Sid Meier's Civilization VI

Sid Meier's Civilization VI

Mads Tech Tree
43 Comments
Nesano 28 Jun, 2020 @ 11:05am 
Looks like Currency isn't showing up on the tech tree.
Cura 7 May, 2018 @ 11:49am 
To fix this mod and get it working properly; just follow this little guide.

1) Navigate to steam/steamapps/workshop

2) Search for the folder; 879239868 and open that.

3) Inside that folder, you'll have three files. Right click the madstechtree.xml and open it in notepad or notepad++

4)Inside the file, you'll see a section like this.
<!-- Ancient Era -->
<!-- Killing off the Archery Tech -->
<Delete TechnologyType="TECH_ARCHERY"/>

5) Add <Update> and </Update> to that section for the TECH_ARCHERY
It should look like this.

<Update>
<Delete TechnologyType="TECH_ARCHERY"/>
</Update>

Save the XML file, close and run Civ6; it should load now with no errors.
Have fun.
GardenData61371 29 Apr, 2018 @ 1:21am 
Mod crashes game in latest version.
MadDjinn  [author] 17 Feb, 2018 @ 9:17am 
If there is a modder who wishes to incorporate or take over the tech tree mod please do so, with appropriate credit. I won't be maintaining this mod anymore due to my not being involved in Civ anymore.
Fuzz punk 17 Feb, 2018 @ 4:24am 
Think this mod needs updating for rise and fall
☭Ⓐʳᵗ🅡🅣´꒳`ᰔᩚ 10 Jan, 2018 @ 5:37am 
does the mod change the names of the techs? (translation issues)
Sgt.Johnson 29 Dec, 2017 @ 5:02pm 
Does this work with CQUI
Alyfox 6 Nov, 2017 @ 11:33am 
@MadDjinn S'ok, I was just giving a heads up
MadDjinn  [author] 2 Nov, 2017 @ 10:40am 
@kas - yes, there would be a problem between ai+ and this mod due to my removal of archery.
@FullAutoAttack/Alyfox - this mod should still work with the fall patch because nothing changed that would affect my mod. How other mods react with it, I can't fully say. Possibly 8 Ages of Pace has a load order problem.
FullAutoAttack 31 Oct, 2017 @ 8:19pm 
Alyfox, happens to me as well.
Alyfox 31 Oct, 2017 @ 7:50pm 
Update 2: Figured out the interaction.. with 8 Ages of Pace, it seems to remove slingers altogether.. I started games as Nubia, Egypt, America and Greece and they all started with Archers rather than Slingers. Although, the civfanatics page for 8 Ages of Pace does not indicate that it removes or replaces techs.. just the cost. So I dont know why this would be happening.
Alyfox 31 Oct, 2017 @ 7:34pm 
Update: I cant seem to recreate it; I removed this mod to make sure I wasnt seeing things, and I went back to being able to build Slingers as Nubia. When I re-added this mod, the game wouldnt create new games.. would loop back to the main menu. I could however load save-games that had this mod enabled. I eventually disabled ALL mods, then re-enabled just this one, and it launched and worked as intended, by which I mean Archery was listed under Bronze Working and Nubia could build Slingers. I proceeded to add back in the other mods I used, and nothing tech/archer wise changed. It was either a fluke bug, or I'm missing an interaction somewhere.
Alyfox 31 Oct, 2017 @ 7:17pm 
So I encountered an oddity when using this mod with the Nubia civilization: rather than starting with building Slingers, I am able to build Pitati Archers right from the start, wihtout having to research Bronze Working. Is this intended?
FullAutoAttack 29 Oct, 2017 @ 3:23pm 
Works with the fall patch?
Kas 27 Oct, 2017 @ 3:28am 
Hi. With this mod along with other (specifically ai+ it seems) I cant load games. In the database.log file it says it cant find tech for archery, which ai+ uses. Looking through this mod removes it which might be the cause
Euthyphros Dilemma 25 Oct, 2017 @ 5:32am 
Are you not updating anymore? Does this work with the Fall 2017 patch and the SE Asian civs?
MadDjinn  [author] 30 Sep, 2017 @ 9:44am 
@SuperJesse - Slingers still exist in this mod. Though the AIs and barbs tend to get to Archers a bit faster.

