Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Extended Techtree [GS]
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19.735 MB
29 Mar, 2019 @ 3:37am
22 Apr, 2021 @ 2:31pm
27 Change Notes ( view )
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Extended Techtree [GS]

Description
============== Patch Notes==============

Made compatible with tech shuffeling game mode

Updated sniper tech eureka: Kill a unit with a Ranger (instead of Scout) (screenshots not updated)
Updated and replaced some tech-icons (screenshots not updated)
Adapted mod to new WarfareExpanded mods

Adjusted costs of some techs according to the lates patch
Changed location of siege tower according to latest patch.
Added support for Burma Civic
Added Zoo and Aquarium to Scientific Theory
Added Cavalary to Military Science


============== Changes==============
Added several new Technologies to the tech tree. Some for more historically accuracy and logical reasons, other for more interesting gameplay mechanics.

Add a total of 30 new Technologies to the tech tree.
3 New technologies int the ancient era
1 New technology in the classical era.
4 New technologies in the medieval era.
5 New technologies in the renaissance era.
5 New technologies in the industrial era.
5 New technologies in the modern era.
5 New technologies in the atomic era.
2 New technologies in the information era.
New balancing of old techs.

Some new and some reused icons (from scenarios) and boosts for the new technologies and civil. Also added a Civilopedia entry for every tech for further explanation and flavor.
For example, there are more technologies between reveal and units/buildings which need these strategic resources. So, the player has more time to claim the resource when it's not already in his territory. Also, some adjustments to units and improvements for old techs. Offshore Wind Farm is part of Nanotechnology but the costs and prereqs of this tech are increased. Predictive Systems on the other hand gives you more yield boni. And a lot of other changes (see pictures).

============== More Techs, more options ==============
The new techs give you new freedom in each era to focus your research on civil or military (sea or land) technologies. But every era is still isolated in some way.

============== Pacing ==============
The first techs of each era have similar prereqs (like in the RealTechTree Mod) but there are still small differences depending on how useful the tech is.
The science cost per era is still the same.
But adding more techs and therefor new eurekas to accomplish the tech progress time fits much better to the turn numbers and the ingame date.
Better synergies between Tech and Civic tree because of the newly added eureka boosts.
To have a better pacing also on higher difficulty level I recommend my mod: Adjust progress to difficulty

============== AI ==============
Also adapted the AI for the new tree. It focuses the new Techs which fit for their character and playstyle.
I have the feeling that the AI uses more units which fit to the current era.
For example, Japan is focusing the new Metal-Working tech to get their unique unit (Samurai) faster

============== Required and Recommended ==============
Gathering Storm (required)
Warfare Expanded: Reloaded or
Steel and Thunder: Unit Expansion + Steel and Thunder: Unique Units
(strongly recommended)
Extended CivicTree (recommended) For better civic-tree
Real Building Upgrades. (recommended)
Adjust progress to difficulty (recommended).
Build Roads with strategic resources (other) when you want to build roads without spending charges, but use the horse resource instead.


============== Compatibility with Historic Speed Mod (And other) ==============
You just have to change the LoadOrder of the historic speed modinfo. Just add two 0 to every LoadOrder value (for instance 12 should become 1200) and it should work (the historic speed mod components should be loaded after the files of this mod).

More detailed explenation thanks to Levas/Alis
"Go in the Civ6 workshop folder (.../steamapps/workshop/289070) and look for the folder of the mod (the folder corresponds to the number of the Steam mod's page). In this folder open the .modinfo file and here you will find a lot of things, including <LoadOrder>[value]</LoadOrder> (or something like that). This are the values you have to modify"

============== Translation ==============
German Translation Inculded
Portuguese Translation Inculded, thanks to elsaltypollo

============== Disclaimer ==============
I have tested this mod extensively, by hand and autoplay. But I'm happy for every bug you find and suggestion you have.

I will probably do somthing alike for civics, but adding only about ~10 civics instead of 30.
Tech and Civics tree are still balanced, costs are adjusted accordingly.

Special thanks to infixo for his awesome and inspiring mods

Default Version
Popular Discussions View All (3)
1
15 Jul, 2024 @ 4:49pm
Great mod, but doesn't work when tech shuffle
hbs
1
10 Feb, 2021 @ 1:39pm
You Should Add Boosts Other Than "Boost through Great Scientist or Spy"
k.a.n101
262 Comments
Phlegmagicus  [author] 15 Jun, 2024 @ 8:20am 
So if you start this game with only this mod active it crashes?
Crazy_Nurse69 14 Jun, 2024 @ 9:25am 
Can confirm this mod crash whenever i start a new game
Chesse5552024 20 Oct, 2023 @ 12:04am 
Can make compatibility with uu east asia units and warfare complete edition please i try everything i want all mods please don t make hate this game i really love it
Justin Cray 8 Sep, 2023 @ 10:55pm 
Still works for me, you need to troubleshot more.
Xerxes 11 Aug, 2023 @ 1:36am 
Mod doesnt work anymore. took me 40mins troubleshooting to identify this mod as the failure of starting a new round. thats bad
VMacWolfV 25 Jun, 2023 @ 12:13pm 
Can confirm that it is a conflict and/or bug in this mod. Here's the fix https://steamproxy.com/workshop/filedetails/discussion/1617282434/3823034248722782230/
joshua.v.sherman 23 May, 2023 @ 7:56am 
Real Strategy AI is the mod that conflicts with this mod
joshua.v.sherman 22 May, 2023 @ 12:09pm 
it might be this mod with another mod, however it occurred after the latest leaders update and then I started a new game (and did not change any of the mods I had prior to the update). Wish there was a better way to figure these things out? After I finish this game i'm playing, I will try disabling other mods and keeping yours
Phlegmagicus  [author] 13 May, 2023 @ 10:49am 
I am sure the issue is not with this mod. I just tested it and everything works fine
joshua.v.sherman 12 May, 2023 @ 11:44am 
I could no longer start a new game. Disabling this mod was required to fix that and so I am letting you all know.