Sid Meier's Civilization V

Sid Meier's Civilization V

Future Tech Does Something Beyond Score Increasing Mod
48 Comments
Cyber Deus 16 Jun @ 3:35am 
Excellent mod, now I can play with AI for 500 more turns in the information era!
blackrave 3 Dec, 2023 @ 2:05pm 
About this being incompatible with mods that change tech tree.
I played it with Future Worlds and yes, you can't find the research projects in the research tree,
BUT
once all prerequisites are researched, said research projects will appear in research side window (one that appears when you click on blue "Choose Research" pop-up or when you click on ongoing research in the upper left HUD)
So this mod is still pretty much playable if you pick research in that way.
Jumpei 5 Dec, 2017 @ 12:44am 
Good mod. Recently I played a giant TSL world map with your mod and it really made the near end game more meaningful.
But I found it a little bit annoying that some puppet cities with low production tried to build these future building without some early era buildings such as hospital been built. It would took them so long to finish these future buildings that it seemed a waste of resource. IMO It might be better to set these building unable to be built in puppet cities, e.g. making them resource-comsuming or quantity-limited.
Tartaros 23 Nov, 2017 @ 6:12am 
What i thought as very interesting is that mods changing the tech tree somewhere else are uncompatible as well,
Enlightment Era by Pouakai
as an example,(enlightment era is betwenn renaissance and industrial age and makes slight changes to those and adds enlightment era).the advanved livig are in information era but the vanilla future tech is the end of the techtree
AntiMeanies  [author] 24 Jul, 2017 @ 10:07am 
♠ ÐѻҏΣ ϧЋίŦ ♠ : Sorry, this mod just uses XML, things that are already used in the game, that is building yeild increases from techs, and techs being repeatable. The new thing is just using them at the same time. Since there is nowhere in the base game (I think) where a tech increases unit strength, if it would be possible to do at all it would require something like LUA coding, which is beyond my abilites.
Yuzu 21 Jul, 2017 @ 4:26pm 
would it be possible to add a feature where new units will get a strength boost everytime future tech is researched? For example, the 1st time it is researched units get a 15% boost then the second time it is researched they get a 30% boost, and so on. Since new tech in real life means better weapons it would be cool to see this implemented
TiraboTurbos 21 Apr, 2017 @ 9:11am 
Damn...
AntiMeanies  [author] 20 Apr, 2017 @ 8:37am 
Turbotowns: Unfortunately, techs have their positions on the tec tree defined in absolute terms, not relative terms. Some tech mods have found a way to make them compatibile with other tech mods, however they do that by moving everything relative to Future Tech, which this mod gets rid of in order to add 3 new Future Techs back in. So sorry, this mod thisn't going to be compatibile.
TiraboTurbos 19 Apr, 2017 @ 9:46pm 
like beyond the future?
TiraboTurbos 19 Apr, 2017 @ 9:46pm 
does this JUST change future tech? So would that mean it's compatibile with tech mods that don't touch it?
UknowitsE 16 Feb, 2017 @ 12:20pm 
I just wanted to say, assuming this works, I've been waiting forever for firaxis or someone(else) to do something useful with future tech. I had to make some future techs with civ4 but they didnt work all that well and were pretty small in scope.
AntiMeanies  [author] 12 Jul, 2016 @ 2:08pm 
hellatze: Um, I'm afraid I don't understand what you mean, sorry.
Mr Blue 12 Jul, 2016 @ 10:40am 
Can change the cost research with culture ?

I actually disable cultural for my games. Even so the AI already dead.
AntiMeanies  [author] 12 Jul, 2016 @ 9:23am 
hellatze: Well, there is a slight use for culture after all social policies are unlocked, that is to stop other players winning a cultural victory. Though I will admit, you can get to a stage where, unless another player builds/conquers new cities, there is no way they can increase their tourism output and therefore it is indeed that in that situation you don't need any more culture. I was hoping that the fact that the culture tech would also be giving you (assumming all buildings built) +3 faith as well per each city as opposed to +1 gold/production would make it balanced with the other 2 techs, but then I don't really know what faith is worth in relation to gold/production.

