Changes between Version 47 and Version 48 of TechModifications


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Timestamp:
Nov 6, 2020, 1:21:41 PM (4 years ago)
Author:
Stan
Comment:

Add missing ones

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  • TechModifications

    v47 v48  
    55For example to modify a unit's melee hack attack, you would use "//Attack/Melee/Damage/Hack//" as the modification value. '''Note: In order for this to work, the component scripts must be updated to support each possible value. The following table lists the planned and currently supported modifications.'''
    66
     7== Current Modifications ==
     8
     9||= Tech Modification =||= Status =||= Notes =||
     10{{{#!tr style="background: LightGreen"
     11||`Attack/{Attack Type}/Bonuses/{Bonus Name}/Multiplier`||  Done  || Add a new or Alter an existing bonus to the melee attack of the entity.  ||
     12}}}
     13{{{#!tr style="background: LightGreen"
     14||`Attack/{Attack Type}/ElevationBonus`||  Done  || ||
     15}}}
     16{{{#!tr style="background: LightGreen"
     17||`Attack/{Attack Type}/MaxRange`||  Done  || ||
     18}}}
     19{{{#!tr style="background: LightGreen"
     20||`Attack/{Attack Type}/MinRange`||  Done  || ||
     21}}}
     22{{{#!tr style="background: LightGreen"
     23||`Attack/{Attack Type}/PrepareTime`||  Done  || ||
     24}}}
     25{{{#!tr style="background: LightGreen"
     26||`Attack/{Attack Type}/RepeatTime`||  Done  || ||
     27}}}
     28{{{#!tr style="background: LightGreen"
     29||`Attack/{Attack Type}/Splash/Range`||  Done  || ||
     30}}}
     31{{{#!tr style="background: LightGreen"
     32||`Attack/{Attack Type}/Splash/Damage/{DamageType}`||||Where `{Damage Type}` is "Crush", "Hack" or "Pierce"||
     33}}}
     34{{{#!tr style="background: LightGreen"
     35||`Attack/Ranged/Spread`||  Done  || ||
     36}}}
     37{{{#!tr style="background: LightGreen"
     38||`AutoBuildable/Rate`||  Done  || ||
     39}}}
     40{{{#!tr style="background: LightGreen"
     41||`BuildRestrictions/Distance/MaxDistance`||  Done  || ||
     42}}}
     43{{{#!tr style="background: LightGreen"
     44||`BuildRestrictions/Distance/MinDistance`||  Done  || ||
     45}}}
     46{{{#!tr style="background: LightGreen"
     47||`BuildRestrictions/Territory`||  Done  || Change the territories (own, neutral, ally, enemy) where a building can be constructed.  ||
     48}}}
     49{{{#!tr style="background: LightGreen"
     50||`Builder/Entities/_string`||  Done  || ||
     51}}}
     52{{{#!tr style="background: LightGreen"
     53||`Builder/Rate`||  Done  || ||
     54}}}
     55{{{#!tr style="background: LightGreen"
     56||`BuildingAI/DefaultArrowCount`||  Done  || Increase the number of default arrows fired by this structure. ||
     57}}}
     58{{{#!tr style="background: LightGreen"
     59||`BuildingAI/GarrisonArrowMultiplier`||  Done  || Increase the number of arrows per garrisoned soldier. ||
     60}}}
     61{{{#!tr style="background: LightGreen"
     62||`BuildingAI/MaxArrowCount`||  Done  || ||
     63}}}
     64{{{#!tr style="background: LightGreen"
     65||`Capturable/CapturePoints`||  Done  || ||
     66}}}
     67{{{#!tr style="background: LightGreen"
