Sid Meier's Civilization VI

Sid Meier's Civilization VI

Alternate Civics Tree
8 Comments
BKGamesPI 15 Jan, 2022 @ 11:18am 
Where is Outback station?
Drahzev 14 Jun, 2020 @ 2:58pm 
Thank you very much for this mod.
I really recommend playing this mod with these 2 others. Like that you would have a game in which the techs and civics are really blocked by time.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1776089146&searchtext=
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2121966925&searchtext=
LaFway 14 Apr, 2020 @ 7:58am 
I was playing around with this mod and I noticed a couple things, Kupe because he has shipbuilding from the start completes the classical antiquity civic and gains access that era's civics right away so that may be an unintended bug.
Also if you where to make all era gateways need every previous era's civics like a pre-requisite i think it would work like a bottleneck better forcing people to catch up in technology.
Other than that I like the idea of this mod encouraging technology and culture to work together.
xxx78 8 Apr, 2020 @ 5:48am 
Interesting, I like the idea.
But how will this work with Real Tech Tree and Extended Techtree [GS]?
yawn 7 Apr, 2020 @ 9:28am 
Does the AI work with this?
UncivilizedGuy  [author] 6 Apr, 2020 @ 7:59am 
@JNR I like the idea of a repeatable tech at the end of each era. That way you’re not throwing away culture points. I’m not sure how the AI would handle it though.
skaz88 5 Apr, 2020 @ 4:01pm 
YES! It is SO ANNOYING to be in the medieval era techwise and in the industrial era civicwise, destroys the balance of the game IMO.
JNR 5 Apr, 2020 @ 1:46pm 
I've been thinking about such a solution as well, what about a repeatable civic you can research instead if you reach the end of an era early (due to technical limitations, it would probably be always available), which gives extra envoys and governor points?