Sid Meier's Civilization V

Sid Meier's Civilization V

Techtree Overhaul
324 Comments
Kuha 17 Aug, 2024 @ 5:07am 
i cant produce anything with this mod enabled
BreadBeard 26 Aug, 2023 @ 3:02pm 
just found that when trying to cut down jungle tile i was unable to, despite having researched mathematics which this mod has moved that ability to, it still requires bronze working.
Amaruq 8 Aug, 2023 @ 4:36pm 
I'm playing with this mod, not the Future tech, and I'm not having any issues with the tech tree display. I really like the mod. The added happiness building make it interesting and a little easier to be happy...:steamhappy:
Tony Underlay [ROOKS] 10 Jun, 2022 @ 10:22pm 
I found that the Future Tech fix mod that goes with this causes the break in the tech tree. Also when reaching turn 35 or so (without future tech enabled) the game crashes and won't come back. Even after re-verifying the game cache. I would love to play with this! :steamthumbsup:
Tony Underlay [ROOKS] 10 Jun, 2022 @ 8:57pm 
Hey guys! I love the idea of this mod and would love to use it. Did we get to the bottom of why the tech tree doesn't display correctly? Images not like shown in the example. Displays things like HKEY_DISPLAY_NAME_LOGGING and things. Doesn't give description of tech when the popup is displayed. Thanks again for putting such an effort into this for everyone @TofuSojo
NotVeryBased 1 Nov, 2020 @ 9:53am 
Does this mod absolutely require G&K?
LNBalestra 5 May, 2020 @ 10:20pm 
@TofuSojo I cant do policies, even if i have to do it to end my turn. Will you please fix this? i am sure that i have disabled all the mods that could interfere with it. Help, please.
flookie 10 Apr, 2020 @ 4:54pm 
I found that I was able to make units from the beginning of the game (GNK) that were technologically well ahead of their time, including a mobile SAM unit. Incredible expensive but available. It seems more of a distraction than useful.
Caden335 21 Jan, 2020 @ 6:29am 
is it compatible with RED modpack?
Tyrol 4 Jan, 2020 @ 10:03pm 
There's some major crashing issues when trying to upgrade UUs. England's Longbowmen don't get the option to upgrade to Grenadier until you unlock Rifling, at which point when you try to upgrade them to Grenadiers the game crashes. This seems to happen for any unit that has an upgrade path option.
TofuSojo  [author] 30 Oct, 2019 @ 2:15pm 
@TheBraveGallade I would guess you've just been terribly unlucky. I've never had a game where I didn't end up with a massive excess of Iron, hence why I had this mod use more of it.
Miath 27 Oct, 2019 @ 7:03pm 
Go into your options and set resource spawning to abundant or legendary /solved
TheBraveGallade 27 Oct, 2019 @ 5:44pm 
one of the best mods ever along with the future mod, it seems more fluid going from medieval to industrial.

if there IS one problem, its that resource spawnning needs more iron with this mod. iron needs to be a more common thing since its the one thing you can't make and you need it through to the late game. IRL most decently sized countries at LEAST have SOME naturally occuring iron aluminum and coal deposits. at least aluminum is super common in game, but iron, while it should be nessisary into late game (IRL most things use iron to this day).

so up iron spwaning rate OR make improvements/buildings available during industialization that dive you iron (deep mines, gives you double yield but cost maintenence). and also less things should use aluminum into modern/future tech and more should use iron to counterbalance this. all ships should still use iron....
Bouvers 10 Oct, 2019 @ 2:28pm 
Great mod, I only play single player with this mod. But for years now this has really bothered me. If you ever do another update can you please put the ships in the correct order; Galley, Trireme, Quinquereme, Galleas. Smallest to biggest, or fewest oarsmen to most. Really annoys me.
Joppe_Wishkey 5 Oct, 2019 @ 4:03am 
Problem: if you are going for a mid-game naval game, if you have no iron you have a lot of problems.
valtur_naa 13 Jun, 2019 @ 5:57pm 
Hmm, good ideas and I like your attention to strategy in revising the upgrade paths, but some of your civilopedia entries are literal copies of existing unit descriptions, and I noticed some inconsistencies in the abilities of the mounted archer line. Specifically the Mounted Crossbow has the rough terrain penalty of the chariot, even though horse archers do not, and none of them have the move after attacking promotion, despite descriptions of hit and run attacks.

