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Tech Levels vs Units

Before it can do anything with a type of unit, the side must have the appropriate tech level for that type, which is just a number ranging from 0 up to tech-level-max. Each type has a distinct tech level.

Tech levels always increase (since they represent abstract knowledge rather than physical plant). Tech can be transferred freely to any other side via the message tech [xref to messages].

For each unit type, the following parameters define the minimum tech levels at which sides can do various things.

UnitTypeProperty: tech-to-see tl

This property is the minimum tech level that a side must have before it can see a unit of this type. Defaults to 0.

UnitTypeProperty: tech-to-own tl

This property is the minimum tech level that a side must have in order to have a unit of this type. Defaults to 0.

UnitTypeProperty: tech-from-ownership tl

This property is the tech level that may be reached by acquiring a unit of this type. Since this is expressed as a minimum, multiple acquisitions have no additional effect. Defaults to 0.

UnitTypeProperty: tech-to-use tl

This property is the minimum tech level that a side must have in order to give actions to this type of unit. Defaults to 0.

UnitTypeProperty: tech-to-build tl

This property is the minimum tech level that a side must have in order to build this type of unit. Defaults to 0.

UnitTypeProperty: tech-max tl

This property is the absolute maximum tech level possible for this type. Defaults to 0.

Table: tech-crossover u1 u2 -> n%

This table is the minimum tech level for u2 that is guaranteed by a particular tech level for u1, expressed as a percentage of the tech-max for the types. For instance, if tech-crossover is 80, and the tech level for u1 is 10 out of a max of 20, and the max for u2 is also 20, then the side has a tech for u2 at least 8. Defaults to 0.

It is possible to gain some tech level just by being in the same game with a side that is more advanced.

UnitTypeProperty: tech-leakage .01tl

This property is the amount of tech level gain per turn that can happen to any side's tech level that is less than the max of all sides in the game. This only happens if at least one unit on the side has nonzero coverage of a unit on a more advanced side. Defaults to 0.


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