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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.
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.
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.
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.
NOT saying this mod is issue just that it is the one that changes the tech tree I use .. if an issue will probably be btwn this and the armor WE mod which is not on your rec list anyway.
I'm currently running a game w/o Strategic Geography and it has fixed a few bugs, but not the disappearing items.
Oh well, I'll keep investigating...
@ League: Not sure if the error I keep getting is related directly to this mod or a combination of mods??? (I have listed the possible mods that I feel could cause the error I'm getting, at the bottom of this)
Error:
I have found this error quite far into the game (Marathon Speed), after you research the Trebuchet Tech and then as soon as you have completed the Ballistic Tech, the trebuchets disappear from the building queue completely - you can no longer build anything like a trebuchet or catapult - until you get to Bombards. It then happens again a couple of techs later, and it also occurred with Line Infantry and even Naturalists, later in the game (I have tried this in a couple of different games and the same thing happens.)
If you have a city building Trebuchet or Line Infantry when you complete certain techs, the game tells you that you are building nothing, even though the icon is still showing at the top of your queue, with how many turns are left to complete.
Also, very late in the game (not directly linked to this mod, I don't think) is where you will be researching a Civic and when about half way through it, the game will tell you that you need to select a Civic to research, finishing the research of that Civic when you have over 20 turns still to go. I'm quite sure that would not be caused by Extended Techtree, but you (I) never know, and they (the errors) could be linked in some way.
Possible Mods that could be the cause:
Note: Real Tech Tree is the only one of the below that directly changes the Civic Tree (I think).
Extended Techtree (Default)
Real Tech Tree
Historic Speed (Extended Eras) - Civ... Maxima Version
WECE
WEAA
Real Strategy
Slightly possible:
Strategic Geography
I just spent the better of the last 18-20 hours figuring out which mod/s was/were causing the issue.
Problem was that some units from information and atomic era were placed in techs from previouse eras