Sid Meier's Civilization VI

Sid Meier's Civilization VI

Extended Techtree [Default]
34 Comments
Incognito 22 Jul, 2020 @ 4:49am 
i have all the recommended mods too
Incognito 22 Jul, 2020 @ 4:48am 
research times are really quick for some reason i have a normal amount of science per turn but im in the late medieval era in the 2nd century
Phlegmagicus  [author] 2 Jul, 2020 @ 12:00pm 
@Riesen Kriegsroboter Mechaniker probably will start with the new Crusader Kings. Really into Paradox Game as well ^^. But I still belive the biggest issue for civ is the AI
Aeneas137 28 Jun, 2020 @ 10:59am 
I've given up on Firaxis. Civ VI is fun once in a while but it's just a complex version of CivRev these days. So dumbed down that you can pick any civ and get the exact same results in the end. The "Civ DLCs" are bullshit cosmetic items.

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.
Phlegmagicus  [author] 12 May, 2020 @ 9:06am 
@twobitcoder An intresting concept, I will think about this, but probably very hard to implement that in Civ6
Aeneas137 12 May, 2020 @ 7:24am 
When I go down a certain path then other paths should be reduced in their availability if not effectiveness. and if my civ ends up not having any resources nearby that I need then my civ should die that should be part of the game. That's real. But at the very least the tech tree should have a progression. Like say multiple levels of each tech that allow you to go deep into a certain area at the expense of others.

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.
Aeneas137 12 May, 2020 @ 7:23am 
I've always wished for a saved game or a mod where your particular civilization grew organically based on your choices and this seems to be beyond the comprehension of firaxis even though Sid Meier touched upon the idea in earlier games. The civ bonuses and leaders are just skimming and all of the Sims are exactly the same which is really boring.

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.
Phlegmagicus  [author] 25 Mar, 2020 @ 3:36pm 
I must admit, that I tried to extended the basic techtree to be more logical but there are still some issues. Overall I tried to balance the techtree between gameplay and logic here and you are correct that this was quite a chalange when starting with the baseline tree. Another important point was to keep clear connection between the nodes (more or less). I had some more logic versions but they where very confusing and aditionally introduced UI bugs.
Aeneas137 25 Mar, 2020 @ 2:58pm 
Well, this is the best tech tree upgrade I've seen so far, but a few of the techs don't make sense to me. Steam Power -> Engine -> Flight & Steel -> Chemistry. Meanwhile, where is Combustion? Sanitation & Medicine -> Chemistry, with a branch Electricity & Rep Parts -> Combustion & Radio.
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.
jsnider193 4 Sep, 2019 @ 12:57pm 
Might have been my d/l not working .. no idea but thanx for checking it out and for maint this rile. Have fun
Phlegmagicus  [author] 4 Sep, 2019 @ 10:13am 
Just tried it and was working fine :steamhappy:
Phlegmagicus  [author] 4 Sep, 2019 @ 10:06am 
@jsnider193 really strange. It should have been fixed with the update. Just tried it and worked for me. I will try to upload it again. There were alot of issues also with the anti-tank line which should have been fixed by my latest patch
jsnider193 3 Sep, 2019 @ 7:12pm 
Hi .. Infantry has the same issue as Tank, it and the WW1 infantry are both in the same tech in the file mentioned previously .. i know this is sorta not your main product any more so if do not fix no bigge as once find I have been able to fix issues. Looking fwd to going GS one day just need a sale soon
jsnider193 2 Sep, 2019 @ 1:24pm 
Hi Again ... tanks still in Combustion Tech .. so went in and looked at your files and found that in Units_Prereq_Tech tanks are set to show at this tech along with the Landship. So changed the tech for tank to Combined_Arms like in WE and all is now fine. Hope keep plugging away at the GS mod (if gs ever goes on sale will be going to that mod of yours) thanx for your work here.
Phlegmagicus  [author] 1 Sep, 2019 @ 8:02am 
Updated
Phlegmagicus  [author] 31 Aug, 2019 @ 1:18am 
@jsnider193 Thank you for the report. I need to update the [Default] version for the latest WE version. I will do this soon
jsnider193 23 Aug, 2019 @ 9:53am 
A question .. use 'Warfare Expanded' both complete and armor and noted that the Tank and Landship both show up in the Combustion tech (tank becomes the default). Have not finished looking for why yet just wondering if anyone else ran into this.

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.
KMABoss 11 Aug, 2019 @ 9:58pm 
I'm testing the mods atm to see what affects what, and I'm starting to think that it could be to do with the Max Version of Historic Speed.

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...
Phlegmagicus  [author] 11 Aug, 2019 @ 11:39am 
@KMABoss I still don´t know if this issue is related to this mod
KMABoss 31 Jul, 2019 @ 11:01pm 
@ League: Any help/input on the below would be greatly appreciated.
KMABoss 31 Jul, 2019 @ 11:00pm 
Part 1:

@ 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.
KMABoss 31 Jul, 2019 @ 10:59pm 
Part 2:

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
KMABoss 20 Jul, 2019 @ 12:11am 
@ League: Thanks, now compatible again.
KMABoss 15 Jul, 2019 @ 6:29am 
Please make this compatible with RTT again - loved the Tech and Civic upgrades when using both.
KMABoss 15 Jul, 2019 @ 5:51am 
The update of 14 July has now made this incompatible with Real Tech Tree - Saved games and newly created games won't load.

I just spent the better of the last 18-20 hours figuring out which mod/s was/were causing the issue.
Bcoolsample 9 Jul, 2019 @ 1:52am 
Thank you for the upload. I didn't see the reply on the other comment until a little bit ago.
Phlegmagicus  [author] 6 Jul, 2019 @ 6:14am 
Now truly compatible with Warfare Expanded Complete Edition.
Problem was that some units from information and atomic era were placed in techs from previouse eras
Phlegmagicus  [author] 5 Jul, 2019 @ 10:08am 
Warfare Expanded Complete Edition
PARA1940 3 Jul, 2019 @ 3:07am 
Please what is "Wece" ??
Hurttoto 26 Jun, 2019 @ 11:29am 
yes i like this thx
AlyG69 24 Jun, 2019 @ 11:34am 
i dont kow what the imcompatiblities were with Wece, but i went ahead and changed the load order and everything so far seems to be working.
Phlegmagicus  [author] 24 Jun, 2019 @ 8:33am 
@AlyG69 yeah whould work with rise and fall but not yet with wece
AlyG69 23 Jun, 2019 @ 9:17am 
also does this require same compatibility change for wece?
AlyG69 23 Jun, 2019 @ 7:41am 
is this for vanilla or does it work for R ise and fall too?