@Titanix - I'll look into MOAR expanded. My mod should be ok with the MOAR mods as I soak everything out of Archery before deleting it. But MOAR expanded may have made a change that could conflict.
TitanIX 28 Sep, 2017 @ 3:56pm 
MadDjinn, figured it out. Took awhile b/c starting a new game and changing content kinda messes up Civ6. It was a conflict with a MOAR addon (MOAR Expanded). Thank you for your help and quick responses, most of all for your AWESOME MOD!!
SuperJesse64 28 Sep, 2017 @ 1:02pm 
Does this mod remove slingers now?
MadDjinn  [author] 28 Sep, 2017 @ 11:20am 
@Titanix - I just tried that combination (just my mod and 8Paces of War) and they both load into the game fine. Perhaps another mod is conflicting?
MadDjinn  [author] 28 Sep, 2017 @ 9:07am 
@titanx and @willybeer22 -- Are you using other mods at the same time? I just tried a clean use of the mod and it works just fine with the Summer Patch. If you have an old copy of the mod sitting in your Documents/My Games/ SMCiv6/mods folder, then it will use that instead of the good one here.
Berek 4 Sep, 2017 @ 7:43am 
Thanks for this mod! I've been hoping to find something that slows down the entire tech tree progress. I find in games I hardly need to use science bonuses at all, as I still get these techs in quick succession. Now it looks like I can play a longer game and not be nuking my enemies too soon :).
Dr. Oz The Great And Powerful 3 Sep, 2017 @ 3:06pm 
Shouldn't gunpowder be connected to siege tactics as well? It seems a bit silly to be able to beeline to rifled cannon without even having gunpowder...
willybeer22 3 Sep, 2017 @ 8:16am 
Heya. Great mod, however, since the Summer patch enabling this mod causes Civ 6 to go back to the main menu everytime after starting a new game. It says 'Loading, please wait" followed by "Start Game" (All black background) then back to Main menul. The entire process takes about 3 seconds, it never reaches the load screen that shows the leader you will be playing.
MadDjinn  [author] 18 Aug, 2017 @ 9:14am 
@variousparticles - yeah, given its effect, the GL comes far too late. If the ancient and classical eras were a little longer, then it'd make more sense where it was. Else, I'll have to start working on a culture tree mod, and some other minor mods, to work that in.
Euthyphros Dilemma 17 Aug, 2017 @ 7:31pm 
One minor change that I believe would be beneficial is to move the Great Library to an early technology - it's offered too late in the culture tree for its primary ability to be of much use.
Zuntrix 30 Jul, 2017 @ 10:17am 
Yes i am using other mods. And it isn't always that it happens. I was just curious if you maybe had any idea what could cause archers to no longer be in bronzeworking and instead start with the archery tech.. And yes, i am doing an advanced start. :) Ps. Thank you for the mod, i have enjoyed it for a long time.
MadDjinn  [author] 30 Jul, 2017 @ 8:40am 
Zuntrix - Which other mods are you using? I just checked and with only this mod, Archers can't be made right away. And/or are you doing an advanced start?
Zuntrix 30 Jul, 2017 @ 3:15am 
I have been using this mod for a long time. And for some reason i can train archers from 1st turn. I don't use MOAR units. But i do have others mods. But none that adds units or changes tech tree.
IamLegend 28 Jul, 2017 @ 12:39pm 
Thanx. I`ll try it out once i`ve finished my campaign with Vikings :)
MadDjinn  [author] 27 Jul, 2017 @ 3:45pm 
I updated the mod to work with the Summer Patch modding framework changes. should work again.
MadDjinn  [author] 21 Mar, 2017 @ 3:04pm 
ok, I think I've fixed the load order issue with Moar Units finally. Also, I just use an sql line to move any unit at archery, so no longer have to care who add units there in a mod.
MadDjinn  [author] 20 Mar, 2017 @ 11:14pm 
It appears to be a problem with the use of sql in the MOAR Units mod. Something is off with the way the game handles the sql so my mod isn't being allowed to make the archery changes. The MOAR units mod doesn't change anything that I use, so it's an odd conflict issue.
MadDjinn  [author] 20 Mar, 2017 @ 6:35pm 
@Rear Admiral Nikmeros I'll look into it.
Rear Admiral Nikmeros 20 Mar, 2017 @ 5:47pm 
Moar Units updated today, changing the macemen and breaking this mod
diggerjohn111 10 Mar, 2017 @ 10:45am 
works fine so far. I like the early tweaks.
diggerjohn111 10 Mar, 2017 @ 8:13am 
Just subbed. I'll let you know, @madDjinn.
MadDjinn  [author] 9 Mar, 2017 @ 10:10am 
@diggerjohn - most likely (haven't tested). It doesn't look like they are adding content to the tech tree or modifying it, so try it and find out.
diggerjohn111 9 Mar, 2017 @ 6:55am 
Is this compatable with CQUI?
MadDjinn  [author] 8 Mar, 2017 @ 4:55pm 
@voldraxx - I added in a move for the one unit in MOAR Units that needed archery, so the mods work together now. I'll add an sql statement at some point in the future to move 'any' thing on archery to bronzeworking, at some future point (plus would need to look at SQL or get someone to do it quick).
MadDjinn  [author] 8 Mar, 2017 @ 9:51am 
well, you should be more exact and just say that any mod that needs archery to exist is incompatible. Any mod that doesn't add anything to archery (units/etc) is still fully compatible.
voldraxx 8 Mar, 2017 @ 8:33am 
Sadly any mod that has new units (like moar units) is incompatible with this due to the removal of archery and other changes that mess up dependencies of their new units :-(
MadDjinn  [author] 7 Mar, 2017 @ 11:25pm 
So, the mid game around the top of the tech tree needs to be checked. The lower sectioon of the tech tree through the Renaissance is a bit cheaper to get into, but lacks the science boosters and production of the top of the tech tree. I'm ok with this as it'll mean use of units a little longer; but hopefully not too much longer!