Sid Meier's Civilization V

Sid Meier's Civilization V

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Future Tech Does Something Beyond Score Increasing Mod Gods and Kings Version
   
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14 Feb, 2015 @ 4:34am
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Future Tech Does Something Beyond Score Increasing Mod Gods and Kings Version

Description
Edit: Whilst working on another mod, I have found out that Firaxis made the great works interface not accept new buildings with great work slots (which this mod does). If you want to be able to transfer great works in and out the new great work slot buildings in this mod download this very good mod here from KyteM and put it in your MOD folder: http://forums.civfanatics.com/showthread.php?t=523258

I know Future Tech increases your score, but it does not do anything ingame, which means once reached, science no longer does anything ingame. I also understand that in most cases the game is probably nearly over (if not already over) then anyway (either through the time running out or someone winning another way) but still, I would like science to still have an ingame use even at the very end of the game.

So this mod adds a tech, just before Future Tech, and 4 new buildings allowed by that tech. It also replaces Future Tech with 3 new Future Techs. Whenever you research one of these new Future Techs, some of the new buildings which you already have built will gain extra bonuses.

This is the Gods and Kings version.

BNW Version: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=390281172

Edit: if I remember correctly, the stated yeilds of the buildings do not change, but if you look at the city amount for that yield, you will see that does indeed go up. This must be an interface thing caused by the fact that having techs that increase buildings yields, and having techs that are repeatable, whilst both in the base game, were not used to together in the base game.
2 Comments
AntiMeanies  [author] 20 Feb, 2015 @ 6:15pm 
IMPORTANT FOR ANYONE USING THIS MOD: I found out that Firaxis didn't make the great works interface screen very flexiable, and this mod has new great work buildings, see top of DESCRIPTION for link to a very good mod from KyteM that fixes this.
Kaptain Kappa 14 Feb, 2015 @ 3:42pm 
thanks!