All data related to R&D are in one file, ListOfTech.txt. By convention the data regarding the actual research (or development) are in the beginning, followed by a list of prerequisites. The former are opened by keyword TECHNO and we shall refer to them as "technologies". The latter are opened by keyword OBJECTS and we shall refer to them as "objects". Together we shall refer to them as "R&D items". The data structure is as follows:
LIST_OF_TECHNO
TECHNO
//opens a technology definition
NAME PLASMA_WEAPON_HANDLING
//unique ID among R&D items
KIND ENG
//is it research or development? Can be ENG or SCI
TIME 120
//length of research or development, in days, with one base
MFG FALSE
//is it manufacturing? Can be TRUE or FALSE.
//Only development (KIND ENG) can be manufacturing.
VIDEO "path"
//path to the video played on R&D screen
//from here to END_OF_TECHNO is optional list of prerequisites
SUB_TECHNO
//opens prerequisite definition
ELEMENTS PLASMA_WEAPON
//points to R&D item ID
REQUIRED TRUE
//the prerequisite is required, see below
VISIBLE FALSE
//the prerequisite is visible, see below
SIGNIFICANCE 0
//how much the possession of the prerequisite speeds up the research
END_OF_SUB_TECHNO
…
END_OF_TECHNO
…
OBJECTS
//opens the objects definition
NAME PSI_WEAPON
//unique ID among R&D items
TYPE SMALL_OBJECT
//objects type, see below
EQUIVALENT HUMAN_WOUNDED_BY_PSI
//points to Objects ID this object supersedes
SHOW TRUE
//show this object on the prerequisites list?
END_OF_OBJECTS
//closes the objects definition
…
END_OF_LIST_OF_TECHNO
The objects can be of the following types:
SMALL_OBJECT | An equipment item that can be found in a mission |
LARGE_OBJECT | A large "virtual" object, e.g. an UFO hull |
EVENT | Not a physical object, e.g. Witnessing plasma in action |
Each technology can be in one of the five states:
Invisible: | the player is not aware of its existence |
Visible: | the player can see it, but cannot start inventing it because he lacks some required elements |
Ready: | the technology can be invented |
In-progress: | the technology is being invented (or it may be on hold) |
Available: | the process of inventing is complete and the player can access the results |
It is important to understand how the first three states are related to the required/visible properties of prerequisites. This is summed in the following table:
An object is available: | When the player takes possession of it | |
The object is visible: | ||
If it is Event | when it is available | |
Otherwise | always | |
A technology is visible: | ||
if it has one or more elements marked required: | when all of them are visible and at least one of them is available | |
if it has one or more elements marked visible: | when any of them becomes available | |
if it has no elements marked visible: | when it is ready | |
The technology is ready: | ||
if it has no elements marked required: | when it is visible | |
if it has one or more elements marked required: | when all of them become available |
The rules are ordered by priority, so for example a technology with one available visible item but with one invisible required item is not visible.
We have included the complete research tree in PDF format (you have to have the Adobe Acrobat Reader installed).
For more information about Research & Development see the game manual.Prev: Weapons, armors and magazines | Next: Transgenants & Reticulans | Up: Home |