Sid Meier's Civilization VI

Sid Meier's Civilization VI

Grand Eras (Project 6T Core)
825 Comments
JNR  [author] 9 Jul @ 6:59pm 
Not sure what you mean its own mod. This *is* the "own mod" for the tech and civics tree...

You can pick them from the tree screens. Make sure to click the tech itself, not an icon of stuff it unlocks. If that doesn't work, you might have another UI mod interfering.
Kiddrangon 9 Jul @ 6:39pm 
I love and hate the tech tree. Love the new techs/civics BUT I hate how basically everything is so interlinked! I can't skip one for a extended period of time anymore and how we can't pick the tech/civic in the trees but only the small popup menu...

Any chance that the tech and civic trees get its own mod instead?
Will we ever be able to pick the tech and civics from the trees?
Scryie 2 Jul @ 4:31pm 
funny idea that might be bad,
When the Calvary addon is absent, have coursers be available at horse collar to represent early medieval Calvary, and move the farm bonuses moved to stirrups.
Shabutaro 18 Jun @ 11:58am 
@I dont speak to ghouls: The Mod Author for DCP wrote the following:

"Grand Eras is not compatible due to HSE modules which do not apply here.

The right way to do it is to remove lines containing "CivicsTree", "TechTree", "CivicsTree_Expansion1", etc. from ..\Steam\steamapps\workshop\content\289070\2471091953\HideStatsEvolvedCompatibility.modinfo. There are 31 lines to remove.

An easier but dirty fix is to remove .lua files matching the "*tree*" string in the mod folder."

I did as instructed and deleted all lines in the .modinfo and i have a working tech tree. Gonna play some time now to see if other issues arise, but there shouldnt be.
I dont speak to ghouls 18 Jun @ 2:13am 
@Shabutaro I am having same issue. Did you figured someting out ?
Shabutaro 17 Jun @ 12:55am 
I also tried it with my usual UI mods it is compatible with, still the same and i can't figure out why it loads last (or even as you said why at all). Isn't Load Order Priority "backwards" as in the higher the number, the earlier it gets loaded? HSE has 15001 and DCP 15000, meanwhile Grand Eras has stuff inbetween like 10-13000 range so it should overwrite everything, no?
JNR  [author] 16 Jun @ 10:53am 
Yea based on the error log, it's the Hide Stats Evolved component of the DCP. No idea why it loads for you, I don't recall the patch itself activating it. Maybe that's only the case if you use the DCP but no other mod it's made for?
norph 16 Jun @ 6:51am 
Faced the same issue with 'Hide Stats Evolved' mod. It cut's 6T tech tree icons.
JNR  [author] 14 Jun @ 8:18am 
Seems like that is happening, yes.
Shabutaro 11 Jun @ 10:46am 
Modding.log: Does this mean 6T loads the tech tree and than DCP (HSE) replaces it because it loads after?

[1611986.383] UpdateDatabase - Loading Data/6T_Technologies.sql
[1611986.408] Applying Component - 6T_ImportFiles_Tech (ImportFiles)
[1611986.411] UpdateIcons - Loading Icons/6T_Icons_TechCivics.sql
[1611986.413] Applying Component - 6T_ReplaceUI_TechTree (ReplaceUIScript)
[1611986.418] Applying Component - 6T_ReplaceUI_TechCivicCompletedPopup (ReplaceUIScript)
[1611986.435] UpdateDatabase - Loading Data/6T_TechnologyPrereqs.sql
[1611986.501] Applying Component - HSE_TechTree (ReplaceUIScript)
[1611986.505] Applying Component - HSE_TechTree_Expansion1 (ReplaceUIScript)
[1611986.511] Applying Component - HSE_TechTree_Expansion2 (ReplaceUIScript)
Shabutaro 11 Jun @ 10:46am 
I did, still the same issue, weird. (Modding.log)
[1610220.861] Deleted 2 mods.
[1610220.861] Discovered 2 mods.
[1610220.861] New/Reloaded Mods:
[1610221.855] 253b50fc-7b24-409d-a75c-5f34fe6a9c23 ([COLOR_LIGHTBLUE]Diplomacy Compatibility Patch[ENDCOLOR])
[1610221.951] 3ec8a6fb-2a3f-425f-bff5-b00146b7d5b0 ([COLOR:ResFaithLabelCS]6T[ENDCOLOR] - Grand Eras)


Should i try asking the Author of DCP? Could it be because DCP can change the Tech Tree and is loaded later?
JNR  [author] 11 Jun @ 8:58am 
Ah yea I was wondering why it's that empty. No idea why DCP causes these issues, only thing I can think of that you could try is to unsub both mods and then subscribe again to get clean reinstalls.
Shabutaro 11 Jun @ 8:13am 
Win10, and no i just use that one to see if the tech tree is broken (without DCP the images are aligned properly). You see all the Tech with no rewards in that pic? Grand Eras should for example add 2 "rewards" for researching Genetics (some yield improvements iirc)
JNR  [author] 11 Jun @ 7:55am 
Also, are the misaligned background images the only issue? If so, try deactivating only that mod.
JNR  [author] 11 Jun @ 7:54am 
What OS are you playing on?
Shabutaro 11 Jun @ 2:12am 
I dont know how to change load order, i read you have to edit the workshop content xml files for priority for that? At least the ingame EnhancedModManager doesnt seem to have a loadorder function.

