Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

Better Tech-Tree Mod
48 Comments
googley eyes 1 Oct, 2020 @ 1:08pm 
making the lev tank/ destroyer supremacy units doesn't make any sense.
Gamecub3d 2 Oct, 2017 @ 2:22pm 
@[ Paweu ] ignore him. He's just being a troll
Paweu  [author] 18 Jun, 2017 @ 10:37pm 
@sephiroth84 Explain your opinion, give a feedback. I'm trying to understand everyone.
AspectofDivinity 18 Jun, 2017 @ 3:16pm 
this sucks
Gamecub3d 13 Jun, 2017 @ 10:52pm 
Unless this was done on purpose, the last two purity affinity units, the LEV Tank and the LEV Destroyer are classed as supremacy unique units. This gives supremacy SIX unique units and purity TWO unique units.

This makes it so that you choose supremacy for the unique units or purity for the unit upgrades.
Paweu  [author] 6 May, 2017 @ 1:21pm 
@Big Nic The 2nd This topic was already moved. It's like this to make those winning conditions more difficult.
Mungo 6 May, 2017 @ 12:40pm 
why is the mindflower and other victory wonders in the wrong affinity techs?
💖 Officer Hotpants 💖 16 Aug, 2016 @ 8:17am 
Mistakenly read the title in the tiny library thumbnail as "Battletech Mod". I almost broke my wrist in my rush to click on it.

Oh well. Still a good-looking mod. I'll probably use it anyway.
Wandering Mania 12 Jul, 2016 @ 11:23pm 
Yeah it might be a part of one of Gaia's improved buildings or wonders mods, not entirely sure which one edits the tech web. But it removes the "Planetary Survey" and you start on "Habitation", with the "Planetary Survey" unlocks added. Thanks for the rapid reply, and for the continued work on fixing Firaxis's mess of a tech tree.
Paweu  [author] 12 Jul, 2016 @ 11:11pm 
@Wandering Mania Gunboat is enable in my mod, so there's probably confliction.. if you have only this mod switched on, and there isn't gunboats still - reinstall the mod. I'll talk to Gaia about this too.
Wandering Mania 12 Jul, 2016 @ 6:30pm 
After further investagation, disabling of all my mods that touch the Gunboat, and a BSOD (damn you Civ:BE-RT), it seems the Gunboat is disabled from this mod. Weather this is intentional or a bug, I can not say. But what I can say is that with this mod you have no way to unlock the gunboat and a even harder start, because of no ranged sea unit.
Wandering Mania 12 Jul, 2016 @ 4:01pm 
So Gunboats require "Planetary Survey" tech to unlock, but it is removed from the tech web. Not sure if that is a bug or a confliction with Gaia's "Improved Units" mod but there it is. With out that tech on the web (or at least with it removed/changed in name) I can not have this mod and the Gunboats ever unlocked in my game. As much as I do love the new, orgnized web and affinity changes to some of the more "oddball" techs. (Frabracation to name one, why it was Purity allined I can only guess what Fraxis was smoking the day they did that) Why it wasnt Supremicy allined is beyond both me and earth (sorry bad pun).
Paweu  [author] 9 Jul, 2016 @ 9:49am 
@Telluric Of course it is.
Fish Salad 9 Jul, 2016 @ 7:07am 
No offense, but i can see english is your second language.
Ashtyn_Hetablade 11 Jun, 2016 @ 11:58am 
I will try it to see if the layout is better, but you should move the basic tile improvments to pioneering so you can have them from the start if you realy want to
Tiramisu 11 Jun, 2016 @ 11:02am 
@LordGarth8: I think mining and farming should be much more difficult than on Earth if you are on a hostile planet without a breathable atmosphere.
Paweu  [author] 11 Jun, 2016 @ 9:40am 
After v. 4.:

· Building Paddock moved to Ecology.
· Vivarium moved to Genetics.
· Gene Garden moved to Alien Ethics.
· Biowell Culture Improvement moved to Alien Domestication.
· Xenomass Science Imporvement moved to Servomachinery.
· Leashing Colossal Aliens moved to Alien Adaptation.
· Building Xenomass Well moved to Alien Biology.
· Building Biowell moved to Alien Genetics.
· Biofuel Plant moved to Bioengineering.
· Xenomalleum moved to Protogenetics.
· Progenitor Garden moved to Alien Evolution.

