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2.2 The Technologies tab

In this tab you edit the cost, research time, requirements and access of technologies, not the actual effects of each technology, which is done in the Effects tab.

Language information​

Fields in the Techs Tab:
  • Internal Name Identifier of the technology, usually overrided with the actual name of the tecnology, unless you enable the filter.
  • Language File Name Entry in the language file for the name of the technology. AGE instructs you to set a value between 7000 and 7999 so that it doesn't conflict with other elements of the game.
  • Language File Description Entry in the language file for the short description of the technology. It should be the value of the ``Language File Name plus'' 1,000.
  • Language File Help Not used in the game but linked to the ``Help Converter'' next to it. It should be the value of the file name plus 100,000.
  • Help Converter Linked to the ``Language File Help'' and no need to modify it. Entry in the language file for the long description of the technology. It should be the value of the file name plus 21,000.
  • Lang File Tech Tree Not used in the game but linked to the ``Tech Tree Converter'' next to it. It should be the value of the file name plus 150,000.
  • Tech Tree Converter Linked to the ``Lang File Tech Tree'' and no need to modify it. Entry in the language file for the name of the technology displayed in the technology tree. It should be the value of the file name plus 10,000.
Entries in the language file:
  • n. Corresponding to the ``Language File Name''. Name of the technology.
  • n+1,000. Corresponding to the ``Language File Description''. Short description.
  • n+21,000$. Corresponding to the ``Help Converter''. Long description.
  • n+10,000$. Corresponding to the ``Tech Tree Converter''. Technology tree name.

Code fields​

techs.png

  • Required Techs Six fields to enter technologies that must be researched in order to enable the current technology.
  • Min Req Techs Ammount of the required technologies needed to enable the current technology. Used to allow different ways of enabling a technology. For example, Double-Bit Axe, technology 202, has two required technologies but only requires one of them. This way, it is enabled by reaching Feudal Age or by researching technology 758 that is related to the Burgundian bonus.
  • Type Whether the progress should show in the bar at the top of the screen or not. Set to 0 for everything except for the ages.
  • Research Time in seconds.
  • Icon From the file 50729.slp.
  • Button Position in the interface. 1 to 5 are first row, 6 to 10 the second row, 11 to 15 the third one and extra values create a second page.
  • Effect What to do when the technology is researched. Can be empty if the technology is used as a trigger for others.
  • Research Location Where to show the button. Can be empty if the technology researches automatically.
  • Civilization Who that can research it. Value -1 means every civilization can research it (and later can be disabled with the ``Tech tree'' effect). Any other value enables the technology only for that civilization.
  • Full Tech Mode Controls if the tech appears in that mode of the game. Only relevant for technologies that are researched by only one civilization and is mostly set to 0 (unavailable) for all of them.
  • Costs Requirements to research the technology. In ``Type'' one can put the four normal resources or anything else. ``Amount'' is the quantity needed and ``Deduct'' controls whether the amount has to be paid or not. For technologies there are no examples of this mechanic but units use it.

Types of technologies​

In the game, there are two types of technologies that you can program:
  • Technologies with zero research time. You research these technologies automatically when you meet their “Required techs” conditions, without considering the cost. For example, technology 25, “STBL (make avail)” allows you to create stables. It requires two technologies: “Feudal Age” and “Shadow Node Barracks + Khmer”, a technology that is researched when you build a Barracks or are Khmer (since they don’t need pre-requisite buildings).
  • Technologies with positive research time. You research these technologies by clicking the icon and paying its cost. They are only available once their “Required Techs” are met. For example, technology 200, “Bodkin Arrow”, can only be researched if you are in Castle Age and have already researched Fletching.
Civilization bonuses that give technologies for free (Korean towers, Turks light cavalry…) are created by setting the research time of technologies (and their cost but it turns out that’s irrelevant) to zero.
 
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