For some reason I've also been having graphical issues since downloading this. The first time it was a black skin over most of my units and some of my resource tiles, and now I'm seeing some kind of weird grid over the terrain. Very odd. No clue if it's something from this mod or not.
UomoDiGhiaccio 2 Jun, 2019 @ 10:54am 
All of a sudden the mod won't show in the mod list anymore. Tried uninstalling and reinstalling the game but no joy. Any advice? Thx
TofuSojo  [author] 25 Mar, 2019 @ 2:37pm 
@Acehart You understand that unmodded all archery units but one have a range of 2 already? The mod just makes the late game archery units, like the Machine Gun, also be range 2 like the rest.
Acehart 3 Mar, 2019 @ 5:13pm 
"13) All archery units should have a range of 2 and be frail..." for the scale of the game 2 is excesive and break other units mods, 1 in range is fine, ex. if a city have 1 or 2 hex in wide...
Saint_Elysius 15 Dec, 2018 @ 2:17am 
I seem to have some difficulties with this mod; the tech names in the tree are missing (techs that are added, with this mod) and this mod completely removed the cloud effect from unseen terrain (now replaced by some evil black hexes)

Also, are you planning to do culture tree overhaul? I would love it.
ThreeFourOneDP 23 Nov, 2018 @ 10:46pm 
I had the same comment as someone earlier. The tech tree says I can chop down jungle after a certain tech (one you made up), but instead I still have to learn bronze working :/ Good Mod though, just needs some minor fixes.
Mavoc 21 Nov, 2018 @ 9:34am 
BUG: Triremes are flagged to become obsolete at Optics but the Quinquereme doesn't get unlocked until Codex which is a later tech. So after Optics, I lost my ability to create any combat boats until I researched Codex.
ctraryaproster 3 Oct, 2018 @ 6:44pm 
IMO,tech requirement for Modern Era and beyond are too much.I have 812 science output at turn 300+ at year 1950 yet i still uses landships and triplanes while other civs are still using rifle cavalries.I assume this has something to do with balancing science and production so your units won't go obselete before it was even built
nicovallejos 28 Sep, 2018 @ 9:02pm 
@TofuSojo

Can the mod itself now require that Pouakai's Enlightenment Era mod must be enabled?
TofuSojo  [author] 18 Sep, 2018 @ 9:24pm 
@Alex Nope, but I made another mod that alters where cities can be built.
-{SH}- AlexanderVX 15 Sep, 2018 @ 5:11am 
does this mod restrict the placement of Settlers?
I spawned and yould not settle till I movend on a plain Hill.
I also created a setler which could not settle on desert next to a river.
Quint728 2 Aug, 2018 @ 8:42am 
I noticed a small discrepancy in your modded tech tree. In my first game with this mod, I had to clear some jungle from a tile to work it. On the modded tech tree, Mathematics is labeled as enabling jungle clearing, but in the game, it says Bronze Working is needed to clear them.
Miath 29 Jun, 2018 @ 5:42pm 
Clear your cache. @spielman36
Boller40 29 Jun, 2018 @ 4:21pm 
This appears in my subscription list on steam yet wont appear in my mod page within the game itself so I can't use the mod sadly
Private Sector Rick 27 Jun, 2018 @ 9:10pm 
Is this mod being updated?
Miath 8 Jun, 2018 @ 11:39am 
Provided you pay attention to this still, can we use things like Ethnic Units with this and not break it to all f*ck and back?
Jeppi02 8 Jun, 2018 @ 5:29am 
Is this to Vanilla too?
Dr. Bashir 10 Apr, 2018 @ 9:31pm 
It's normal to be in Renesanse in 2018 year? XD
TofuSojo  [author] 29 Dec, 2017 @ 6:28am 
@Fireproof The landships being moved from combustion (which is more historically accurate) to railroad is purely for gameplay balance. One of the stated goals of this mod is to spread upgrades out so you don't immediately replace a new unit; tanks used to come right after Landships. Besides, there were steam powered landship prototypes, they just never saw fighting, so maybe my landships are steam powered ones :).

