FOCS Scripting Details
Contents
- 1 Effects
- 1.1 Types and Expressions
- 1.2 Conditions
- 1.2.1 All
- 1.2.2 EmpireAffiliation
- 1.2.3 Self
- 1.2.4 Type
- 1.2.5 Building
- 1.2.6 HasSpecial
- 1.2.7 Contains
- 1.2.8 PlanetType
- 1.2.9 PlanetSize
- 1.2.10 PlanetEnvironment
- 1.2.11 FocusType
- 1.2.12 StarType
- 1.2.13 Chance
- 1.2.14 MeterValue
- 1.2.15 EmpireStockpileValue
- 1.2.16 VisibleToEmpire
- 1.2.17 WithinDistance
- 1.2.18 WithinStarlaneJumps
- 1.2.19 And
- 1.2.20 Or
- 1.2.21 Not
- 1.3 Notes on Conditions
- 1.4 Effects
- 1.5 Notes on Effects
- 1.6 EffectsGroup
- 1.7 Special
- 1.8 BuildingType
- 1.9 Item
- 1.10 Tech
Effects
Note that throughout this entire document, case (capitalization) matters. CurrentFarming works, but CURRENTFARMING does not.
Types and Expressions
In the Conditions and Effects below, there are references to variables and expressions of various types. Variables refer to attributes of a source or target object. The source object is the object to which the Effect is attached, and the target object(s) is(are) the objects that are within an Effect's scope. Here is a comprehensive list of the attributes available, and their types (more on types later):
CurrentFarming double MaxFarming double CurrentIndustry double MaxIndustry double CurrentResearch double MaxResearch double CurrentTrade double MaxTrade double CurrentMining double MaxMining double CurrentConstruction double MaxConstruction double CurrentHealth double MaxHealth double CurrentPopulation double MaxPopulation double TradeStockpile double MineralStockpile double FoodStockpile double TradeProduction double FoodProduction double MineralProduction double IndustryProduction double ResearchProduction double PlanetSize PlanetSize + PlanetType PlanetType + PlanetEnvironment PlanetEnvironment + ObjectType UniverseObjectType +! StarType StarType + PrimaryFocus FocusType + SecondaryFocus FocusType + Owner int ++ ID int +++
+ See the FreeOrion sources for the valid values for these enumerated types. An unoffical list of valid values for most enumerated types can be found here, but this may not be always up to date and accurate, since the valid values may change periodically.
++ Owner will return -1 (instead of 0 like all other failures for numeric types) if there are no owners, or there are more than one, since this is guaranteed not to match any actual object.
+++ This is the unique integer numeric ID used to identify an object internally within FreeOrion.
! The types returned by ObjectType have some overlap. For instance, a Planet is also a PopCenter and a ProdCenter. In this case, Planet is returned before PopCenter or ProdCenter, since if you see a Planet, you know it is a ProdCenter, but seeing a ProdCenter, you have no idea if it is a Planet or something else that produces goods or resources, for instance a mining outpost. This principle guides the order in which type is determined when ObjectType is used.
As mentioned above, these attributes can be referenced on the source or target object, but not alone. So "Source.ID" and "Target.PlanetSize" are legal variables, but not "PlanetEnvironment". In addition, an object's containing object, if one exists, may be used in a variable. For instance, if the source is a planet, "Source.System.StarType" represents the ster type of the source's system. Planet may also be used in a similar fashion, as in "Target.Planet.PlanetEnvironment".
Nonsensical combinations of Target, Source, Planet, System, and the above attributes are allowed, but will always return 0 for numeric values, and INVALID_... for enumerated type values. For instance, if the source is a System, Source.System.StarType will always return INVALID_STAR_TYPE, which is guaranteed not to match any actual System. Similarly, Target.System.CurrentFarming makes no sense (since meters exist for Planets but not Systems), and so will return 0.0.
Now about types. The "double" type listed above, is a double-precision floating point number, which is more or less any real number in the range [-10^300, 10^300]. The "int" type is an integer number, which is basically any whole number in the range [-2*10^9, 2*10^9]. The other types are enumerted types, with specific values. Each such value has a string associated with it, for instance the first valid StarType is STAR_BLUE.
In the Conditions and Effects below, certain parameters have types. It is illegal to provide a parameter of the wrong type, and it will result in a thrown exception (a purposeful crash of FreeOrion). There is one major exceptions to this. It is legal to provide a int value for any parameter of any type. This is mainly to support easy expression syntax, which is the next thing that needs to be addressed.
