Okay, I've been trying to figure this one out on my own, but no luck yet... Is there a way to have a tech give the player another tech on completion?
Two things I have tried:
a.) make the second tech cost 0 (and have the first as a prereq) - this almost works, except that you have to actually select the second tech and end turn before you get it. I want the tech to be given for free, immediately.
b.) Using a gamemodifier with "GiveTech"
<GameModifier>
<!-- This doesn't work... -->
<ModType>Player</ModType>
<Attribute>GiveTech</Attribute>
<StrVal>Civics</StrVal>
<Provides>It gives you Civics for free...</Provides>
<Value>100</Value>
</GameModifier>
I think that the GameModifier is the way to go, but I just don't know the correct syntax (assuming that there is a syntax that would work).
The main reason I want to do it is that I plan to have like a dozen weapons unlocked by a particular tech (actually the weapons will require this tech, plus one another), and a) I don't want to gum up the tech description to the point that it's useless, and b.) the game doesn't display multiple tech requirements great (for example, I made Wood Shield require Leatherworking and Civics, to test... both the Civics description and the Leatherworking description say that they unlock Wood Shields (I would think it should say something like "Wood Shield (req. Civics)").
So I might have a tech called "Elemental Enchantments" which gives you the techs Cold Enchantments, Lightning Enchantments, and Fire Enchantments. And then have Burning Axe be a weapon that requires "Axes" and "Fire Enchantments".
It could be done without giving the player free placeholder techs, but it'd be cleaner if I could...