Sid Meier's Civilization V

Sid Meier's Civilization V

No More Tech Tree Beelining
22 Comments
Zadakualan 22 Jul, 2021 @ 4:46am 
Does this mod also affects AI players on King to above difficulties? Because I still have the same issue where my science output is larger and a bit faster than most players even with another mod to make all research techs slower, and they still somehow bust throught the eras first (and maybe with only like one science ahead while other two tree lines are very neglected), like they still focus on a linier tree line research, or maybe thats just how it is depending on Civ personalities?
Vorpal Spoon 18 Jul, 2021 @ 1:54pm 
Does this make a playthrough come down to which force has the highest science/research ability? It just seems like the only way to stay ahead is a science focused force mixed with a little luck (ruins and shared research). Has this been the outcome when you've used it?
шишло 1 May, 2018 @ 8:26am 
СЛОЖНААА
Rams0505 16 Mar, 2018 @ 1:45pm 
compataible with vox populai?
lshipp  [author] 22 Jan, 2018 @ 2:45pm 
is and has always worked for me. monitoring the ai researching via lua code also demonstrates to me it works just fine.

sounds like a compatibility issue to me. if you are using CP or Vox Populi it may or may not work, and if you are using any other dll mod than William Howard's VMC it may or may not work since the code relies on the lua "hooks" implemented by the DLL files.
grei 19 Jan, 2018 @ 7:03am 
does not work ai progresses as always, im stuck in Classical era, while AI is in almost in modern era LOL
NeonNobility 24 Jul, 2017 @ 5:56am 
Tip: don't play Poland, you will lose the most useful ability in the entire game
Vaping Dad 6 Aug, 2016 @ 4:13pm 
Interesting but i like beelining
lshipp  [author] 27 Jun, 2016 @ 5:53pm 
In order to use a mod in multiplayer it has to be packaged into a 'fake dlc' that all players in the game have. So far as I know there's nothing in the code of this mod that would cause desynchs in multiplayer if the code of this mod were rolled into one of these multiplayer 'fake dlc' packages, but you would have to do that yourself or get someone to add the code for this mod into such a package.

Lua intense mods are infamous for causing de-synch when rolled into a multiplayer 'modpack' though, so I really dunno if this one would work in such a condition or not.
Elmrun 25 Jun, 2016 @ 12:21pm 
Can this mod be playbe in multiplayer or another like this mod but to work on multi
Bluetail 1 Apr, 2016 @ 6:39pm 
Finally a mod that makes the AI not have horrible taste. and Players too. I personally hate beelining.
The Man 15 Feb, 2016 @ 11:29am 
I really don't like beelining, so i think this mod will be perfect for me. great job.
lshipp  [author] 11 Feb, 2016 @ 6:49am 
@TRAPSTER17
The effects of the mod apply equally to the AI and the human.

I don't understand what you mean by "can you lock it at the end of medevil?" This mod does not stop player research when they have reached or completed a specific era (there are plenty of other mods for that).
Aven Oul 11 Feb, 2016 @ 12:52am 
can you lock it at the end of medevil? and does this locking apply to the ai or can they still carry on withouts blockers
diademic111 8 Feb, 2016 @ 10:07am 
one thing this mod certainly prevents is using the great library to jump right into the medeival era mostly skipping the classical lol
inahut 5 Feb, 2016 @ 4:59pm 
thank you for the thoughtful reply.
since i do sometimes rush to the middle of a certain line of tech development I can not think this would play well for me; I play according to character after some thousand hours, loving this game

i may try it when i have time to watch and see if it does improve the intelligent pursuit of tech by the AI, and if it does then this is a mod I will then always use.
if i find out more from using it i will try to report back.
lshipp  [author] 5 Feb, 2016 @ 4:42pm 
The AI will have to 'fill-in' the techs they often ignore. The only behavior-coding within the game's DLL for AI-research-Choice is to gather all techs an AI *can* research at a given moment, give higher priority to those with a higher tech-cost in # of beakers, and then select from those based on a range of factors like leader-flavors, current 'grand-strategy' flavor if they are following a 'grand-strategy', etc. I was concerned this mod might cause an imbalance in favor of the human player, but W. Howard thought it ought not.

So the only honest answer as to whether this helps or hinders the human or the AI more then the other is, well, *shrug*.
inahut 5 Feb, 2016 @ 3:23pm 
My question before meant to ask if this will improve the choices the AI makes in game? At present with every possible AI-enhancing mod applied seperately or in combinations, without wanting always to just play in God mode but rather in a mode that is more equable (as I judge Prince mode to be), I am always looking for the mod that will intensify the intelligent aggression of the AI while every other aspect of the game remains the same. Is this one like this? You know how the AI will not do a Wonder run, will not go after the more fruitful techs first, and like that. Why not?
inahut 5 Feb, 2016 @ 10:56am 
thanks
lshipp  [author] 4 Feb, 2016 @ 5:56pm 
It affects all major players the same, whether AI or Human.
inahut 4 Feb, 2016 @ 4:47pm 
Does this function effectively for the game's AI? I like mods that level the playing field, that enhance the grit in the play of the AI, and wonder if this mod will for its part do that?
DMS 3 Feb, 2016 @ 1:46pm 
Nice job on this :D Been following the project on Civfanatics, and it's really a nice idea. Congrats on release.