Sid Meier's Civilization VI

Sid Meier's Civilization VI

Real Tech Tree
332 Comments
Darnveil 30 Jul @ 11:27am 
I don't understand if the mod works. It's enabled in the game, I play through Epic. The tree is not the same as on the screen.
sheardown.jonny 6 Jul @ 8:03am 
How do I still hide paths on the tech tree?
rilquermascarenhas 11 Jun @ 9:39am 
Is this compatible with Extended Tech Trees and Sui Generis?
Iceobeasty 23 Feb @ 10:50am 
i ad an issue where meteor shower gives knights in ancient era
Simon Sullivan 5 Dec, 2024 @ 7:23pm 
This looks pretty nice. I think I know the answer (I think it's, yes), but is this mod compatible with things that change the eurekas and the various buildings / units etc you get for techs?

I think the answer is yes because it seems to only change the linkages themselves - would you be so kind as confirm this!?

I assume also no changes to policies etc for the same reason?

2nd question: 5. Slightly decreased Eureka boosts for better game pace (it's 35%).
I use a mod that changes this (or rather lets you change it but I keep the default to 1.4) - any idea which would take precedent?
Bluesky95 17 Oct, 2024 @ 12:32pm 
This is compatible with "take your time" or "extended eras" mod?
infixo  [author] 19 Aug, 2024 @ 3:43am 
@deuce Some other mod causes that, not RTT.
Deuce 18 Aug, 2024 @ 10:49pm 
Hey I noticed Shaka doesn't seem to be able to corps up his army early. Any chance this could be looked into?
Шаманчек 14 Aug, 2024 @ 9:22pm 
can you show the full path to the file "RTT_Govs.sql":greedyHeart:
briantjack 22 Mar, 2024 @ 8:35am 
The above balance changes make sense. How about one more -- specifically, does it make sense to be able to build Stonehenge without Mining skills?
Alexnderrr 4 Feb, 2024 @ 1:38pm 
Hello does this mod compatible with extended tech tree?
Nandybear 5 Jan, 2024 @ 4:50am 
Needed a complete pic for reference here's a link if anyone wants it (also the tree in the images is not current) https://imgur.com/a/MAbnG5r

Also I have a lot of mods so if you see icons and/or buildings you don't recognise it'll be that. Main one is Infixo's Real Building Upgrades (icons with a + on em)
crust_of_bread 16 Dec, 2023 @ 11:54am 
How do mods interact with Real Strategy Mod?
infixo  [author] 12 Nov, 2023 @ 8:02am 
@wedna Certainly not RTT.
Wedna 11 Nov, 2023 @ 7:51pm 
This mod seems to change barbarian behavior/balance for some reason. Spearmen wandering away from camps, horsemen spawning in way too early. Shame.
antivandalism 8 Oct, 2023 @ 11:40pm 
There's no Industry when done researching Commercial Building anymore. Can someone help?
infixo  [author] 2 Oct, 2023 @ 4:40am 
They do work together.
CMS_0729 1 Oct, 2023 @ 9:15pm 
Is this compatible with CQUI? Also Better Tech Tree? BTT just alters the UI to show more information but not sure if it would work together.
infixo  [author] 25 Sep, 2023 @ 7:43am 
@smoovestbrane Thank you :)
Smoovest Brane 18 Aug, 2023 @ 8:16am 
Thank christ this mod still works, I haven't played this game in a few years and I wouldn't have gone back without it.
infixo  [author] 15 Aug, 2023 @ 10:31am 
dynastic cycle is actually +10pp, so with this mod it is 45%
Blue Arrow 15 Aug, 2023 @ 9:58am 
How does the Dynastic Cycle ability impact this Mod? (Eureka's and Inspirations provide 50% instead of normal 40%)
infixo  [author] 23 Feb, 2023 @ 3:57pm 
@elegon What you mean by "doesn't work". The Shuffle Mode changes entire tree.
Elegon 23 Feb, 2023 @ 10:03am 
I am guessing this doesnt work with the Shuffle Game Mode?
Moll Dubh 29 Nov, 2022 @ 5:15pm 
Thank you
infixo  [author] 29 Nov, 2022 @ 5:08pm 
@molldubh Yes, they do, same as in the vanilla.
Moll Dubh 29 Nov, 2022 @ 4:48pm 
Sorry my ignorance, but the barbarians still get the free techs like in the vanilla game? I didn't understood the barbarian note on the description...
Rakov Kreviech 29 Nov, 2022 @ 2:15pm 
You're goddamn right mate, why to wonder if I can simply test it real quick? Nonetheless, much obliged for the feedback.
infixo  [author] 29 Nov, 2022 @ 5:34am 
@rakov Why do you wonder?
Rakov Kreviech 28 Nov, 2022 @ 9:39pm 
I wonder if this mod still works...
PBL 3 Sep, 2022 @ 7:10am 
Does this mod still work? i honestly can tell what changes when i have it
IndieForger 28 Jul, 2022 @ 2:11am 
This mod is not compatible with Civ Reimagined 7 by any chance, is it?
Infradig 24 May, 2022 @ 2:32pm 
Well I just downloaded this mod and and the first game i meet cleopatra on turn 6 and she's already got Shipbuilding, because her Spearmen floated up to my capital... so something is wrong there lol
jildazmoisan 4 May, 2022 @ 11:08am 
@Oxbowman
carthage start with writing with this mod for me.
Cumlaine_Faxwell 10 Apr, 2022 @ 5:01pm 
why did you nerf the eurekas bro
Bluesky95 27 Mar, 2022 @ 1:40pm 
carthage doesnt start with writing with this mod:steamsad:
SpartanXZero 11 Jan, 2022 @ 11:08pm 
@infixo ty for the time to strip the tech tree an rebuild it with a more balanced approach. An less lumping that the vanilla does. This format makes for a much more enjoyably modded marathon game. I'm hoping to peak under the hood an see how you've done things.