As for repeatable social polices, I have no idea if that would be possible, but even if it is, I imagine that it would be very complex and far beyond my abilities. I was only able to use repeatable techs here because there is a repeatable tech already in the game.
Mr Blue 9 Jul, 2016 @ 6:59am 
unclocked all social policy... but culture become useless beside using border.

can this social policy able to make a lot or enacted indefinitely ?
AntiMeanies  [author] 5 Jul, 2016 @ 4:34pm 
Opps, double negative, I meant "In just XML I do not think it is possible."
AntiMeanies  [author] 5 Jul, 2016 @ 4:40am 
Ah, unfortunately, for some reason, Firaxis decided to not make everything you would think of as a sort of yeild actually a yeild in terms of coding. Happiness is one of these things. In just XML I do not think it is not possible. It might be possible in LUA, but whilst I have done little bits of LUA, doing something like this may be beyond my abilities. Sorry.
Mr Blue 5 Jul, 2016 @ 3:57am 
not.

i want happyness able to researched.

kinda like that.
AntiMeanies  [author] 5 Jul, 2016 @ 3:36am 
Ah, so you want a version with no happiness?
AntiMeanies  [author] 5 Jul, 2016 @ 3:35am 
Oh sorry hellatze, I was responding to some earlier comments from some other people.
AntiMeanies  [author] 5 Jul, 2016 @ 3:34am 
Royal Deluxe 77: The code which causes the buildings to increase with tech research is two fold, both in the Buildings file. First, in the Buildings table, there is <EnhancedYieldTech>. Then, there is the <Building_TechEnhancedYieldChanges> table, where each row reads like:
<Row>
<BuildingType>The building in question</BuildingType>
<YieldType>The yield in question</YieldType>
<Yield>1</Yield>
</Row>.

As for ingame, if I remember correctly, the stated yeilds of the buildings do not change, but if you look at the city amount for that yield, you will see that does indeed go up. This must be an interface thing caused by the fact that having techs that increase buildings yields, and having techs that are repeatable, whilst both in the base game, were not used to together in the base game.
Mr Blue 5 Jul, 2016 @ 3:34am 
err?

can u sum in short?

english isn't my native.
AntiMeanies  [author] 5 Jul, 2016 @ 3:34am 
That sexy one over der: Ah, yes, I do use that mod. Unfortunately, inorder for me to use it with this mod, I have to alter it myself after download. This is because the Future Worlds mod is built in a way that allows it to work with most other tech mods, but it does that by moving techs relative to the future tech . Which this mod, since it has 3 new future tech techs instead, has to delete. So as far as I can see, compatability would have to come from the Future Worlds mod, sorry.
AntiMeanies  [author] 5 Jul, 2016 @ 3:33am 
Whilst I doubt anyone (including you guys, I know it's just a mod) really cares, I feel should explain why I didn't get around to responding to your comments. Before I published this mod to steam, since I'm a guy who keeps to himself pretty much, I had not much experince with commenting on steam. Now I had a bunch of old group join requests from tf2 which I took ages to getting around to doing anything about. Now I know this sounds a bit dim, but I did not know the little letter with a green background in the corner (which had been like that for ages cos of the group requests) also informs you about new comments. By the time I worked that out some time had passed since you made those comments and I felt a little embarrassed about responding to them after such time. But I thought since I am responding to someone else, I might as well respond to you guys, even if you may very well have long ago forgotten about those comments.
Mr Blue 5 Jul, 2016 @ 3:33am 
i like this mod.

