TechLevel
The level an object type requires, the level a house holds, the starting value of the tech level setting for skirmish and network games, or a TeamType level that nothing reads.
Object tech level
- Applies to
- AircraftTypeBuildingTypeInfantryTypeUnitType
- File
rules.ini- Section
[<ObjectType ID>]- Value
- integer
- When omitted
255
A house may build the type only while the house’s tech level is at least this value. This is the first of the build-list gates, and the only one a computer house also faces. The default of 255 is far above any level a house is normally given, so a type that never sets the key stays off every build list.
TechLevel=-1 keeps the type off every house’s build list, whatever level the house holds. Use it for a type that must exist in the rules but never be built. A -1 member of a TaskForce sets the AI trigger’s tech level requirement to 11, even when an earlier member needed more. A later member that needs more than 11 raises it again.
Three selections compare the numbers directly, so -1 counts as within every house’s level there:
- A type allowed by
AllowedToStartInMultiplayercan still be handed out among the starting forces. - A BuildingType with
AIBuildThis=yescan still enter a computer house’s base plan. - A BuildingType with an anti-air, anti-armor or anti-infantry value can still be picked as one of a computer house’s base defenses.
Team tech level
- Applies to
- TeamType
- File
ai.ini or map file- Section
[<ObjectType ID>]- Value
- integer
- When omitted
0- Used by the game
- No — loaded but not used
An AI trigger’s tech level requirement comes from the TechLevel of the object types in its TeamTypes’ TaskForces, not from this key. Which triggers are eligible describes that requirement.
Multiplayer tech level
- Applies to
- global rules
- File
rules.ini- Section
[MultiplayerDefaults]- Value
- integer
- When omitted
10
The tech level setting of skirmish and network games starts at this value. The player can move it between 1 and 10 before the game begins. Every human and computer player’s house then holds the chosen level. The map’s house sections are not read in these games.
A client-launched game ignores this key and uses its launch file’s TechLevel instead.
House tech level
- Applies to
- House (per-scenario)
- File
map file- Section
[<House ID>]- Value
- integer
- When omitted
- ComputedThe scenario number stands in, so a house in the third mission of a campaign starts at level 3.
when the key is absent, the house's tech level defaults to the scenario's own number
The house may build an object type only when this level is at least the type’s own TechLevel. A computer house’s base plan, harvester replacement and AI triggers are limited by the same level.
The key takes effect in campaign games only. Other games do not read the map’s house sections. In those games every player’s house holds the level chosen for the game, and the Neutral and Special houses hold level 1.