     68||`Capturable/GarrisonRegenRate`||  Done  || ||
     69}}}
     70{{{#!tr style="background: LightGreen"
     71||`Capturable/RegenRate`||  Done  || ||
     72}}}
     73{{{#!tr style="background: LightGreen"
     74||`Cost/BuildTime`||  Done  || ||
     75}}}
     76{{{#!tr style="background: LightGreen"
     77||`Cost/PopulationBonus`||  Done  || Increase the pop cap bonus this building gives.  ||
     78}}}
     79{{{#!tr style="background: LightGreen"
     80||`Cost/Population`||  Done  || ||
     81}}}
     82{{{#!tr style="background: LightGreen"
     83||`Cost/Resources/{Resource Type}`||  Done  || ||
     84}}}
     85{{{#!tr style="background: LightGreen"
     86||`DeathDamage/Range`||  Done  || Where `{Damage Type}` is "Crush", "Hack" or "Pierce"  ||
     87}}}
     88{{{#!tr style="background: LightGreen"
     89||`GarrisonHolder/BuffHeal`||  Done  || Increase or decrease the garrisoned healing rate of a structure. ||
     90}}}
     91{{{#!tr style="background: LightGreen"
     92||`GarrisonHolder/Max`||  Done  || ||
     93}}}
     94{{{#!tr style="background: LightGreen"
     95||`Heal/Health`||  Done  || ||
     96}}}
     97{{{#!tr style="background: LightGreen"
     98||`Heal/Interval`||  Done  || ||
     99}}}
     100{{{#!tr style="background: LightGreen"
     101||`Heal/Range`||  Done  || ||
     102}}}
     103{{{#!tr style="background: LightGreen"
     104||`Health/IdleRegenRate`||  Done  || ||
     105}}}
     106{{{#!tr style="background: LightGreen"
     107||`Health/Max`||  Done  || ||
     108}}}
     109{{{#!tr style="background: LightGreen"
     110||`Health/RegenRate`||  Done  || ||
     111}}}
     112{{{#!tr style="background: LightGreen"
     113||`Loot/{Resource Type}`||  Done  || ||
     114}}}
     115{{{#!tr style="background: LightGreen"
     116||`Loot/xp`||  Done  || ||
     117}}}
     118{{{#!tr style="background: LightGreen"
     119||`Market/InternationalBonus`||  Done  || ||
     120}}}
     121{{{#!tr style="background: LightGreen"
     122||`Pack/Time`||  Done  || ||
     123}}}
     124{{{#!tr style="background: LightGreen"
     125||`Player/BarterMultiplier/Buy/{Resource Type}`||  Done  || ||
     126}}}
     127{{{#!tr style="background: LightGreen"
     128||`Player/BarterMultiplier/Sell/{Resource Type}`||  Done  || ||
     129}}}
     130{{{#!tr style="background: LightGreen"
     131||`Player/MaxPopulation`||  Done  || ||
     132}}}
     133{{{#!tr style="background: LightGreen"
     134||`Player/SpyCostMultiplier`||  Done  || ||
     135}}}
     136{{{#!tr style="background: LightGreen"
     137||`ProductionQueue/BatchTimeModifier`||  Done  ||Used to modify the batch time bonus.||
     138}}}
     139{{{#!tr style="background: LightGreen"
     140||`ProductionQueue/Entities/_string`||  Done  || ||
     141}}}
     142{{{#!tr style="background: LightGreen"
     143||`ProductionQueue/Technologies/_string`||  Done  || ||
     144}}}
     145{{{#!tr style="background: LightGreen"
     146||`ProductionQueue/TechCostMultiplier/{Resource Type}`||  Done  ||Used to modify the technology cost.||
     147}}}
     148{{{#!tr style="background: LightGreen"
     149||`Promotion/RequiredXp`||  Done  || Increase or decrease amount of XP needed to promote to next rank. ||
