Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Tech Tree Rework
   
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Type: Mod
Mod: Gameplay
File Size
Posted
Updated
16.738 KB
16 Apr, 2019 @ 4:40pm
11 Sep, 2019 @ 8:49am
6 Change Notes ( view )
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Tech Tree Rework

Description
* Works with September 2019 Game Update *

Changes the layout of the tech tree. Many connections have been added, and many other have been cut. All changes are shown in the attached images.

In particular, four techs have been removed from the tree: Siege tactics, Rifling, Lasers, and Advanced Ballistics. The renaissance walls have been moved to Metal casting, while the fort improvement no longer require a tech (engineers can make them right from the start). Rangers have been moved to Ballistics. Anti-air guns have been moved to Steel, and Machine guns have been moved to Combined Arms.

Coal reveals at Scientific theory, and uranium reveals at Chemistry. +1 spy and +25% tourism from Computers have been moved to Telecommunication (renamed Internet).

A few other units in the modern/atomic/information eras has also been moved to new techs (see attached pictures).
16 Comments
Remove Sniper from TF2  [author] 14 Sep, 2019 @ 1:02pm 
idk
Alejandro 14 Sep, 2019 @ 12:57pm 
how does this mod interact with mods like Steel and Thunder or Warfare Expanded
Remove Sniper from TF2  [author] 11 Sep, 2019 @ 9:33am 
Updated for september patch compatibility.
Remove Sniper from TF2  [author] 27 Apr, 2019 @ 7:12am 
Pictures are updated and show the changes
Remove Sniper from TF2  [author] 27 Apr, 2019 @ 7:11am 
I've made a little update to the tree. Ancient, classical and medieval era are the same. Some change in the lower part of renaissance/industrial (like printing being required for scientific theory, and military science being a leaf tech). Also some change in modern and later eras (like removal of lasers tech)
Remove Sniper from TF2  [author] 22 Apr, 2019 @ 10:57am 
MGs unlock in atomic era in the base game, and they unlock in atomic era in this mod, so I didn't change anything in that regard. It doesn't really make sense for MGs to require lasers, but it doesn't make anymore sense that they require "advanced ballistics", whatever the heck that is.
phenyxasher 22 Apr, 2019 @ 8:41am 
why move the machine gun to lasers? this was a 1890's upgrade to the gatling gun, and was prolific during WWI, long before lasers were conceived.

Remove Sniper from TF2  [author] 21 Apr, 2019 @ 12:09pm 
I don't have the nubia dlc so it's not in my pictures, but if you have the dlc it will still unlock at iron working.
Khuzdav 21 Apr, 2019 @ 7:24am 
Where did the Jebel Barkal go? It's not on Iron Working, and I can't see it anywhere else.
Dimas15 19 Apr, 2019 @ 7:25pm 
More or less, for me getting archer long before swordsmen would take a waste time to get other techs like "Engineering" for example.