Instead of providing a singe variable or constant value (such as 3.14, 5, or STAR_BLUE), you can instead provide an arithmetic expression. Legal expressions may contain parentheses, +, -, *, and /. The - operator can be binary as in "3 - 4", or unary as in "-Source.MaxHealth". Whitespace (spaces, tabs, and newlines) is ignored. Expressions may be arbtrarily complex. The type of the entire expression must match the type of the parameter for which it is intended. For instance, it is illegal to supply "1 + 3.14" as a value for an int-type parameter, since 3.14 is not an int. As mentioned before, though, it is legal to supply "STAR_BLUE + 1" as a value for a StarType parameter, since integers are always ok.
Note that since arbitrarily complex expressions are allowed in Effects, and multiple Effects may affect a single target in a single turn, the order in which the Effects are applied to the target may matter. For instance, if Effect A sets the current industry meter to "Target.CurrentIndustry + 20", and Effect B sets the current industry meter to "Target.CurrentIndustry * 3", the answer could be X * 3 + 20 or (X + 20) * 3, depending on the order of execution. To minimize this, and in keeping with the guidelines for Effects in general, such Effects should have small magnitude, which will make the problem largely disappear. For instance, if "Target.CurrentIndustry + 3" and "Target.CurrentIndustry * 1.05" are used instead, the difference between X * 1.05 + 3 and (X + 3) * 1.05 is a negligible 0.15.
Note that some of the parameters in the Conditions and Effects below ask for a certain type, sometimes a type-expression. Those paramters that do not explicitly allow type-expressions cannot handle them.
Finally, note that in places below where a bool value is requested, you must enter a "1" for true or a "0" for false. "False", "True", "T", "F", etc., are not recognized.
Conditions
All
Descr.: Matches all objects.
XML format:
<Condition::All/>
EmpireAffiliation
Descr.: Matches all objects that are owned (if EXCLUSIVE == false) or only owned (if EXCLUSIVE == true) by an empire that has EmpireAffiliationType AFFILIATION with Empire EMPIRE_ID.
XML format:
<Condition::EmpireAffiliation> <empire_id>EMPIRE_ID</empire_id> <affiliation>AFFILIATION</affiliation> <exclusive>EXCLUSIVE</exclusive> </Condition::EmpireAffiliation>
Param Types:
EMPIRE_ID int-expression AFFILIATION EmpireAffiliationType EXCLUSIVE bool
Self
Descr.: Matches the source object only.
XML format:
<Condition::Self/>
Type
Descr.: Matches all objects that are of UniverseObjectType TYPE.
XML format:
<Condition::Type>TYPE</Condition::Type>
Param Types:
TYPE UniverseObjectType-expression
Building
Descr.: Matches all Building objects of the sort specified by NAME.
XML format:
<Condition::Building>NAME</Condition::Building>
Param Types:
NAME string
HasSpecial
Descr.: Matches all objects that have an attached Special of the sort specified by NAME. Passing "All" for NAME will match all objects with attached Specials.
XML format:
<Condition::HasSpecial>NAME</Condition::HasSpecial>
Param Types:
NAME string
Contains
Descr.: Matches all objects that contain an object that matches Condition CONDITION. Container objects are Systems, Planets (which contain Buildings), and Fleets (which contain Ships).
XML format:
<Condition::Contains> CONDITION </Condition::Contains>
Param Types:
CONDITION Condition
PlanetType
Descr.: Matches all Planet objects that have one of the given PlanetTypes. Note that all Building objects which are on matching planets are also matched.
XML format:
<Condition::PlanetType> <PlanetType>TYPE0</PlanetType> <PlanetType>TYPE1</PlanetType> ... <PlanetType>TYPEN</PlanetType> </Condition::PlanetType>
Param Types:
TYPEX PlanetType-expression
PlanetSize
Descr.: Matches all Planet objects that have one of the given PlanetSizes. Note that all Building objects which are on matching planets are also matched.
XML format:
<Condition::PlanetSize> <PlanetSize>SIZE0</PlanetSize> <PlanetSize>SIZE1</PlanetSize> ... <PlanetSize>SIZEN</PlanetSize> </Condition::PlanetSize>
Param Types:
SIZEX PlanetSize-expression
PlanetEnvironment
Descr.: Matches all Planet objects that have one of the given PlanetEnvironments. Note that all Building objects which are on matching planets are also matched.