This changing a lot of things in harmony way. I'll do the same to Purity and Supremacy. I've done this because it needs to be sustainable. Next update will come in July.
Ashtyn_Hetablade 10 Jun, 2016 @ 10:46am 
I like the normal Beyond Earth tec web , Because we came from earth in a giant space craft I am sure some one knows how to build a mine... I hate how people keep trying to turn this into civ 6 and complain how its not... sorry just not the mod for me looks perfect for people who want Civ6 in space thought. Wish there was a mod to make the tecweb more logical so your not geting Harmony from geting a tec that has to do with robots only.
Tiramisu 7 Jun, 2016 @ 12:00pm 
Now the AI works well. Thanks!

Right now I am working on a mod to improve th AI. So maybe I will provide you with a few more AI flavor suggestions for your next update, because I cannot play without your mod anymore. ;-)
Paweu  [author] 7 Jun, 2016 @ 11:26am 
I will still working nearby aliens. Next update: June 2016.
Paweu  [author] 7 Jun, 2016 @ 11:25am 
After v. 3.:

· Miasma Repulsor moved to Alien Sciences.
· Miasmic Condenser moved to Alien Ecology.
· Clearing Miasma moved to Alien Lifeforms.
· Tech name changed to Construction.
· Tech name changed to Reconstruction.
Tiramisu 7 Jun, 2016 @ 9:45am 
Good to hear you are still working on this.

I think you should also adapt the AI to the new web. The AI does not ever research your new techs like contruction. For example you can add the following code in your XML:

<Technology_Flavors>
<Row>
<TechType>TECH_CONSTRUCTING</TechType>
<FlavorType>FLAVOR_TILE_IMPROVEMENT</FlavorType>

<!-- Use a high number like 300 for the flavor to make sure AI researches this
tech fast if important improvements like farms or mines are needed -->

<Flavor>300</Flavor>
</Row>
</Technology_Flavors>


Right now I am testing your mod and other ones by using the autoplay-function of the Firetuner. So maybe I can help you a little bit, if you like.
Paweu  [author] 6 Jun, 2016 @ 9:22pm 
@Tiramisu Thank you! Alien technologies aren't really refined, so I will make something about this.
Tiramisu 6 Jun, 2016 @ 1:15pm 
You are a genius! This makes the game much more interesting. Thanks a lot!
I have only one suggestion for now: How about putting the "workers can destroy miasma" in a less important leaf technology instead of a main technology. This would make anti miasma repulsors much more important. Think about it! ;)
Galaxion 3 Jun, 2016 @ 4:34am 
Thanks! :)

I know, I'm obsessed over the tiniest of details...
Paweu  [author] 2 Jun, 2016 @ 11:05pm 
@GalaXion24: I will repair it in a few days, thanks ;)
ClawedAsh 2 Jun, 2016 @ 3:06pm 
Well you tried to make a vanilla version
Galaxion 2 Jun, 2016 @ 9:37am 
Immediately from the first screenshot I see a mistake. "Construction" is a far more natural, and dare I say correct, noun to be used in place of "constructing" which seems odd as a noun. Constructing would refer to the act of construction itself, rather than a technology. Similarly to technologies like archeology, biology, communications and fabrication, construction is the word to be used. This would then also apply to reconstruction.

PS:
I realise some of the actual ones end with "-ing", but you can't properly use that on anything. :)
TheMediCat 31 May, 2016 @ 1:13pm 
Aw =(

Well, atleast ya tried ;P
Paweu  [author] 31 May, 2016 @ 10:41am 
THERE WON'T BE VANILLA VERSION!

Replacing technologies on a tech-web is totally bugged and I can't even move technologies. Sorry for that!
TheMediCat 30 May, 2016 @ 5:50am 
Looking forward to vanilla verson =)
Paweu  [author] 20 May, 2016 @ 11:43pm 
Date of releasing vanilla version moved to june 2016.
Paweu  [author] 17 May, 2016 @ 5:03am 
@regatheite // @TheDoomed - As I said I was inspired by "Cleaner Tech Web" by Imbris. It's made under Vanilla, so you can use this version. But of course, I will add vanilla for you. It will be the same, only without some units and buildings.