     150}}}
     151{{{#!tr style="background: LightGreen"
     152||`Promotion/TrickleRate`||  Done  || Trickle of XP gained each second. ||
     153}}}
     154{{{#!tr style="background: LightGreen"
     155||`Resistance/{Foundation|Entity}/Capture`||  Done  ||  Add this value to all `Resistance` types of that form. ||
     156}}}
     157{{{#!tr style="background: LightGreen"
     158||`Resistance/{Foundation|Entity}/Damage/{Damage Type}`||  Done  || ||
     159}}}
     160{{{#!tr style="background: LightGreen"
     161||`ResourceDropsite/Types`||  Done  || ||
     162}}}
     163{{{#!tr style="background: LightGreen"
     164||`ResourceGatherer/BaseSpeed`||  Done  || Affects all gathering rates within one value. Default is 1.0  ||
     165}}}
     166{{{#!tr style="background: LightGreen"
     167||`ResourceGatherer/Capacities/{Resource Type}`||  Done  || ||
     168}}}
     169{{{#!tr style="background: LightGreen"
     170||`ResourceGatherer/Rates/{Resource Type}`||  Done  || ||
     171}}}
     172{{{#!tr style="background: LightGreen"
     173||`ResourceSupply/DiminishingReturns`||  Done  || ||
     174}}}
     175{{{#!tr style="background: LightGreen"
     176||`ResourceTrickle/Interval`||  Done  || ||
     177}}}
     178{{{#!tr style="background: LightGreen"
     179||`ResourceTrickle/Rates/{Resource Type}`||  Done  ||  ||
     180}}}
     181{{{#!tr style="background: LightGreen"
     182||`TerritoryDecay/DecayRate`||  Done  ||Reduce or Increase building decay.||
     183}}}
     184{{{#!tr style="background: LightGreen"
     185||`TerritoryInfluence/Radius`||  Done  || Increase the territory effect of this class of structure. ||
     186}}}
     187{{{#!tr style="background: LightGreen"
     188||`Trader/GainMultiplier`||  Done  || Increase the profitability of a trading mission. ||
     189}}}
     190{{{#!tr style="background: LightGreen"
     191||`Trader/GarrisonGainMultiplier`||  Done  || ||
     192}}}
     193{{{#!tr style="background: LightGreen"
     194||`UnitMotion/RunMultiplier`||  Done  || ||
     195}}}
     196{{{#!tr style="background: LightGreen"
     197||`UnitMotion/WalkSpeed`||  Done  || ||
     198}}}
     199{{{#!tr style="background: LightGreen"
     200||`Upgrade/Cost/{Resource Type}`||  Done  || ||
     201}}}
     202{{{#!tr style="background: LightGreen"
     203||`Upgrade/Time`||  Done  || ||
     204}}}
     205{{{#!tr style="background: LightGreen"
     206||`Vision/Range`||  Done  || ||
     207}}}
     208{{{#!tr style="background: LightGreen"
     209||`VisionSharing/Duration`||  Done  || ||
     210}}}
     211{{{#!tr style="background: LightGreen"
     212||`VisualActor/Actor`||  Done  || ||
     213}}}
     214{{{#!tr style="background: LightGreen"
     215||`VisualActor/FoundationActor`||  Done  || Could change the look of an object as a side effects of a technology. ||
     216}}}
     217
     218
    7219== Planned Modifications ==
    8220
    9 ||= Tech Modification =||= Status =||= Notes =||
    10 ||!Resistance/Entity/Damage/All|| ||Add this value to all Armour types||
    11 {{{#!tr style="background: LightGreen"
    12 ||!Resistance/Entity/Damage/Hack||  Done  || ||
    13 }}}
    14 {{{#!tr style="background: LightGreen"
