Sid Meier's Civilization V

Sid Meier's Civilization V

Enhanced Improvements
30 Comments
FourGingerWigs 20 Apr, 2022 @ 6:17am 
Confirmed! 2022 still getting the tech tree bug
vanguardascendant 14 Jan, 2022 @ 2:44pm 
Confirming that in 2022, I'm still getting the tech tree bug
KeeperOfTheNightmare 6 Dec, 2020 @ 2:28am 
eff this mod
♥♥♥ Beast 1 Apr, 2018 @ 5:42pm 
hi, i have a lot of problems with mods (sometimes i subscribe and it don´t download) can you post some link to direct download in the describtion pls? Thank you. If you can do it, pls put it in the starting worker too
HalloweenWeed (US) 23 Jan, 2017 @ 12:14pm 
@captainpatch: could try mouse wheel to scroll tech
captainpatch 19 Mar, 2016 @ 9:21pm 
Just revisitted Civ5 and piled on @75+ mods to make it more refreshing. About halfway through the Classical era I discovered to my dismay that the Tech Tree scroll bar was missing; no ability to slide to the right to see what was coming up. Sort of made life difficult because I couldn't plot a course through the techs to get to those techs that I really, really wanted.

By a tedious process over the course of three hours I deactivated/reactivated mods to identify and isolate the ONE mod that was causing the bug. (Yes, it was just that ONE mod causing the problem.) Which to be clear, was Enhanced Improvements, (v.4)

Somebody out to fix that.
trek5900 5 Oct, 2015 @ 6:11pm 
cyka
Smudddy 16 Feb, 2015 @ 9:09pm 
НЕ СКАЧИВАЙТЕ ЭТО ГОВНО ДЕРЕВО ТЕХХНАЛОГИИ НЕ БУДЕТ РАБОТАТЬ МОД ПОЛНЫЙ ГЛЮК
И НЕ ЧЕГО НЕ РАБОТАЕТ
Sir Floyd 31 Oct, 2014 @ 5:43pm 
removed code still have tech tree malfunction
thecrazyscotsman  [author] 29 Apr, 2014 @ 6:05pm 
Guys, I've been completely unable to replicate this bug. My only suggestion would be to remove the code relating to Globalization:

<Improvement_TechYieldChanges>
<Row>
<ImprovementType>IMPROVEMENT_FARM</ImprovementType>
<TechType>TECH_GLOBALIZATION</TechType>
<YieldType>YIELD_PRODUCTION</YieldType>
<Yield>1</Yield>
</Row>
<Row>
<ImprovementType>IMPROVEMENT_TERRACE_FARM</ImprovementType>
<TechType>TECH_GLOBALIZATION</TechType>
<YieldType>YIELD_PRODUCTION</YieldType>
<Yield>1</Yield>
</Row>
</Improvement_TechYieldChanges>

As this is the only code related to the Tech Tree, it should remove any and all Tech Tree errors.
ShAtTeR DrEaMz 28 Apr, 2014 @ 7:43pm 
Tech Tree bug still messing up.
Imperator Trump 27 Apr, 2014 @ 6:53am 
anyone know how to fix the tech tree bugs?
lshipp 13 Apr, 2014 @ 7:39am 
did you forget the Holy Site for the jungle production effect ? I didn't see it anywhere when I looked at the XML in your mod
TookYoCookies 5 Mar, 2014 @ 12:40am 
I actually still ahve the tech tree bug after updating. Possible conflict?
thecrazyscotsman  [author] 28 Feb, 2014 @ 5:49am 
@ᴼᵖᵉᶰ.ҠƗ₱ɗєҠƗ₱ - very strange, but I'm glad it works for you now!
⑧ ҠƗ₱ɗєҠƗ₱.ᵉˣᵉ [⇄] 27 Feb, 2014 @ 11:30am 
@thecrazyscotsman
Looks like this update did in fact fix that weird bug. Somehow… Time to apply some strikethrough and put outdated in the title on mine.
thecrazyscotsman  [author] 27 Feb, 2014 @ 5:53am 
@ᴼᵖᵉᶰ.ҠƗ₱ɗєҠƗ₱ - Ok, I've updated the mod again, this time to add production when a jungle is removed. I've also updated the version number - maybe it will work this time?
The rebuild didn't fix it for me. The only difference in this version and the copy I made are the version and the ids in the modinfo though. So I've got no clue what's actually causing it. Since I'm probably the only one with this glitch you can just forget it ever happened, I'm going to leave the copy I made and I'll just subscribe to both, so if it ever magically fixes itself after an update I can just start using that and remove mine.
Colt879 25 Feb, 2014 @ 5:45am 
Nice! Thanks for the update.
thecrazyscotsman  [author] 25 Feb, 2014 @ 5:20am 
I've uploaded a rebuilt version of the mod, hopefully it fixes your tech tree error?

@bheckbusch - do you mean it's stuck at downloading? If so, try deleting the Civ5ModsDatabase.db file found in My Documents\My Games\Sid Meier's Civilization 5\cache. This will "reset" your mods and redownload them all.
ZeroBeat 24 Feb, 2014 @ 8:19pm 
Im stuck at transfering and its getting really annoying whats going on here
I've checked the code and rebuilding it in the ModBuddy fixed it somehow.
If anyone else has this bug here's a fix: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=231749501 .
I've checked and it's breaking the tech tree even if it's the only thing enabled.
This breaks my tech tree for some reason... I'm going to check if it's a conflict between another mod.
thecrazyscotsman  [author] 21 Feb, 2014 @ 5:42am 
@Colt879 - actually, it doesn't, which is an oversight. I'll update the mod soon to provide the same effect for terrace farms!
Colt879 20 Feb, 2014 @ 2:58pm 
Thanks for the mod! the changes were needed in my opinion. I have one question however. I haven't tested it myself but does the +1 production to farms after globalization happen to terrance farms as well? or just normal farms?
_Georgie_ 20 Feb, 2014 @ 2:36pm 
Another usefull mod! I've rarely built Lumbermills because they seem underwhelming, now I have a reason to. It almost seems like an oversight that oil wells didn't produce gold already, a very nice addition. I removed the plantation bonus due to personal preference. The farm bonus comes so late in the game that it isn't unbalancing. Look forward to seeing what you make next!
Lt. Aldo_Raine 20 Feb, 2014 @ 1:38pm 
Dude this is perfect! kick ass!
thecrazyscotsman  [author] 16 Feb, 2014 @ 5:19pm 
@Ochirst - added +1 gold for oil wells/offshore platforms. Also added +1 production to farms once Globalization is researched (I didn't do 1 per era as that would make Farms ridiculously overpowered).
Ochirst 16 Feb, 2014 @ 11:29am 
Oil wells should provide a gold boost
Farms in the later( modern era) should add production boost as well, like +1 per era