Stolen Tech Logic
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Flag: | Stolen Tech Logic |
File(s): | rules(md).ini |
Values: | Strings (names of InfantryTypes) |
Default: | none |
The infiltration of technology centres or labs by a 'Spy' in Red Alert 2, rewards the attacking player with 'stolen tech' traits. These traits are specific to each Side infiltrated:
Enemy Side | New Construction Options |
---|---|
Allied (AIBasePlanningSide=0) | Unlocks RequiresStolenAlliedTech=yes buildings/units. |
Soviet (AIBasePlanningSide=1) | Unlocks RequiresStolenSovietTech=yes buildings/units. |
YuriCountry (AIBasePlanningSide=2) | Unlocks RequiresStolenThirdTech=yes buildings/units. (YR only) |
In the original RA2, all of the stolen tech units are infantry, but this doesn't have to be the case, the stolen tech requirement can be added to all TechnoTypes produced by barracks, airbases, factories, or construction yards. This means you can have an upgraded Wall with RequiresStolenThirdTech=yes, or an even higher tier aircraft that has both RequiresStolenAlliedTech AND RequiresStolenSovietTech at the same time.
This functionality can then be further incorporated with RequiredHouses and/or Prerequisite, to make unlocking various construction options highly specific to certain scenarios and players.
Notes
Ares further extends this logic, by allowing infiltration to 'steal' technology specific to a TechnoType, hijacking an enemy Radar, stealing their Super Weapon, and more. See: https://ares-developers.github.io/Ares-docs/new/buildings/spyeffects.html