Sid Meier's Civilization VI

Sid Meier's Civilization VI

Extended Techtree [GS]
264 commenti
GuffQa 25 apr, ore 3:29 
Great mod, it really improve the game pace. I wonder if you can add more technologies to classical era to slow the game even more:)
Rabs Warren 6 apr, ore 14:45 
The mod works fine, I have over 80 mods going and it works great, figure it out for yourselves.
Phlegmagicus  [autore] 15 giu 2024, ore 8:20 
So if you start this game with only this mod active it crashes?
Crazy_Nurse69 14 giu 2024, ore 9:25 
Can confirm this mod crash whenever i start a new game
Chesse5552024 20 ott 2023, ore 0:04 
Can make compatibility with uu east asia units and warfare complete edition please i try everything i want all mods please don t make hate this game i really love it
Justin Cray 8 set 2023, ore 22:55 
Still works for me, you need to troubleshot more.
Xerxes 11 ago 2023, ore 1:36 
Mod doesnt work anymore. took me 40mins troubleshooting to identify this mod as the failure of starting a new round. thats bad
VMacWolfV 25 giu 2023, ore 12:13 
Can confirm that it is a conflict and/or bug in this mod. Here's the fix https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/1617282434/3823034248722782230/
joshua.v.sherman 23 mag 2023, ore 7:56 
Real Strategy AI is the mod that conflicts with this mod
joshua.v.sherman 22 mag 2023, ore 12:09 
it might be this mod with another mod, however it occurred after the latest leaders update and then I started a new game (and did not change any of the mods I had prior to the update). Wish there was a better way to figure these things out? After I finish this game i'm playing, I will try disabling other mods and keeping yours
Phlegmagicus  [autore] 13 mag 2023, ore 10:49 
I am sure the issue is not with this mod. I just tested it and everything works fine
joshua.v.sherman 12 mag 2023, ore 11:44 
I could no longer start a new game. Disabling this mod was required to fix that and so I am letting you all know.
gmnowels 16 giu 2022, ore 9:16 
Like the mod, thx. However; :steamsad: has anybody encountered an issue where unable to "navigate ocean tiles"? If so, fixes? Thxs
Amom 5 giu 2022, ore 10:04 
¡ Muchas gracias! ;-)
Phlegmagicus  [autore] 29 nov 2021, ore 10:28 
This bug is not related to this mod
eurritz 19 nov 2021, ore 6:54 
When playing with this mod and JNR's Military, the encampment district needs both Military Tradition and Bronze Working to be build.
Lucy 1 ago 2021, ore 14:11 
is all the added tech supposed to be accessible from turn 1?
Dr. Oz The Great And Powerful 6 lug 2021, ore 20:43 
When used with Warfare Expanded, Tanks, Armored Infantry, and similar mobile units of the Atomic era from the WE: Armored Assault Pack are moved from Combined Arms to Synthetic Materials. I don't think this is intentional since they all fall under Combined Arms with the vanilla tech tree, and it is illogical to put those core Atomic units later in the Era. He said I should look to this mod to fix the issue.
Kurnn 19 mag 2021, ore 12:54 
Wow, this works excellent when I removed Steel and thunder mods.
Only using the new reloaded one + Real tech tree + Real eureka + extended techtree + extended civ tree + extended eras!

Its like a new game with new Civs, techs, units AND it goes slooooww!

Thank you for the mod and thanks others for the help with mods!
Molte 14 mag 2021, ore 16:56 
@Adriaman - your comment saved me a lot of time and trouble, thanks!
borgheshia 30 apr 2021, ore 5:22 
ah ok perfect!
Adriaman 30 apr 2021, ore 3:45 
Well, I'm using Real Tech Tree + Real Eureka + Extended Techtree + Extended Civtree + Extended Eras.

The LoadOrder fix is for era mods. As Extended Eras already has 999 for LoadOrder, it is not necessary.
borgheshia 28 apr 2021, ore 11:39 
@Adriaman : same goal :)
"Real Tech Tree + Real Eureka + Extended Techtree + Extended Civtree + Steel and Thunder"

what is this LoadOrder fix ?
Galindus 28 apr 2021, ore 5:31 
It does work with Real Eurekas -- I use both without issue.
Phlegmagicus  [autore] 28 apr 2021, ore 4:05 
To make it work with Extended Eras, does it need the LoadOrder fix too?
Yes probably
Is this mod compatible with Real Tech Tree?
Yes
/ Real Eurekas?
Don't know about that
Cobber 27 apr 2021, ore 16:24 
@Adriaman:

