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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.
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?
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.
"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.
[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)
[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?
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..
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.
- 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.
Here's the mod link too https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2037735359&searchtext=tcunit
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?
I think other than the name, the order of things is overall coherent, still, and follows the idea of representing a specific time.
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)
Who supposes this?
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.
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.