    15 ||!Resistance/Entity/Damage/Pierce||  Done  || ||
    16 }}}
    17 {{{#!tr style="background: LightGreen"
    18 ||!Resistance/Entity/Damage/Crush||  Done  || ||
    19 }}}
    20 {{{#!tr style="background: LightGreen"
    21 ||!Resistance/Entity/Capture||  Done  || ||
    22 }}}
    23 ||Attack/(!Melee/Ranged)/All|| ||Add this value to all Attack types||
    24 {{{#!tr style="background: LightGreen"
    25 ||Attack/(!Melee/Ranged)/Damage/{!DamageType}||  Done  ||Where {!DamageType} is "Crush", "Hack" or "Pierce"||
    26 }}}
    27 ||!Attack/Melee/Bonuses|| ||Add a new or Alter an existing bonus to the melee attack of the entity.||
    28 ||!Attack/Ranged/Bonuses|| || ||
    29 {{{#!tr style="background: LightGreen"
    30 ||Attack/(!Melee/Ranged)/!MaxRange||  Done  || ||
    31 }}}
    32 {{{#!tr style="background: LightGreen"
    33 ||Attack/(!Melee/Ranged)/!MinRange||  Done  || ||
    34 }}}
    35 {{{#!tr style="background: LightGreen"
    36 ||Attack/(!Melee/Ranged)/!PrepareTime||  Done  || ||
    37 }}}
    38 {{{#!tr style="background: LightGreen"
    39 ||Attack/(!Melee/Ranged)/!RepeatTime||  Done  || ||
    40 }}}
    41 {{{#!tr style="background: LightGreen"
    42 ||!Attack/Ranged/Spread||  Done  || ||
    43 }}}
    44 {{{#!tr style="background: LightGreen"
    45 ||Attack/(!Melee/Ranged)/!Splash/Damage/{!DamageType}||  Done  ||Where {!DamageType} is "Crush", "Hack" or "Pierce"||
    46 }}}
    47 {{{#!tr style="background: LightGreen"
    48 ||!Attack/Capture/MaxRange||  Done  || ||
    49 }}}
    50 {{{#!tr style="background: LightGreen"
    51 ||!Attack/Capture/RepeatTime||  Done  || ||
    52 }}}
    53 {{{#!tr style="background: LightGreen"
    54 ||!Attack/Capture/Value||  Done  || ||
    55 }}}
    56 {{{#!tr style="background: LightGreen"
    57 ||!Builder/Rate||  Done  || ||
    58 }}}
    59 {{{#!tr style="background: LightGreen"
    60 ||BuildingAI/DefaultArrowCount||  Done  ||Increase the number of default arrows fired by this structure.||
    61 }}}
    62 {{{#!tr style="background: LightGreen"
    63 ||BuildingAI/GarrisonArrowMultiplier||  Done  ||Increase the number of arrows per garrisoned soldier.||
    64 }}}
    65 {{{#!tr style="background: LightGreen"
    66 ||BuildingAI/MaxArrowCount||  Done  || ||
    67 }}}
    68 {{{#!tr style="background: LightGreen"
    69 ||!BuildRestrictions/Territory||  Done  ||Change the territories (own, neutral, ally, enemy) where a building can be constructed.||
    70 }}}
    71 {{{#!tr style="background: LightGreen"
    72 ||!BuildRestrictions/Distance/MinDistance||  Done  || ||
    73 }}}
    74 {{{#!tr style="background: LightGreen"
    75 ||!BuildRestrictions/Distance/MaxDistance||  Done  || ||
    76 }}}
    77 {{{#!tr style="background: LightGreen"
    78 ||!Capturable/CapturePoints||  Done  || ||
    79 }}}
    80 {{{#!tr style="background: LightGreen"
    81 ||!Capturable/RegenRate||  Done  || ||
    82 }}}
    83 {{{#!tr style="background: LightGreen"
    84 ||!Capturable/GarrisonRegenRate||  Done  || ||
    85 }}}
    86 {{{#!tr style="background: LightGreen"
    87 ||!Cost/PopulationBonus||  Done  ||Increase the pop cap bonus this building gives.||
    88 }}}
    89 {{{#!tr style="background: LightGreen"
    90 ||!Cost/BuildTime||  Done  || ||