It would be grand if you or another were able to setup the tech tree as a sort of open source setup (worded right?) which would easily allow other modders who create new tech mods/units for eras that could easily be drag an drop to fit in without overwriting. A sort of plug an play add tech concept.
SpartanXZero 11 Jan, 2022 @ 11:03pm 
@LunaEclipe73, I do like that idea at least to some degree. It would be an interesting concept to expand upon, with tech in the early era to allow X number of minor settlements to be built within a specific range of the primary City State. Until you could develop Early Empire Civic.

Either that or allow districts to be something you can learn earlier on and grant each district an individual production queue tied to the single City State. This way you can be using the City States resources in multiple ways, rather than a singular.

@Duke Suraknar, while historically I agree. An these settlers would often build minor settlements that would feed the City State, or completely go their own way of independence to either starve or succeed. It wasn't until much later that City States would evolve outside of their walls or borders to encompass more cities (outside of verbal/written agreements) with a more unified identity or spear of destiny divine right to rule.
infixo  [author] 20 Nov, 2021 @ 4:11am 
@LunaEclipse73 No, this is a gameplay change that goes far beoynd the scope of the mod. The purpose of RTT is to balance the trees and make progression more logical. It doesn't change the gameplay mechanics.
Duke Suraknar 19 Nov, 2021 @ 8:27pm 
@LunaEclipe73, historically Empires were build first and the knowledge of Empire building compiled from their trial and errors for others to learn how to better manage and organize an empire. It is not historical to prevent the building of settlers.
LunaEclipse73 2 Oct, 2021 @ 10:39pm 
I saw a mod that added settlers needing Early Empire civic, forcing the player to play as a city state until they learned Early Empire. This makes sense as a Civilization wouldn't be settling new settlements (forming an empire) without some basic understanding of empire building.

Is this an addition you would consider adding?
Davide_Italy_83 30 Jun, 2021 @ 3:54am 
Great mod thanks for the work, you finally enjoy more the era you are in and the troops of the current era !!!
Adriaman 27 Apr, 2021 @ 2:31pm 
@[Boo] Ari k24
+1
AriKaur24 22 Apr, 2021 @ 10:37pm 
after looking at the tech tree I don't think add techs is needed what need to happen is Man at Arms need to upgrade to Long Swordsman and Line Infantry need to upgrade to Rifleman if done that would fix all of the issues
AriKaur24 22 Apr, 2021 @ 10:29pm 
your mod need fixing with the Steel and Thunder unit expansion mod as there are now 4 units that do that same thing these units are Rifleman ,Line Infantry , Man at Arms and Long Swordsman I think the best fix is too add some new techs so we can have both the new units Line Infantry and Man at Arms while also having the old modded units Rifleman, Long Swordsman ,I'm thinking two added techs would work fine but these new tech would only be for the Steel and Thunder unit expansion mod.
Neocriss 22 Apr, 2021 @ 1:49pm 
Is this mod compatible with the April 2021 update?
Adriaman 22 Apr, 2021 @ 12:46pm 
Hi, the following file has been updated, you might need it:
..\Base\Assets\Gameplay\Data\Technologies.xml
infixo  [author] 19 Apr, 2021 @ 12:58pm 
@lrfss Thank you :)
Lrfss 18 Apr, 2021 @ 6:38pm 
Works great and thx for the Mod!
Sjru 🐲 25 Mar, 2021 @ 11:28pm 
Is this up to date?