XML format:
<Condition::PlanetEnvironment> <PlanetEnvironment>ENVIRONMENT0</PlanetEnvironment> <PlanetEnvironment>ENVIRONMENT1</PlanetEnvironment> ... <PlanetEnvironment>ENVIRONMENTN</PlanetEnvironment> </Condition::PlanetEnvironment>
Param Types:
ENVIRONMENTX PlanetEnvironment-expression
FocusType
Descr.: Matches all ProdCenter objects that have one of the given FocusTypes. Note that all objects in matching ProdCenter are also matched (currently only applies to Buildings on Planets).
XML format:
<Condition::FocusType> <primary>PRIMARY</primary> <FocusType>FOCUS0</FocusType> <FocusType>FOCUS1</FocusType> ... <FocusType>FOCUSN</FocusType> </Condition::FocusType>
Param Types:
PRIMARY bool FOCUSX FocusType-expression
StarType
Descr.: Matches all System objects that have one of the given StarTypes. Note that all objects in matching Systems are also matched (Ships, Fleets, Buildings, Planets, etc.).
XML format:
<Condition::StarType> <StarType>TYPE0</StarType> <StarType>TYPE1</StarType> ... <StarType>TYPEN</StarType> </Condition::StarType>
Param Types:
TYPEX StarType-expression
Chance
Descr.: Matches a given object with a linearly distributed probability of CHANCE.
XML format:
<Condition::Chance> <chance>CHANCE</chance> </Condition::Chance>
Param Types:
CHANCE double-expression (this value is locked to being between 0.0 amd 1.0)
MeterValue
Descr.: Matches all objects that have a meter of MeterType METER, and whose current value (if MAX_METER == false) or maximum value (if MAX_METER == true) of that meter is >= LOW and < HIGH.
XML format:
<Condition::MeterValue> <meter>METER</meter> <low>LOW</low> <high>HIGH</high> <max_meter>MAX_METER</max_meter> </Condition::MeterValue>
Param Types:
METER MeterType LOW double-expression HIGH double-expression MAX_METER bool
EmpireStockpileValue
Descr.: Matches all objects with exactly one owner, whose owner's stockpile of STOCKPILE is between LOW and HIGH, inclusive.
XML format:
<Condition::EmpireStockpileValue> <stockpile>STOCKPILE</stockpile> <low>LOW</low> <high>HIGH</high> </Condition::EmpireStockpileValue>
Param Types:
STOCKPILE StockpileType LOW double-expression HIGH double-expression
VisibleToEmpire
Descr.: Matches all objects that are visible to at least one given empire id.
XML format:
<Condition::VisibleToEmpire> <empire_id>ID0</empire_id> <empire_id>ID1</empire_id> ... <empire_id>IDN</empire_id> </Condition::VisibleToEmpire>
Param Types:
IDX int-expression
WithinDistance
Descr.: Matches all objects that are within DISTANCE units of at least one object that meets CONDITION. Warning: this Condition can slow things down considerably if overused. It is best to use Conditions that yield relatively few matches.
XML format:
<Condition::WithinDistance> <distance>DISTANCE</distance> <condition>CONDITION</condition> </Condition::WithinDistance>
Param Types:
DISTANCE double-expression CONDITION Condition
WithinStarlaneJumps
Descr.: Matches all objects that are within JUMPS starlane jumps of at least one object that meets CONDITION. Warning: this Condition can slow things down considerably if overused. It is best to use Conditions that yield relatively few matches.
XML format:
<Condition::WithinStarlaneJumps> <jumps>JUMPS</jumps> <condition>CONDITION</condition> </Condition::WithinStarlaneJumps>
Param Types:
JUMPS int-expression CONDITION Condition
And
Descr.: Matches all objects that match every Condition in <operands>.
XML format:
<Condition::And> OPERAND0 OPERAND1 ... OPERANDN </Condition::And>
Param Types:
OPERANDX Condition
Or
Descr.: Matches all objects that match at least one Condition in <operands>.
XML format:
<Condition::Or> OPERAND0 OPERAND1 ... OPERANDN </Condition::Or>
Param Types:
OPERANDX Condition
Not
Descr.: Matches all objects that do not match the Condition OPERAND.