Last time I played both this and Real Tech Tree worked perfectly fine together, but that was just over 12 months ago. From what I have read since on both this page and the RTT page, they both should still be perfectly fine together. Cannot speak for the Real Eurekas mod at all though.
Adriaman 27 apr 2021, ore 14:55 
- Error in tech boost text: "Have the Nuklear Program Civic" (k -> c)
- To make it work with Extended Eras, does it need the LoadOrder fix too?
- Is this mod compatible with Real Tech Tree / Real Eurekas? My goal is to use Real Tech Tree + Real Eureka + Extended Techtree + Extended Civtree + Steel and Thunder

Thanks!
biship 23 apr 2021, ore 3:28 
Thanks!
Phlegmagicus  [autore] 23 apr 2021, ore 2:03 
Updated for latest patch
Phlegmagicus  [autore] 22 apr 2021, ore 14:21 
Yes its working. I will additional provide an update for tech prereq of men at arms soon
Neocriss 22 apr 2021, ore 13:56 
Is this mod compatible with the April 2021 update?
TaylorItaly 4 apr 2021, ore 2:21 
Thanks for the update for shuffeling tech mode !!!!!
Phlegmagicus  [autore] 3 apr 2021, ore 6:08 
I updated the mod to be compatible with the shuffeling tech mod
Phlegmagicus  [autore] 3 apr 2021, ore 6:07 
1) I remember that I had some problems when I tried to add a new era. I currently not intend to add one.
2) I added a disclaimer for that question:
I thought about doing smthing alike for civics but I didn´t like the idea that much.
The problems I see is that you can change the policies card every time you culturvate a civic.
As I adapted the tech costs accordingly to the techs I added there is no balancing issue between tech and civics mode.
damiano.costantini 3 apr 2021, ore 5:37 
I would like to ask the author two things:
1) could you add a new era?
2) It would be ideal if I added the same number of technologies also in the civic part ... otherwise the two are unbalanced
Phlegmagicus  [autore] 3 apr 2021, ore 2:23 
No I use it in all of my current playthroughs. No problem, accept if you use the new shuffle tech mode. Maybe I will start working on making it compatible
Sjru 🐲 2 apr 2021, ore 21:56 
Last update was in 2020, doesn't it need a update? due to latest patches?
Phlegmagicus  [autore] 2 apr 2021, ore 3:52 
Yes
Sjru 🐲 31 mar 2021, ore 20:10 
Is this mod up to date?
Phlegmagicus  [autore] 18 mar 2021, ore 13:20 
I use some of these mods by my self but I couldn't tell which mod is conflicting, maybe the better techtree mod but I read before that it's compatible
Phlegmagicus  [autore] 18 mar 2021, ore 13:13 
That's a really long list of mods, it's hard to tell. Have you tried commenting out the AIFavored items file ? Does that change anything?
Adriaman 18 mar 2021, ore 10:08 
I am unable to use this mod.
- There is a warning about:
<File>AiFavoredItems/AddSteelAndThunderAiFavoredItems.xml</File>
missing from the file list in the modinfo. It is imported twice, once in the T&S criteria and once outside of it (the import id "ChangeExisting" is duplicated).

- For some reason my game is stuck in an infinite loading loop (?), with no crashes or errors, when I use this mod with my mod collection ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1834331006 ). I don't know which mod is conflicting, however.
Phlegmagicus  [autore] 10 feb 2021, ore 9:21 
No this mod does not adapt the speed of the game but is compatible with other mods with adapt the game speed if you follow the given instructions.
And the spamming issue is not ralated to this mod
Malata Societa' Official 9 feb 2021, ore 22:14 
man i dont understand this! i must modifing somting??? this is a new speed game????
Malata Societa' Official 9 feb 2021, ore 22:14 
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).

More detailed explenation thanks to Levas/Alis
"Go in the Civ6 workshop folder (.../steamapps/workshop/289070) and look for the folder of the mod (the folder corresponds to the number of the Steam mod's page). In this folder open the .modinfo file and here you will find a lot of things, including <LoadOrder>[value]</LoadOrder> (or something like that). This are the values you have to modify"
fart 9 feb 2021, ore 9:23 
Hey I'm not sure if this mod's the issue but I see that other people have previously had this issue. The AI Civs are not researching anything really and are just spamming the map with warriors and slingers. Any idea on how I can fix this?
vandalthorne 5 feb 2021, ore 14:58 
Any chance of a lite version of this that literally just adds the tech trees? I'm having some issues mixing it with a few other mods I like because of some of the buffs it gives to things like Eurekas. Also, any reason it hardcodes the Encampment to Bronze Working (it's killing an adjustment that one of JNR's mods makes)?
Astacius 3 feb 2021, ore 16:43 
planting trees works fine but medieval faeries, i found no issues
Phlegmagicus  [autore] 3 feb 2021, ore 11:58 
Thanks for the Feedback, I will have a look regarding compatability issues with the new patch.
I will also think about new unique boosts.
Astacius 31 gen 2021, ore 15:22 
does it work with vietnam civ? i can't plant trees with builder in medieval age