    91 }}}
    92 {{{#!tr style="background: LightGreen"
    93 ||!Cost/Resources/food||  Done  || ||
    94 }}}
    95 {{{#!tr style="background: LightGreen"
    96 ||!Cost/Resources/wood||  Done  || ||
    97 }}}
    98 {{{#!tr style="background: LightGreen"
    99 ||!Cost/Resources/stone||  Done  || ||
    100 }}}
    101 {{{#!tr style="background: LightGreen"
    102 ||!Cost/Resources/metal||  Done  || ||
    103 }}}
    104 {{{#!tr style="background: LightGreen"
    105 ||!DeathDamage/Damage/{!DamageType}||  Done  ||Where {!DamageType} is "Crush", "Hack" or "Pierce"||
    106 }}}
    107 ||Formations/tokens|| ||Add formations for these units. May need a formation system overhaul, because right now the formations aren't really controlled in the entity templates.||
    108 {{{#!tr style="background: LightGreen"
    109 ||!GarrisonHolder/Max||  Done  || ||
    110 }}}
    111 {{{#!tr style="background: LightGreen"
    112 ||!GarrisonHolder/BuffHeal||  Done  ||Increase or decrease the garrisoned healing rate of a structure.
    113 }}}
    114 ||!GarrisonHolder/List/tokens|| ||Add or remove classes of units capable of garrisoning in this structure/||
    115 {{{#!tr style="background: LightGreen"
    116 ||Heal/HP||  Done  || ||
    117 }}}
    118 {{{#!tr style="background: LightGreen"
    119 ||!Heal/Range||  Done  || ||
    120 }}}
    121 {{{#!tr style="background: LightGreen"
    122 ||!Heal/Rate||  Done  || ||
    123 }}}
    124 {{{#!tr style="background: LightGreen"
    125 ||!Health/IdleRegenRate||  Done  || ||
    126 }}}
    127 {{{#!tr style="background: LightGreen"
    128 ||!Health/Max||  Done  || ||
    129 }}}
    130 {{{#!tr style="background: LightGreen"
    131 ||!Health/RegenRate||  Done  || ||
    132 }}}
    133 {{{#!tr style="background: LightGreen"
    134 ||Loot/food||  Done  || ||
    135 }}}
    136 {{{#!tr style="background: LightGreen"
    137 ||Loot/wood||  Done  || ||
    138 }}}
    139 {{{#!tr style="background: LightGreen"
    140 ||Loot/metal||  Done  || ||
    141 }}}
    142 {{{#!tr style="background: LightGreen"
    143 ||Loot/stone||  Done  || ||
    144 }}}
    145 {{{#!tr style="background: LightGreen"
    146 ||Loot/xp||  Done  || ||
    147 }}}
    148 {{{#!tr style="background: LightGreen"
    149 ||!Looter/Resource/food||  Done  || Add an extra bonus to the looter (a "plunder" unit can collect more resources) ||
    150 }}}
    151 {{{#!tr style="background: LightGreen"
    152 ||!Looter/Resource/wood||  Done  || Add an extra bonus to the looter (a "plunder" unit can collect more resources) ||
    153 }}}
    154 {{{#!tr style="background: LightGreen"
    155 ||!Looter/Resource/metal||  Done  || Add an extra bonus to the looter (a "plunder" unit can collect more resources) ||
    156 }}}
    157 {{{#!tr style="background: LightGreen"
    158 ||!Looter/Resource/stone||  Done  || Add an extra bonus to the looter (a "plunder" unit can collect more resources) ||
    159 }}}
    160 {{{#!tr style="background: LightGreen"
    161 ||!Market/InternationalBonus||  Done  || ||
    162 }}}
    163 {{{#!tr style="background: LightGreen"
    164 ||!Pack/Time||  Done  || ||
    165 }}}
    166 {{{#!tr style="background: LightGreen"
