Sid Meier's Civilization VI

Sid Meier's Civilization VI

Atlas' More Interesting Technologies
18 Comments
Atlas  [author] 8 Jan, 2020 @ 8:14pm 
@Emperor Eden Just an update; I got a new job and new computer, so I have been immensely busy and have not had time to move the files from my old computer yet. I just have to do a few final bugfixes for the 2 completed mods before release. I have no timeframe on when this could happen, sorry!
Eden Elvis 16 Oct, 2019 @ 3:33am 
That's amazing news! I'll be waiting on their releases with baited breath. :) Thanks for all you hard work
Atlas  [author] 29 Sep, 2019 @ 10:35pm 
@Emperor Eden Thank you for the compliment! I happened to have time to work on updating these series of mods for GS. I have completely changed how the changes are divided between mods (so they are easier to pick-and-choose from) and thus am still working on them. 2 of the mods are 99% complete, with another in development and 2 more still merely in conceptual phase.

Sorry for the wait and the lack of updates! I hope to have some stuff to release by the end of the year.
Eden Elvis 7 Jan, 2019 @ 3:06pm 
Hey, just wondering how you're doing anf if you're still working on the mods (no pressure), since you haven't been seen for a while. I assume that GS will screw everything up so I'm not expecting anything anytime soon, but it would be a real shame to learn that you have abandoned this mod pack as your mods are some of the best on the workshop :)
Atlas  [author] 11 Feb, 2018 @ 4:07pm 
@Emperor Eden My update priorities are Uniques, then base Gameplay (which is the half of More Interesting Uniques that are universal changes), then Religion, then Civics/Policies, then this mod (Techs).

I am redesigning them all from the ground up, and there are a lot of changes in each so please bear with me. From what I've been told though, my Religion mod still works! Its just the tooltips that are screwy (which probably makes it unplayable unless you've memorized the changes like I have)
Eden Elvis 10 Feb, 2018 @ 3:13pm 
Will there be a R&F update soon? Realising again how god awful religion is in vanilla :(
Atlas  [author] 15 Nov, 2017 @ 12:43pm 
@fly89 Certainly! I don't think the 2 mods would even interfere with each other's tooltips, let alone content
fly89 15 Nov, 2017 @ 1:41am 
Is this compatable with MOAR units? Thanks :)
Atlas  [author] 11 Nov, 2017 @ 2:40pm 
@Citrakayah ok, I made a separate mod that lets Settlers embark at Celestial Navigation for you https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1197490179
Atlas  [author] 10 Nov, 2017 @ 4:10pm 
@Citrakayah Unfortunately, no. The way the game is implemented, there are only 2 options for unlocking embarking: either 1 unit, or all units. Sailing is taken up by Builders (they need it to make the Fishing Boats you unlock) and Celestial Navigation is taken up by Traders. I could move Settlers to something else entirely, though I don't really see an appropriate option. I could also swap them with Traders I suppose...
Atlas  [author] 10 Nov, 2017 @ 3:46pm 
@Citrakayah I think it can be done. I'll mess around and see if it will work, then upload it as a separate mod if it does
Citrakayah 10 Nov, 2017 @ 12:11pm 
Could you make settlers able to embark after sailing, along with builders? One of the most annoying things about island starts is how long it takes to be able to found another city, and the advantage offered to civs that start inland would be minimal.
Atlas  [author] 5 Nov, 2017 @ 11:22pm 
@arrioch Its up now!
arrioch 4 Nov, 2017 @ 1:10pm 
@Atlas Nice. Military and Diplomatic policies are in terrible state, there's 3-4 good that i use just to fill those slots.
Atlas  [author] 4 Nov, 2017 @ 11:46am 
@arrioch Yep, working on the same for Civics. Also making a bunch of policies to spice things up and improve the value of Military/Diplomatic slots compared to Economic ones. And thanks for the kind words =)
arrioch 4 Nov, 2017 @ 3:42am 
@Atlas Alright, cool, i'll try it out. I don't have any mods that change tech tree, i just don't want to re-learn it again lol. Planning the same for Civics? Love your More Interesting Religion, btw.
Atlas  [author] 3 Nov, 2017 @ 9:21pm 
@arrioch Correct. This might still have some conflicts with other mods that change the same techs I did, but they will likely be incorrect tooltips rather than crashes haha
arrioch 3 Nov, 2017 @ 5:34pm 
So, the tech tree is not changed in any way, just added bonuses to certain techs, right?