XML format:
<Condition::Not> OPERAND </Condition::Not>
Param Types:
OPERAND Condition
Notes on Conditions
Note 1
Some Conditions that match an object's containing object will be returned, even though they at first seem to be nonsensical. For instance, if the target object is a Planet, StarType will match the type of the System in which the target is located. This means that StarType will match all objects in all Systems with the given star type, and the Systems themselves. Similarly, all objects on all Planets (and the Planets themselves) that match a PlanetType, PlanetSize, or PlanetEnvironment will be matched. This has an important implication; if you want all Systems with blue stars, you should use StarType=STAR_BLUE AND Type=OBJ_SYSTEM:
<Condition::And> <Condition::StarType> <StarType>STAR_BLUE</StarType> </Condition::StarType> <Condition::Type> <type>OBJ_SYSTEM</type> </Condition::Type> </Condition::And>
If you want all Ships in Systems with blue stars, you should use StarType=STAR_BLUE AND Type=OBJ_SHIP:
<Condition::And> <Condition::StarType> <StarType>STAR_BLUE</StarType> </Condition::StarType> <Condition::Type> <type>OBJ_SHIP</type> </Condition::Type> </Condition::And>
Note 2
The And and Or Conditions are designed to work as efficiently as possible, by only searching the objects that have not already been matched. So it is always best to put the most restrictive Condition first in an And Condition's operands. For instance, if StarType=STAR_BLUE matches about 1000 objects, And(Self, StarType=STAR_BLUE) will be about 1000 times faster than And(StarType=STAR_BLUE, Self), since the former only has to look at the match from Self to see if it also is (or is inside of) a blue-starred System, whereas that latter has to look through the 1000 matches from StarType=STAR_BLUE to see if any of them also matches Self.
Effects
SetMeter
Descr.: Sets the meter of the given kind to VALUE. The max value of the meter is set if MAX == true; otherwise the current value of the meter is set. If the target of the Effect does not have the requested meter, nothing is done. The meter to alter is indicated by its MeterType in the METER field.
XML format:
<Effect::SetMeter> <meter>METER</meter> <value>VALUE</value> <max>MAX</max> </Effect::SetMeter>
Param Types:
METER MeterType VALUE double-expression MAX bool
SetEmpireStockpile
Descr.: Sets the empire stockpile of STOCKPILE of the target's owning empire to VALUE. If the target does not have exactly one owner, nothing is done.
XML format:
<Effect::SetEmpireStockpile> <stockpile>STOCKPILE</stockpile> <value>VALUE</value> </Effect::SetEmpireStockpile>
Param Types:
STOCKPILE StockpileType VALUE double-expression
SetPlanetType
Descr.: Sets the planet type of the target to TYPE. This has no effect on non-Planet targets. Note that changing the type of a PT_ASTEROID or PT_GASGIANT planet will also change its size to SZ_TINY or SZ_HUGE, respectively. Similarly, changing type to PT_ASTEROID or PT_GASGIANT will also cause the size to change to SZ_ASTEROID or SZ_GASGIANT, respectively.
XML format:
<Effect::SetPlanetType>TYPE</Effect::SetPlanetType>
Param Types:
TYPE PlanetSize-expression
SetPlanetSize
Descr.: Sets the planet size of the target to SIZE. This has no effect on non-Planet targets. Note that changing the size of a PT_ASTEROID or PT_GASGIANT planet will also change its type to PT_BARREN. Similarly, changing size to SZ_ASTEROID or SZ_GASGIANT will also cause the type to change to PT_ASTEROID or PT_GASGIANT, respectively.
XML format:
<Effect::SetPlanetSize>SIZE</Effect::SetPlanetSize>
Param Types:
SIZE PlanetSize-expression
AddOwner
Descr.: Adds empire EMPIRE_ID as an owner of the target. This has no effect if EMPIRE_ID was already an owner of the target object.
XML format:
<Effect::AddOwner>EMPIRE_ID</Effect::AddOwner>
Param Types:
EMPIRE_ID int-expression
RemoveOwner
Descr.: Removes empire EMPIRE_ID as an owner of the target. This has no effect if EMPIRE_ID was not already an owner of the target object.
XML format:
<Effect::RemoveOwner>EMPIRE_ID</Effect::RemoveOwner>
Param Types:
EMPIRE_ID int-expression
Destroy
Descr.: Destroys the target object. Destroy effects are executed after all other effects.
XML format:
<Effect::Destroy/>
AddSpecial
Descr.: Adds the Special with the name NAME to the target object.
XML format:
<Effect::AddSpecial>NAME</Effect::AddSpecial>
Param Types:
NAME string
RemoveSpecial
Descr.: Removes the Special with the name NAME to the target object. This has no effect if no such Special was already attached to the target object.