    167 ||!Player/BarterMultiplier/Buy/(res)||  Done  ||Used to modify the barter buy prices of the resource (res).||
    168 }}}
    169 {{{#!tr style="background: LightGreen"
    170 ||!Player/BarterMultiplier/Sell/(res)||  Done  ||Used to modify the barter sell prices of the resource (res).||
    171 }}}
    172 {{{#!tr style="background: LightGreen"
    173 ||!Player/MaxPopulation||  Done  ||Change the maximum population limit.||
    174 }}}
    175 {{{#!tr style="background: LightGreen"
    176 ||!ProductionQueue/BatchTimeFactor||  Done  ||Used to modify the batch time bonus.||
    177 }}}
    178 {{{#!tr style="background: LightGreen"
    179 ||!ProductionQueue/TechCostMultiplier/food||  Done  ||Used to modify the technology food cost.||
    180 }}}
    181 {{{#!tr style="background: LightGreen"
    182 ||!ProductionQueue/TechCostMultiplier/wood||  Done  ||Used to modify the technology wood cost.||
    183 }}}
    184 {{{#!tr style="background: LightGreen"
    185 ||!ProductionQueue/TechCostMultiplier/stone||  Done  ||Used to modify the technology stone cost.||
    186 }}}
    187 {{{#!tr style="background: LightGreen"
    188 ||!ProductionQueue/TechCostMultiplier/metal||  Done  ||Used to modify the technology metal cost.||
    189 }}}
    190 {{{#!tr style="background: LightGreen"
    191 ||!ProductionQueue/TechCostMultiplier/time||  Done  ||Used to modify the technology research time.||
    192 }}}
    193 {{{#!tr style="background: LightGreen"
    194 ||!Promotion/RequiredXp||  Done  ||Increase or decrease amount of XP needed to promote to next rank.||
    195 }}}
    196 {{{#!tr style="background: LightGreen"
    197 ||!Promotion/TrickleRate||  Done  ||Trickle of XP gained each second.||
    198 }}}
    199 {{{#!tr style="background: LightGreen"
    200 ||!ResourceGatherer/BaseSpeed||  Done  ||Affects all gathering rates within one value. Default is 1.0||
    201 }}}
    202 {{{#!tr style="background: LightGreen"
    203 ||!ResourceGatherer/Rates/food.fish||  Done  || ||
    204 }}}
    205 {{{#!tr style="background: LightGreen"
    206 ||!ResourceGatherer/Rates/food.fruit||  Done  || ||
    207 }}}
    208 {{{#!tr style="background: LightGreen"
    209 ||!ResourceGatherer/Rates/food.grain||  Done  || ||
    210 }}}
    211 {{{#!tr style="background: LightGreen"
    212 ||!ResourceGatherer/Rates/food.meat||  Done  || ||
    213 }}}
    214 {{{#!tr style="background: LightGreen"
    215 ||!ResourceGatherer/Rates/wood.tree||  Done  || ||
    216 }}}
    217 {{{#!tr style="background: LightGreen"
    218 ||!ResourceGatherer/Rates/wood.ruins||  Done  || ||
    219 }}}
    220 {{{#!tr style="background: LightGreen"
    221 ||!ResourceGatherer/Rates/stone.rock||  Done  || ||
    222 }}}
    223 {{{#!tr style="background: LightGreen"
    224 ||!ResourceGatherer/Rates/stone.ruins||  Done  || ||
    225 }}}
    226 {{{#!tr style="background: LightGreen"
    227 ||!ResourceGatherer/Rates/metal.ore||  Done  || ||
    228 }}}
    229 {{{#!tr style="background: LightGreen"
    230 ||!ResourceGatherer/Capacities/food||  Done  || ||
    231 }}}
    232 {{{#!tr style="background: LightGreen"
    233 ||!ResourceGatherer/Capacities/wood||  Done  || ||
    234 }}}
    235 {{{#!tr style="background: LightGreen"
