Sid Meier's Civilization VI

Sid Meier's Civilization VI

95 ratings
Extended Civtree
   
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10.047 MB
26 Apr, 2021 @ 8:41am
30 Apr, 2021 @ 7:31am
4 Change Notes ( view )
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Extended Civtree

Description
Added several new Civics to the tech tree. Some for more historically accuracy and logical reasons, other for more interesting gameplay mechanics. This mod adds a total of 9 new Civics.
1 New ancient civic
2 New civics in the classical era
1 New civic in the medieval era
2 New civics in the renaissance era
1 New civic in the industrial era
1 New civic in the modern era
1 New civic in the atomic era
Also added a Civilopedia entry for every civic for further explanation and flavor.

============== More Civics, more options ==============
The new civics give you new freedom in each era to focus your research on civil or military civics.

============== Pacing ==============
The first civics 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 civic cost per era is slightly higher then before, so that its more in balance with the tech tree costs
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

==============Recommended Mods ==============
Extended Techtree (recommended)
Warfare Expanded: Reloaded or
Steel and Thunder: Unit Expansion + Steel and Thunder: Unique Units
(recommended)
Adjust progress to difficulty (recommended).
Build Roads with strategic resources (other) when you want to build roads without spending charges, but use the horse resource instead.


============== Compatibility with Historic Speed Mod (And other) ==============
You just have to change the LoadOrder of the historic speed modinfo. Just add two 0 to every LoadOrder value (for instance 12 should become 1200) and it should work (the historic speed mod components should be loaded after the files of this mod).


============== Translation ==============
German Translation Inculded

============== Disclaimer ==============
I have tested this mod, but I'm happy for every bug you find and suggestion you have.
18 Comments
Phlegmagicus  [author] 7 Jun, 2022 @ 11:15am 
That one is simple to answer: no (for every question)
sircharleythecat 10 Apr, 2022 @ 12:54am 
I feel a little divided when it comes to, well, the dividing of the government techs. In a way I like the idea that they are based on different techs, especially because the related techs makes sense. But I'm also a little bit concerned about how it would affect the game play.

Would I be forced to change government once I research another type in the same era? Would the civ techs included in the same as a government be lost if I research another first? Wouldn't everyone become Theocracies due to it being earlier than both Monarchy and Merchant Republic?
Dr. Oz The Great And Powerful 19 Jun, 2021 @ 10:28pm 
Why was the Statue of Liberty moved to the Renaissance Era? I get that it can be a "symbol" of constitutional liberty, but it would still be years before people developed the technical know-how to make it, and is firmly an Industrial Era wonder. It would make more sense if it was put back to Civil Engineering.
Madisonian 17 Jun, 2021 @ 12:33pm 
Centralism should probably be lowered one spot in the UI tree as items from other mods that go into Political Philosophy end up making the box take up two lines from icon overflow, thus overlapping Centralism.
Phlegmagicus  [author] 10 May, 2021 @ 9:17am 
cloud (drop box for instance) share link or sm.th similar
牛奶大魔王 9 May, 2021 @ 8:55am 
I've translated it. How can I send it to you:lunar2019coolpig:
Temida 4 May, 2021 @ 6:10am 
Can you please help me to make this mode compatible with RwF: Civics and Techs (I used HGVhGVxJY4Cz2xD0 fix)?
This is a comment which I posted on RwF: Citizens and Technicians
HGVhGVxJY4Cz2xD0, please make it compatible with: Real Tech Tree,
Extended Techtree [GS],
Extended Civtree.
Or if you can tell me how I change that?
Before the update, I used these four modes together.
It works, but when I found a city at the beginning of the game and open a civic tree, I can choose later civics (code, state ritual, imperialism, constitution, romanticism,).
Can you also fix this RwF: Technical Policy mode?
Thanks for fixing the other mods.
:steamthumbsup:
:steamhappy:
choijanggyu 30 Apr, 2021 @ 7:57pm 
@League
Oh.. I know. If you delete Ui .lua part, we will can play it.
Phlegmagicus  [author] 30 Apr, 2021 @ 7:33am 
@Adriaman fixed the error, I experimented with this file in the past and it was still present in the modinfo file.
@choijanggyu Yes there are 2 civics which overlap. I belive JFD's RwF:Civics and Techs is outdated. I wasn't able to open the civic tree when using it.
choijanggyu 29 Apr, 2021 @ 9:42pm 
Can you make it compatible with JFD's RwF:Civics and Techs?
I think there are Civics in which the two modes overlap.
Extended Techtree mod didn't make such overlap.
Even I try three mods(Extended Techtree, Real Techtree, JFD's RwF:Civics and Techs), Tech tree looks nice. So i think you can do same in this civic mod also.

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