What i found out now is i have disabled everything except Grand Eras + Extended Diplomacy Ribbon and this works fine (obviously).
But as soon as i add DCP without any other UI mod or just 1 other UI mod (in my testcase Better Leader Icon (UI)) the Tech tree is broken.

Active Mods: https://i.imgur.com/jpXoMqX.png
How it looks: https://i.imgur.com/KxLT6kH.png

How can this be? Do i have corrupted files or something? Or is DCP broken? But @ChrisMartin says he has no issues..
JNR  [author] 10 Jun @ 2:02pm 
Yea I'm trying to remember if RGP had issues, might be the most likely candidate. Something was going on with that. The Tourism screen causes no issues for me.
ChrisMartin 10 Jun @ 1:48pm 
Have you tried to change load order to see if it sort it self out?
The RGP UI might conflict, since it changes GP. This mod also alter those files in the game.
That and Tourism mod, are the only mods I don't have in my load-order. And I don't have your issues.
Shabutaro 10 Jun @ 1:25pm 
I have been using this mod for 2+ years now. Had a long pause for ~6-9 months. Now i can't play (after 2h trial and error) with Grand Eras and Diplomacy Compatibility Patch enabled together (either Tech Tree is missing lots of tech or i cant interact with other Civs, depending on if i have DCP on or off). Can anyone think of why this happens? The mods i use together with the DCP are:

- Alliances Expanded - by JNR
- Better Leader Icon (UI) - by infixo
- Better Religion Windows (UI) - by infixo
- Better World Rankings (UI) - by infixo
- Extended Diplomacy Ribbon - by Aristos
- Quick Deals - by wltk
- Real Great People (UI) - by infixo
- Simplified Gossip - by FinalFreak16
- Sukritact's Tourism Overview Screen - by sukritact
- What Did I Promise? - by Technoluddite

Or is there something else conflicting?

I apologize in advance if this isnt the place to ask.
Maelstrom 6 Jun @ 7:54pm 
Is this mod compatible with Real Eurekas? (eureka and inspiration randomizer mod)
Kharos 4 Jun @ 11:06am 
@JNR Apologies, I found it, it was Leugi's caravans and pilgrims. RIP my save
Kharos 4 Jun @ 10:13am 
What is the appropriate place to ask for help like this?
JNR  [author] 4 Jun @ 10:09am 
I did not change formation classes, so idk what's happening, really.
Kharos 4 Jun @ 10:04am 
@JNR I have a question, i'm using a mod called TCUnitLimit, that limits the amount of units you can build for both player and AI. The way it achieves this is with internal tables added to gameinfo that adds buildings to all cities and those buildings allow unit creation by FormationClass and a lua script that adds or removes those buildings according to a count, and a limit which increases by districts/buildings(I use this to reduce the AI unit spam in the late game) the mod author said he couldn't find a way to respect the original unlock for the religious units so once you build a holysite and have a religion you can create any of the units, thing is i'm seeing a weird interaction with(I think) 6t the formation class for all religious units was changed to SUPPORT and I can't find why in the original code, so I wanted to ask you if you knew anything and were could I look into.
Here's the mod link too https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2037735359&searchtext=tcunit
JNR  [author] 29 May @ 8:29pm 
I use mostly Infixo's mods that aren't CQUI. You can also just search the collections, many UI-only ones are rated quite highly there.
Kharos 29 May @ 8:23pm 
@JNR hey didn't know where to ask, you mention in these comments that there are more modular ui mods instead of cqui or cqui lite what are those? what are they called, also can you point to me where can i find proper documentation or help for modding?
Kharos 29 May @ 2:53am 
From a small test game when i had time, it worked without any issue after deleting my cqui lites tech and civic trees luas
Kharos 28 May @ 5:45pm 
So, if im following right I just have to delete anything related to tech and civic trees in my cqui lite folder, right? gonna try that and see what happens, its the only thing that has stopped me from using this mod
JNR  [author] 27 May @ 12:48am 
Biology tech
OccasionalNewb 26 May @ 6:55pm 
Where has the Hill Farm tech been put?
ColonialEagle 11 May @ 4:22pm 
It was wonderful and worked well for around two days. Randomly, today it decided to just stop working for whatever reason. The mod was working just fine for the past few days but now it refuses to work. Help.
Sharkologist 6 May @ 1:50am 
Thanks for the reply. I wonder if you know if the CQUI-Lite mod would work OK? It takes out some of the mods integrated into CQUI so users can choose to activate those separately. But, there is no mention of anything specific to the tech tree. I'll test it out when I get a moment but wondered if you knew. Also, the main thing I like from CQUI are the city panel changes, but I can't seem to find a separate mod which would cover this (the original integrated mod seems to not be available separately on workshop unless I'm missing it). Wondered if you have any suggestions for such mods? Anyway, thanks for all the mods you've uploaded here, I'm only just discovering them, a bit late I know...
JNR  [author] 5 May @ 9:48am 
The incompatibility is in modifying the tech tree UI. The way around is to use other, more modular UI mods.
Sharkologist 5 May @ 7:46am 
This looks so interesting, but I don't think I can bear to face the vanilla UI without CQUI after hundreds of hours using it. What exactly is the incompatibility issue with this mod? Is it breaking or is just ugly? Anyone got suggestions for ways around this?
zephyr2288 18 Apr @ 5:58am 
If i add sukritacts wonders mod, It doesnt appear, is it just not compatible?
sander454 26 Mar @ 4:00am 
Thanks!!!! Will load game again and check it.
JNR  [author] 26 Mar @ 1:15am 
You now need to unlock all religious units with the civics tree.
sander454 26 Mar @ 12:50am 
Hi JNR. Thank you for great mod, but I came across very strange bug. Playing as Basil, I was first to discover religion but with 6T Eras enabled, I am not able to buy missionaries. The faith tab is completely empty. I build Stonehenge, then religious district, then shrine but nothing shows up. AI is able to build them as soon as they discover their own religion, so in very short time I am completely overrun and my religion is eradicated.
I tried diff options of activating GP: on wonder, on shrine, on religious district - nothing.
As soon as I deactivate your mod (leaving all others as they are), and start new game, missionaries are back... The only other mod that touches religion is Tomatekh Real Religion Mod, but I tried without it and still no luck. It seems the issue is with 6T. Any chances of looking into it, please?
Gopher 19 Mar @ 10:46am 
Anything like CQU-Lite available for city screen management? Or is there a patch or something that can be done to make it possible to que up research on the tech tree while using CQUI-Lite?
JNR  [author] 13 Mar @ 4:25pm 
Oh you mean in reality. That's true, yes. In this mod, it is not supposed to be that, however. Part of the reason is that I did not want to rename an age because I might not catch every instance with automatic renaming code. So I interpreted the term more loosely to include the 20s and 30s as well as a time when nuclear research and knowledge of quantum physics was already progressing rapidly.