    236 ||!ResourceGatherer/Capacities/stone||  Done  || ||
    237 }}}
    238 {{{#!tr style="background: LightGreen"
    239 ||!ResourceGatherer/Capacities/metal||  Done  || ||
    240 }}}
    241 ||!ResourceSupply/Amount|| ||Change the supply of a resource, like farms or mines. Imagine a mining tech that "gives new life" to "exhausted" mines by increasing their amount of Metal or Stone.||
    242 {{{#!tr style="background: LightGreen"
    243 ||!ResourceSupply/DiminishingReturns||  Done  || ||
    244 }}}
    245 {{{#!tr style="background: LightGreen"
    246 ||!ResourceTrickle/Rates/food||  Done  || ||
    247 }}}
    248 {{{#!tr style="background: LightGreen"
    249 ||!ResourceTrickle/Rates/wood||  Done  || ||
    250 }}}
    251 {{{#!tr style="background: LightGreen"
    252 ||!ResourceTrickle/Rates/stone||  Done  || ||
    253 }}}
    254 {{{#!tr style="background: LightGreen"
    255 ||!ResourceTrickle/Rates/metal||  Done  || ||
    256 }}}
    257 {{{#!tr style="background: LightGreen"
    258 ||!TerritoryDecay/DecayRate||  Done  ||Reduce or Increase building decay.||
    259 }}}
    260 ||!TerritoryInfluence/Root|| ||True or False.||
    261 {{{#!tr style="background: LightGreen"
    262 ||!TerritoryInfluence/Radius||  Done  ||Increase the territory effect of this class of structure.||
    263 }}}
    264 {{{#!tr style="background: LightGreen"
    265 ||!Trader/GainMultiplier||  Done  ||Increase the profitability of a trading mission.||
    266 }}}
    267 {{{#!tr style="background: LightGreen"
    268 ||!UnitMotion/WalkSpeed||  Done  || ||
    269 }}}
    270 {{{#!tr style="background: LightGreen"
    271 ||!UnitMotion/Run/Speed||  Done  || ||
    272 }}}
    273 {{{#!tr style="background: LightGreen"
    274 ||!Upgrade/Cost/food||  Done  || ||
    275 }}}
    276 {{{#!tr style="background: LightGreen"
    277 ||!Upgrade/Cost/wood||  Done  || ||
    278 }}}
    279 {{{#!tr style="background: LightGreen"
    280 ||!Upgrade/Cost/stone||  Done  || ||
    281 }}}
    282 {{{#!tr style="background: LightGreen"
    283 ||!Upgrade/Cost/metal||  Done  || ||
    284 }}}
    285 {{{#!tr style="background: LightGreen"
    286 ||!Upgrade/Time||  Done  || ||
    287 }}}
    288 {{{#!tr style="background: LightGreen"
    289 ||!Vision/Range||  Done  || ||
    290 }}}
    291 {{{#!tr style="background: LightGreen"
    292 ||!VisionSharing/Duration||  Done  || ||
    293 }}}
    294 {{{#!tr style="background: LightGreen"
    295 ||!VisualActor/Actor||  Done  ||Could change the look of an object as a side effects of a technology.||
    296 }}}
     221||= Tech Modification =||= Notes =||
     222||`Attack/{Attack Type}/All`|| Add this value to all the `Damage` types of that attack. ||
     223||`Formations/tokens`||Add formations for these units. May need a formation system overhaul, because right now the formations aren't really controlled in the entity templates.||
     224||`GarrisonHolder/List/tokens`||Add or remove classes of units capable of garrisoning in this structure/||
     225||`ResourceSupply/Amount`||Change the supply of a resource, like farms or mines. Imagine a mining tech that "gives new life" to "exhausted" mines by increasing their amount of Metal or Stone.||
     226||`TerritoryInfluence/Root`|| True or False. ||