As for your brewery issue....humans have been brewing beer for at least 3500 yrs, some scientists think 10,000 yrs. It has never required knowledge of chemistry, just knowledge of how to make beer and a brewery is just any building in which this is done. Like all the other buildings in the game the idea is that it evolves through time becoming the version of the building we know today. Just as I think of my tavern becoming a pub or bar in the modern era.
TofuSojo  [author] 29 Dec, 2017 @ 6:28am 
@Fireproof Most of your issues are due to your misunderstanding that a tech needs to be directly related to what it gives. This has never been the case in Civ 5. Rather, it reflects what happened near the same time. Hence why macemen become available at mathematics. This is a stretch in the Ancient Era especially though, because gameplay always trumps realism, and gameplay requires the different units of the same type (warrior, macemen, & swordsman all being melee units for ex.) to be spread out throughout the tree, sometimes forcing them into spots that aren't completely realistic. I've endeavered to make them close enough though.
Miath 28 Dec, 2017 @ 11:23pm 
We've brewed beer and wine since 8,000 BC, come again?
VashCZ 13 Nov, 2017 @ 11:11am 
So... is this mod being updated?
firedrillin 29 Oct, 2017 @ 5:31pm 
I'm getting a weird bug. Cavalry Tactics is appearing underneath the Trade tech, as well as several others underneath other techs and broken pathways. has anybody seen anything similar and know how to fix it?
L Y C A N 20 Oct, 2017 @ 6:03am 
i love this mod but i have a weird bug with it wen ever i try to reload a game with this mod it crashes but if i just play thur the whole game in one day which takes a SUPER LONG TIME LOL it works but i caint svae and reload at alater date becase it crashes any ideas?
Kisses4Rats 23 Sep, 2017 @ 6:14pm 
Thank you so much for the great infantry and infantry spacing.
Dr. Oz The Great And Powerful 7 Sep, 2017 @ 12:57pm 
It would be really nice if you could make this compatible with the enlightenment era mod.
Forlorn 28 Aug, 2017 @ 5:13pm 
I think I found a bug, you can't chop down rainforest until you research Bronze Working even though it's supposed to be ready at Mathematics.
Lanko 22 Aug, 2017 @ 3:02pm 
Hello, could you please reupload the dropbox link?
elotar 22 Aug, 2017 @ 8:12am 
This looks like the best tech tree overhaul over there. Will try it and share my thoughts.

Some suggestions from the get go:

1) This thing will be better modular. There were several arguments in the discussion about some of your choices, also many are using different mods altering specific aspects of the game. Having the ability to install only parts of your changes will solve this without leaving anybody unhappy.

2) It may be helpful to make separate threads about troubleshooting, compartability and balance issues.
Miath 17 Aug, 2017 @ 12:39pm 
The only real downside to your mod Tofu is that I can't use mod-added civilizations with it. It breaks completely, start with super late game infantry, can't research or produce, and that's kinda blah. Otherwise it's great.
TofuSojo  [author] 17 Aug, 2017 @ 9:49am 
@Schlicki As long as you credit me for the mod, go ahead. Vielen dank.
Pommfriedel 5 Aug, 2017 @ 10:03am 
May I translate in german and upload?
Forlorn 28 Jul, 2017 @ 1:44pm 
Works great and feels great.
Delvemor 13 Jul, 2017 @ 7:10pm 
Great Overhaul. I'm not sure about the helicopters not needing oil, but otherwise I like pretty much all the changes you made here.

"A unit's upgrade shouldn't be right after it" I could not agree more here. For example, it always felt wrong to me that I never really needed to use Longswordmen much in vanilla. The transition to Musketmen is just too easy to not delay it if I'm at war. Your mod also makes guided missiles relevant. Good work.