Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Extended Techtree [Default]
   
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Type: Mod
File Size
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14.556 MB
21 Jun, 2019 @ 9:11am
1 Sep, 2019 @ 8:02am
5 Change Notes ( view )

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Extended Techtree [Default]

Description
Added several new Technologies to the tech tree. Some for more historically accuracy and logical reasons, other for more interesting gameplay mechanics. Add a total of nearly 30 new Technologies to the tech tree.
2 New ancient technologies
1 New technology in the classical era.
4 New technologies in the medieval era.
4 New technologies in the renaissance era.
5 New technologies in the industrial era.
5 New technologies in the modern era.
3 New technologies in the atomic era.
2 New technologies in the information era.
New balancing of old techs.
Some new and some reused icons (from scenarios) and boosts for the new technologies and civil. Also added a Civilopedia entry for every tech for further explanation and flavor.
For example, there are more technologies between reveal and units/buildings which need these strategic resources. So, the player has more time to claim the resource when it's not already in his territory. Also, some adjustments to units and improvements for old techs. Offshore Wind Farm is part of Nanotechnology but the costs and prereqs of this tech are increased. Predictive Systems on the other hand gives you more yield boni. And a lot of other changes (see pictures).

--More Techs, more options--
The new techs give you new freedom in each era to focus your research on civil or military (sea or land) technologies. But every era is still isolated in some way.

--Pacing--
The first techs of each era have similar prereqs (like in the RealTechTree Mod) but there are still small differences depending on how useful the tech is.
The science cost per era is still the same.
But adding more techs and therefor new eurekas to accomplish the tech progress time fits much better to the turn numbers and the ingame date.
Better synergies between Tech and Civic tree because of the newly added eureka boosts.
To have a better pacing also on higher difficulty level I recommend my mod: Adjust progress to difficulty

--AI--
Also adapted the AI for the new tree. It focuses the new Techs which fit for their character and playstyle. I also have the feeling that the updating of the groups works better now. So the AI uses more units which fit to the current era.
For example, Japan is focusing the new Metal-Working tech to get their unique unit (Samurai) faster.

============== Required and Recommended ==============
Steel and Thunder: Unit Expansion (strongly recommended)
Steel and Thunder: Unique Units (recommended)
Real Tech Tree (recommended) For better civic-tree and change the boosts Values from 40 to 35 for better pacing.
Real Building Upgrades. (recommended)
Adjust progress to difficulty (recommended).
Warfare Expanded Complete Edition

--Disclaimer--
I have tested this mod extensively, by hand and autoplay. But I'm happy for every bug you find and suggestion you have.

Gathering Storm Version
Popular Discussions View All (1)
0
17 Oct, 2024 @ 10:26am
Bug: Refining/Buttress available from the beginning
Nameru
34 Comments
Incognito 22 Jul, 2020 @ 4:49am 
i have all the recommended mods too
Incognito 22 Jul, 2020 @ 4:48am 
research times are really quick for some reason i have a normal amount of science per turn but im in the late medieval era in the 2nd century
Phlegmagicus  [author] 2 Jul, 2020 @ 12:00pm 
@Riesen Kriegsroboter Mechaniker probably will start with the new Crusader Kings. Really into Paradox Game as well ^^. But I still belive the biggest issue for civ is the AI
Aeneas137 28 Jun, 2020 @ 10:59am 
I've given up on Firaxis. Civ VI is fun once in a while but it's just a complex version of CivRev these days. So dumbed down that you can pick any civ and get the exact same results in the end. The "Civ DLCs" are bullshit cosmetic items.

I'm just ranting. Thank you for your mod but I'm spending my time with Paradox games. They actually do drilling down into the tech tree based on usage and closing off research if you don't focus on it. Far superior developers and designers.
Phlegmagicus  [author] 12 May, 2020 @ 9:06am 
@twobitcoder An intresting concept, I will think about this, but probably very hard to implement that in Civ6
Aeneas137 12 May, 2020 @ 7:24am 
When I go down a certain path then other paths should be reduced in their availability if not effectiveness. and if my civ ends up not having any resources nearby that I need then my civ should die that should be part of the game. That's real. But at the very least the tech tree should have a progression. Like say multiple levels of each tech that allow you to go deep into a certain area at the expense of others.

For instance the Greeks who perfected the phalanx but had no horses or archers. Phalanx is like a level 3 spearman. if you drill down into that tech then those points are not available for other techs and you will never finish the entire tree. you can get level 1 of almost everything but not level 2 or 3 of everything because of limited points. This is what I wish was possible but yeah the firaxis engine is too fragile.
Aeneas137 12 May, 2020 @ 7:23am 
I've always wished for a saved game or a mod where your particular civilization grew organically based on your choices and this seems to be beyond the comprehension of firaxis even though Sid Meier touched upon the idea in earlier games. The civ bonuses and leaders are just skimming and all of the Sims are exactly the same which is really boring.

so I tried making a mod myself leaning in that direction at least and found the tech tree absolutely impossible to deal with and your mod was the best I came across as an example. Such a massive missed opportunity and lack of creative vision by the designers.

If my civ cranks out a ton of spearmen then I don't research metallurgy at all that's stupid. the very act of producing spearman leads to improvements in military technology such as spear launchers which was the tech in between spear and bow revolutionized hunting and warfare.
Phlegmagicus  [author] 25 Mar, 2020 @ 3:36pm 
I must admit, that I tried to extended the basic techtree to be more logical but there are still some issues. Overall I tried to balance the techtree between gameplay and logic here and you are correct that this was quite a chalange when starting with the baseline tree. Another important point was to keep clear connection between the nodes (more or less). I had some more logic versions but they where very confusing and aditionally introduced UI bugs.
Aeneas137 25 Mar, 2020 @ 2:58pm 
Well, this is the best tech tree upgrade I've seen so far, but a few of the techs don't make sense to me. Steam Power -> Engine -> Flight & Steel -> Chemistry. Meanwhile, where is Combustion? Sanitation & Medicine -> Chemistry, with a branch Electricity & Rep Parts -> Combustion & Radio.
Basically, I hate the tech tree in Civ VI; it's just stupid and hard to modify. So anyone doing improvements is welcome, I'm just pointing out that these don't make any sense, and i suspect it's because the damn tech tree starts off such a mess. I almost don't enjoy playing the game because of it. I miss the old tech tree in Civ 3 & 4, which made sense.
jsnider193 4 Sep, 2019 @ 12:57pm 
Might have been my d/l not working .. no idea but thanx for checking it out and for maint this rile. Have fun