but not increase happyness ?
AntiMeanies  [author] 5 Jul, 2016 @ 3:33am 
Also, appoligies to That sexy one over der and Royal Deluxe 77.
AntiMeanies  [author] 5 Jul, 2016 @ 3:31am 
hellatze: Hm, well, no one has sent any comments about balance, and I haven't had any more ideas about it, since it does what I want it to do, that is allow science to do something ingame at the end.
Mr Blue 3 Jul, 2016 @ 3:06am 
any update on this ?
Royal Deluxe 8 Feb, 2016 @ 2:54pm 
i searched the File for the Row where you make the Change per research, and i found nothing.
Then i looked ingame, and there to , i cant see a change after diskovering the tech
Pls help, where is magical Row in the code, i need that for my own mod
Magnum 28 Jan, 2016 @ 1:05am 
wow
That sexy one over der 11 Jan, 2016 @ 9:39am 
Sorry, wrong name. It's actually called Future Worlds
That sexy one over der 11 Jan, 2016 @ 9:38am 
Hey Cecil Lizard, could you make a mod to attack these techs to the end of The Future? Up and coming major mod, adds 28 techs after information era I believe. If you could take a look and see what you can do, that would be great
AntiMeanies  [author] 20 Feb, 2015 @ 6:15pm 
IMPORTANT FOR ANYONE USING THIS MOD: I found out that Firaxis didn't make the great works interface screen very flexiable, and this mod has new great work buildings, see top of DESCRIPTION for link to a very good mod from KyteM that fixes this.
millahnna 15 Feb, 2015 @ 6:58pm 
So far so good. I haven't gotten that far into the tech tree yet in game but I can see the stuff there and all of the pedia entries are reading fine. I think most of the mods I run are civs, UI stuff and enemy AI stuff so from what you're saying, I should be fine. Then again, I've run into some really odd mod conflicts in the past so who knows.
AntiMeanies  [author] 15 Feb, 2015 @ 3:47pm 
The reason probably why some end game mods like Beyond the Future are compatible with the Prehistoric (BNW) mod I'm guessing is proably because the maker of that mod has more modding skill than me, which isn't difficult, lol.
AntiMeanies  [author] 15 Feb, 2015 @ 3:41pm 
Here's a version to run with the Prehistoric (BNW) Mod:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=393376398
AntiMeanies  [author] 15 Feb, 2015 @ 2:34pm 
Yeah, it didn't work. The thing is, each tech has its position in the tech tree defined in absolute terms, not relative, so even something that affects the beginning pushes everything along.

I'll have a go making a version for Prehistoric (BNW), it should simply be a case of increasing the x position values of the techs I add.
AntiMeanies  [author] 15 Feb, 2015 @ 2:22pm 
Ah, I use that one myself, I'll have a check.
beewyka819 15 Feb, 2015 @ 9:31am 
Cecil, Even though you say it would be incompatibel with mods that expand the tech tree, what about mods like Prehistoric (BNW) which expands the beginning and doesn't affect the end game tech tree, I know it's compatible with Beyond the Future
Slideshow Squidward 15 Feb, 2015 @ 3:25am 
Very cool mod! Haven't tried it yet, but it looks good :D
AntiMeanies  [author] 14 Feb, 2015 @ 4:52am 
millahnna: Just thought, anything that makes the tech tree longer would clash with this, but again, I can make a version to work with any such mods.
AntiMeanies  [author] 14 Feb, 2015 @ 4:42am 
G&K Version Up.
AntiMeanies  [author] 14 Feb, 2015 @ 3:23am 
millahnna: Should work with any thing except things that change the last column of the tech tree (and if you are running such a mod I can make a version of this mod that would run with it).

Kaptain Kappa: I'll have a go.
Kaptain Kappa 13 Feb, 2015 @ 11:49pm 
could you make a g+k version?
millahnna 13 Feb, 2015 @ 5:32pm 
You, sir, are my hero. I run a metric butt ton of mods so I guess I'll find out about some mod compatability.
Storm Commander 10 Feb, 2015 @ 6:45pm 
Finally! Future Tech now has a use. Thank You!
Theotherguy 10 Feb, 2015 @ 2:03pm 
it did satdnov, it added an extra health and happiness to all cities each time it was researched in Civ IV
Robo-Pig 10 Feb, 2015 @ 10:03am 
Awesome, man! I think Civ IV did something similiar to this. Anyway, I'll check this out.