I'm going to release this near 21th of May.
ClawedAsh 16 May, 2016 @ 5:57pm 
Can you please make a vanilla version
regatheite 16 May, 2016 @ 4:38pm 
Would love to see this in vanilla
Paweu  [author] 15 May, 2016 @ 8:57am 
Hope you will like that version - report for other things to fix ;)
Paweu  [author] 15 May, 2016 @ 8:57am 
==UPDATED==

In v.2.:
- Exodus Gate, Emancipation Gate and Mind Flower moved to other categories (not of they needed affinity)
- Buildings and Units have changed affinities or technologies which they need - now there's no buildings/units which need for example harmony in supremacy category.
- Augmentation change place with Synergetics
- Fixed some descriptions
starrynite120 15 May, 2016 @ 7:28am 
I would also suggest moving some other things around. For example, a purity unit being on a supremacy tech makes no sense. Or the Augmentery being on a harmony tech is weird. The web does look better and more organized with more clear directions here though, so a good start. It just seems you'd need to go a bit further.
Paweu  [author] 15 May, 2016 @ 6:30am 
@RNGesus - oh, I forgot about Exodus Gate and Emancipation Gate! Will repair today.
warrior 15 May, 2016 @ 6:20am 
Nice Mod! But...one thing is that you should Move the Affinity-Related Superstructures (Exodus Gate and Emancipation Gate) to the Affinity specific parts of the Tree. I found both the Exodus Gate and Emancipation Gate are both within the Supremacy areas of the Tree. Other than that, Great Mod, and if you need any help with English Translations (No Offense, but the translations could be fixed up a bit) I'd gladly help.:steamhappy:
jeremi 15 May, 2016 @ 12:10am 
Thx za szybką i rzetelną odpowiedź :steamhappy:
Paweu  [author] 15 May, 2016 @ 12:09am 
@nobelik Sprawdzałem modyfikację pod tym względem. Było napisane, że ekspedycja musi być w naszych granicach, ale po odkryciu pionierstwa informacja ta po prostu zniknęła i można było zacząć zwyczajne odkrywanie. Nie obserwowałem tego pod względem automatycznego odkrywania. Podejrzewam, że automatyczne odkrywanie jest ustawione pod badanie ekspedycji, więc powstaje komplikacja, która uniemożliwia automatyczny ruch. Chyba że już zbadasz pionierstwo, oczywiście. Postaram się sprawdzić, czy coś da się z tym zrobić, chociaż na wiele bym nie liczył i w tym wypadku, do odkrycia pionierstwa trzeba robić normalny ruch.
jeremi 14 May, 2016 @ 11:25pm 
Znalazłem mały problem.Aby przeprowadzić ekspedycje, musimy mieć technologię Pionierstwa, obiekt do "ekspedycjowania" musi być też w naszych granicach.Niestety, ale Odkrywcy próbują badać obiekty na całej mapie jeszcze przed odkryciem Pionierstwa, jeżeli karzemy im odkrywać automatycznie, więc nic nie robię, tylko stoją w miejscu.
Jest jakaś rada?
PS Świetny mod
Paweu  [author] 14 May, 2016 @ 10:36pm 
@draygriff This is catchy place: even if I do something for other modifications, there is high posibility that wouldn't working. Why? Mod changing a lot of things. I will check at Explorer 2.0. code and see what I can do for you.
draygriff 14 May, 2016 @ 2:00pm 
I could not perform any tile improvement with the Explorer 2.0.
draygriff 14 May, 2016 @ 1:31pm 
Starting new game with this Mod. I shall report on the Mod's usefulness later. Thank you for the work you have done.
Paweu  [author] 14 May, 2016 @ 6:27am 
Thanks, I'm trying my best.
O_Austria_W 14 May, 2016 @ 6:07am 
That's a very good mod.
It's more realistic.