Technology Modifications

Technologies can modify the stats and properties of game entities, using the modifications list of a given technology template. The modifications have unique names of the form "Component/Element/Subelement", where "Component" is the exact name of a simulation component and "Element/Subelement" come from that component's entity schema.

For example to modify a unit's melee hack attack, you would use "Attack/Melee/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.

Planned Modifications

Tech Modification Status Notes
Armour/All Add this value to all Armour types
Armour/Hack Done
Armour/Pierce Done
Armour/Crush Done
Attack/(Melee/Ranged)/All Add this value to all Attack types
Attack/(Melee/Ranged)/Hack Done
Attack/(Melee/Ranged)/Pierce Done
Attack/(Melee/Ranged)/Crush Done
Attack/Melee/Bonuses Add a new or Alter an existing bonus to the melee attack of the entity.
Attack/(Melee/Ranged)/MaxRange Done
Attack/(Melee/Ranged)/MinRange Done
Attack/(Melee/Ranged)/PrepareTime Done
Attack/(Melee/Ranged)/RepeatTime Done
Attack/Ranged/Spread Done
Attack/Capture/MaxRange Done
Attack/Capture/RepeatTime Done
Attack/Capture/Value Done
Builder/Rate Done
BuildingAI/DefaultArrowCount Done Increase the number of default arrows fired by this structure.
BuildingAI/GarrisonArrowMultiplier Done Increase the number of arrows per garrisoned soldier.
BuildingAI/MaxArrowCount Done
BuildRestrictions/Territory Done Change the territories (own, neutral, ally, enemy) where a building can be constructed.
Capturable/CapturePoints Done
Capturable/RegenRate Done
Capturable/GarrisonRegenRate Done
Cost/PopulationBonus Done Increase the pop cap bonus this building gives.
Cost/BuildTime Done
Cost/Resources/food Done
Cost/Resources/wood Done
Cost/Resources/stone Done
Cost/Resources/metal Done
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.
GarrisonHolder/Max Done
GarrisonHolder/BuffHeal Done Increase or decrease the garrisoned healing rate of a structure.
GarrisonHolder/List/tokens Add or remove classes of units capable of garrisoning in this structure/
Heal/HP Done
Heal/Range Done
Heal/Rate Done
Health/IdleRegenRate Done
Health/Max Done
Health/RegenRate Done
Looter/Resource/food Done Add an extra bonus to the looter (a "plunder" unit can collect more resources)
Looter/Resource/wood Done Add an extra bonus to the looter (a "plunder" unit can collect more resources)
Looter/Resource/metal Done Add an extra bonus to the looter (a "plunder" unit can collect more resources)
Looter/Resource/stone Done Add an extra bonus to the looter (a "plunder" unit can collect more resources)
Market/InternationalBonus Done
Pack/Time Done
Player/BarterMultiplier/Buy/(res) Done Used to modify the barter buy prices of the resource (res).
Player/BarterMultiplier/Sell/(res) Done Used to modify the barter sell prices of the resource (res).
Player/MaxPopulation Done Change the maximum population limit.
ProductionQueue/BatchTimeFactor Done Used to modify the batch time bonus.
ProductionQueue/TechCostMultiplier/food Done Used to modify the technology food cost.
ProductionQueue/TechCostMultiplier/wood Done Used to modify the technology wood cost.
ProductionQueue/TechCostMultiplier/stone Done Used to modify the technology stone cost.
ProductionQueue/TechCostMultiplier/metal Done Used to modify the technology metal cost.
ProductionQueue/TechCostMultiplier/time Done Used to modify the technology research time.
Promotion/RequiredXp Done Increase or decrease amount of XP needed to promote to next rank.
ResourceGatherer/BaseSpeed Done Affects all gathering rates within one value. Default is 1.0
ResourceGatherer/Rates/ Done
ResourceGatherer/Rates/food.fruit Done
ResourceGatherer/Rates/food.grain Done
ResourceGatherer/Rates/food.meat Done
ResourceGatherer/Rates/wood.tree Done
ResourceGatherer/Rates/wood.ruins Done
ResourceGatherer/Rates/stone.rock Done
ResourceGatherer/Rates/stone.ruins Done
ResourceGatherer/Rates/metal.ore Done
ResourceGatherer/Capacities/food Done
ResourceGatherer/Capacities/wood Done
ResourceGatherer/Capacities/stone Done
ResourceGatherer/Capacities/metal Done
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.
ResourceSupply/DiminishingReturns Done
ResourceTrickle/Rates/food Done
ResourceTrickle/Rates/wood Done
ResourceTrickle/Rates/stone Done
ResourceTrickle/Rates/metal Done
TerritoryDecay/DecayRate Done Reduce or Increase building decay.
TerritoryInfluence/Root True or False.
TerritoryInfluence/Radius Done Increase the territory effect of this class of structure.
Trader/GainMultiplier Done Increase the profitability of a trading mission.
UnitMotion/WalkSpeed Done
UnitMotion/Run/Speed Done
Upgrade/Cost/food Done
Upgrade/Cost/wood Done
Upgrade/Cost/stone Done
Upgrade/Cost/metal Done
Upgrade/Time Done
Vision/Range Done
VisionSharing/Duration Done
VisualActor/Actor Done Could change the look of an object as a side effects of a technology.
Last modified 2 months ago Last modified on May 20, 2017, 8:45:25 PM