_modifier = { # factor = 0.50 # modifier = { # factor = 2 # has_technology = some_other_technology # } # } # # # Technology Swap: Use when you want a technology to show a different name # # or have different modifiers in some circumstances. For example, corvette # # ships technology become small brawlers technology for Empires that use # # bioship # # technology_swap = { # name = tech_bioship_biter # the alternative name for this tech (to show as a different tech) # inherit_icon = yes # whether this swap uses the same icon as the original tech # inherit_effects = no # whether this swap use the same modifier as the original tech # # trigger = { # the trigger that determines if we're using this swap instead of # uses_ship_category = bio_ship # the original tech. Note that if there are more than swap possibles # # } # the game will use the first one that returns yes # area = society # NEW: the area (physics/society/engineering) the swap uses instead of # # the area of the original tech. if this is blank, the swap doesn't change # # the area # category = { biology } # NEW: the list of categories the swap uses instead of those of the # # original tech. if this is blank, the swap doesn't change the categories # # NOTE: the list here replaces ALL the categories from the tech, so if you # # want to keep some, you'll have to add them here too. # } # }