XML format:
<Effect::RemoveSpecial>NAME</Effect::RemoveSpecial>
Param Types:
NAME string
SetStarType
Descr.: Sets the star type of the target to TYPE. This has no effect on non-System targets.
XML format:
<Effect::SetStarType>TYPE</Effect::SetStarType>
Param Types:
TYPE StarType-expression
SetTechAvailability
Descr.: Sets the availability of all the items that tech TECH_NAME unlocks to empire EMPIRE_ID, optionally making available or unavailable TECH_NAME itself. The tech and/or its items are made available if AVAILABLE is true, and are made unavailable otherwise. If INCLUDE_TECH is true, the tech itself is made available/unavailable as well. This means that if AVAILABLE is true, INCLUDE_TECH=true means TECH_NAME will become fully available, just as if it had been researched normally, and INCLUDE_TECH=false means only the items that the tech unlocks are made available. The same holds when AVAILABLE is false. Note that this means this Effect is intended also to be used to unlock or lock all buildings, ships, etc. unlocked by a specific tech, and/or unlock/lock the tech itself.
XML format:
<Effect::SetTechAvailability> <tech_name>TECH_NAME</tech_name> <empire_id>EMPIRE_ID</empire_id> <available>AVAILABLE</available> <include_tech>INCLUDE_TECH</include_tech> </Effect::SetTechAvailability>
Param Types:
TECH_NAME string EMPIRE_ID int-expression AVAILABLE bool INCLUDE_TECH bool
RefineBuildingType
Descr.: Adds additional EffectsGroups <effects> to the BUILDING_TYPE_NAME BuildingType definition for Empire EMPIRE_ID. This is intended to be used for Refinement Techs and special events.
XML format:
<Effect::RefineBuildingType> <building_type_name>BUILDING_TYPE_NAME</building_type_name> <empire_id>EMPIRE_ID</empire_id> <effects> EFFECTS_GROUP0 EFFECTS_GROUP1 ... EFFECTS_GROUPN </effects> </Effect::RefineBuildingType>
Param Types:
BUILDING_TYPE_NAME string EMPIRE_ID int-expression EFFECTS_GROUPX EffectsGroup
Notes on Effects
Effects are evaluated and then applied while processing a FreeOrion turn. When this happens, all EffectsGroups' activation and scope conditions are evaluated before any effects are applied. The order of effects application is as follows: effects from Specials, then effects from Techs, then effects from Buildings. The order of execution of Effects within these groups is deterministic, though not controllable.
EffectsGroup
Descr.: Contains one or more Effects, a Condition which indicates the objects in the scope of the Effect(s), and a Condition which indicates whether or not the Effect(s) will be executed on the objects in scope during the current turn. Since Conditions operate on sets of objects (usually all objects in the universe), the activation condition bears some explanation. It exists to allow an EffectsGroup to be activated or suppressed based on the source object only (the object to which the EffectsGroup is attached). It does this by considering the "universe" containing only the source object. If the source object meets the activation condition, the EffectsGroup will be active in the current turn. An EffectsGroup's stacking group determines when it should affect a specific target; if that target has already been affected by another EffectsGroup with the same stacking group, all EffectsGroups after the first have no effect on the target. For instance, if an EffectsGroup is in a stacking group "WONDER_FARM_BONUS", and executes on a target object, no other EffectsGroup in the "WONDER_FARM_BONUS" stacking group will affect it on that turn.
XML format:
<EffectsGroup> <description>DESCRIPTION</description> [optional -- may be left out] <scope>SCOPE</scope> <activation>ACTIVATION</activation> [optional -- may be left out] <stacking_group>STACKING_GROUP</stacking_group> [optional -- may be left out] <effects> EFFECT0 EFFECT1 ... EFFENTN </effects> </EffectsGroup>
Param Types:
DESCRIPTION string SCOPE Condition ACTIVATION Condition STACKING_GROUP string EFFECTX Effect
Note 1: The <description> element is optional. If it is left out, a description will be autogenerated. Currently, the autogenerated effects desriptions are pretty good, but the scope and activation autogenerated descriptions range from barely acceptible to awful. Leave the description out at your own risk.
Note 2: The note about Special description text also applies to EffectsGroups. (That is, DESCRIPTION strings should not be user-presentable text, such as DESCRIPTION="Adds 12 points to farming", but rather they should instead be keys into a string table file.)