I think other than the name, the order of things is overall coherent, still, and follows the idea of representing a specific time.
Mavoc 13 Mar @ 11:16am 
>Who supposes this?

Civ6 wiki, general wikipedia, history textbooks, every source I could find on the internet. Basically the Atomic Era is from 1945 to 1980 - 1990 (bit of debate when the information era took over)
JNR  [author] 13 Mar @ 2:48am 
> Seeing as the year that divides Modern from Atomic era is suppose to be around 1945

Who supposes this?
Mavoc 12 Mar @ 8:03pm 
Seeing as the year that divides Modern from Atomic era is suppose to be around 1945, I feel like a lot of the unit unlocks are happening too late. Why are the fighter and bomber being unlocked in the middle of the cold war? Why is the Manhattan project unlocked at the end of the atomic era, shouldn't it be the thing that starts the era? I feel like each column should have a historic time-span in mind and the unlocks should try to be within 1 column of when they historically appeared.
4 Mar @ 7:58pm 
i really wish this can work with real era stop,i really like this series
SonofaGlitch 3 Mar @ 10:07pm 
Fair enough! And keep up the good work!
JNR  [author] 3 Mar @ 8:15pm 
"Late Antiquity" would also require renaming the classical era to Classical Antiquity, otherwise the two ancient eras are split by an era without "ancient" in the name. With Post-Classical, I went for a solution that has as little follow-up requirements as possible.
SonofaGlitch 2 Mar @ 11:07am 
This may be a bit of the history nerd in me, but isn't the "Post-Classical" period generally called "Late Antiquity" in most historiography these days? I get why calling it the "Dark Ages" wouldn't work, since that's actually a mechanic with Rise and Fall, but I've rarely heard anyone refer to this period as "Post-Classical?"

I suppose there's an argument to call this the "High Imperial" period too, since it was when the Roman and Chinese Empires were still both up and running, though struggling before collapsing, but I also get that a lot of people tend to reserve the "Imperial" period for stuff going on during the 16th through 19th centuries due to European imperialism.

I dunno. Seems like a neat mod, regardless. I'm enjoying some of your other mods, so I'll check it out.
JNR  [author] 23 Feb @ 11:42am 
Lumber Mills do get extra production for being next to rivers
Portoflander 23 Feb @ 2:03am 
I would love to see be added to ancient era a sawmill on wood hex but only available if it's next to a river.

The Romans had river powered sawmill and annoys me to no end that this game tells me that people in that era didn't process wood when it's a fact wood was an integral part of those times.
TheMeowster31 22 Feb @ 12:58pm 
Are there any known issues with teh fishery improvement from liang?