Special
Descr.: A Special is a definition of a predefined set of EffectsGroups with a unique name, which may be attached to an object.
XML format:
<Special> <name>NAME</name> <description>DESCRIPTION</description> <effects> EFFECTS_GROUP0 EFFECTS_GROUP1 ... EFFECTS_GROUPN </effects> </Special>
Param Types:
NAME string DESCRIPTION string EFFECTS_GROUPX EffectsGroup
Note: The NAME and DESCRIPTION strings should not be user-presentable text, such as NAME="Homeworld". They should instead be keys into a string table file. For instance, NAME="HOMEWORLD_SPECIAL". This key string will be used to look up the actual text from the string table file for the language used at runtime, such as eng_stringtable.txt or esp_stringtable.txt. The string that goes with DESCRIPTION="HOMEWORLD_SPECIAL_DESCRIPTION" in eng_stringtable.txt, for instance, may be "This is your race's homeworld; you receive numerous bonuses on this world, a world to which your people are uniquely suited." The description text should not include the actual effects of the Special; those will be supplied directly from the EffectsGroup object contained within the Special.
BuildingType
Descr.: A specification for a building of a certain type. Like Specials, BuildingTypes must each have a unique name.
See example Building XML descriptions
XML format:
<BuildingType> <name>NAME</name> <description>DESCRIPTION</description> <build_cost>BUILD_COST</build_cost> <build_time>BUILD_TIME</build_time> <maintenance_cost>MAINTENANCE_COST</maintenance_cost> <effects> EFFECTS_GROUP0 EFFECTS_GROUP1 ... EFFECTS_GROUPN </effects> <graphic>GRAPHIC_FILENAME</graphic> </BuildingType>
Param Types:
NAME string DESCRIPTION string BUILD_COST double BUILD_TIME int MAINTENANCE_COST double EFFECTS_GROUPX EffectsGroup GRAPHIC_FILENAME string
Note 1: The note about Special name and description text also applies to BuildingTypes.
Note 2: GRAPHIC_FILENAME should be relative to the art directory. So it should appear in the form "foo/bar.png" instead of "default/data/art/foo/bar.png".
Item
Descr.: A specification for an unlockable item, used within Tech definitions. The type defines the kind of thing to be unlocked, e.g. a Building or ShipComponent, and the name is the name of the specific item of that kind to be unlocked, e.g. a "WonderFarm" building or a "MegaLaser" ship component.
XML format:
<Item> <type>TYPE</type> <name>NAME</name> </Item>
Param Types:
TYPE UnlockableItemType NAME string
Note: The note about Special and BuildingType name and description text also applies to Items.
Tech
Descr.: A specification for a technology. Like Specials and BuildingTypes, Techs must each have a unique name. Each tech may optionally have an EffectsGroup associated with it; this EffectsGroup is attached to the capitol planet of the empire that researches it, and its scope is evaluated using that planet as its "source" object. Note that all of its prerequisites must be known before a Tech can be researched. The only limitations on this as of this writing are that Theory techs can only depend on other Theory techs, and that refinements cannot be prerequisites except for other refinements.
See Techs.xml for examples of theory techs with no effects or unlocked items, as well as applications that unlock buildings or which have effects of their own.
XML format:
<Tech> <name>NAME</name> <description>DESCRIPTION</description> <type>TYPE</type> <category>CATEGORY</category> <research_cost>RESEARCH_COST</research_cost> <research_turns>RESEARCH_TURNS</research_turns> <prerequisites> <prereq>NAME0</prereq> <prereq>NAME1</prereq> ... <prereq>NAMEN</prereq> </prerequisites> <unlocked_items> ITEM0 ITEM1 ... ITEMN </unlocked_items> <effects> [optional -- may be left out] EFFECTS_GROUP0 EFFECTS_GROUP1 ... EFFECTS_GROUPN </effects> <graphic>GRAPHIC_FILENAME</graphic> </Tech>
Param Types:
NAME string DESCRIPTION string TYPE TechType CATEGORY string RESEARCH_COST double RESEARCH_TURNS double NAMEX string ITEMX Item EFFECTS_GROUPX EffectsGroup
Note 1: The note about Special and BuildingType name and description text also applies to Tech names, descriptions, and category names.
Note 2: GRAPHIC_FILENAME should be relative to the art directory. So it should appear in the form "foo/bar.png" instead of "default/data/art/foo/bar.png".