Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Real Tech Tree
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24 Feb, 2017 @ 3:59pm
14 Jun, 2020 @ 2:32pm
11 Change Notes ( view )

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Real Tech Tree

Description
Improved Tech and Civic Trees to be more historically accurate and logical.

This mod works with vanilla, Rise & Fall and Gathering Storm. Language independent.
CivFanatics[forums.civfanatics.com]GitHub[github.com]

Description
1. I have added new connections to the Tech Tree to patch many omissions and to make it more logical. This was done also to prevent beeling 2 Eras ahead or generally research things without proper historically sound background.
2. Balanced beelining - techs in the same Era have similar number of prereqs.
3. Eliminated dead-end techs which will cause AI to update its units.
4. Additional ~20 dependencies in the Civic Tree to make it more balanced.
5. Slightly decreased Eureka boosts for better game pace (it's 35%).
6. (Optional) Placement of some Governments - see screenshot and more info below. It is disabled by default.

Tech Tree examples:
- Need Masonry to build a Great Lighthouse
- Need some kind of furnace to produce Iron
- Workshops need rather Iron and various Constructions to operate than Horses
- Medieval walls and castles were quite complex engineering works and those Knights have to park somewhere
- Machinery needs calculations
- Bombards too fast to get, cannot produce them without machinery
- Need more knowledge to handle gunpowder
- No advanced science without printing
- Coal is crucial for steel production
- Computers require electronic parts which were developed along with i.e. radio
- Ballistics is crucial for launching rockets
- Satellites more need Ballistics than airports and planes
- Must complete entire tree to proceed with Future Tech

There are many more. All are commented in the .xml file. The original Tree has only 90 dependencies. This also explains why beelining is so broken now. I changed the tree and there's now 146 dependencies. All techs in one Era require similar number of prerequisite techs so no matter how you enter en Era - it always take similar number of techs to develop (see pictures). You can beeline to 1 Era ahead, no more.

Civic Tree examples:
- Drama and Poetry requires Mysticism
- Mercenaries need Naval Tradition (pirates!)
- Mercantilism and Exploration are connected
- Cannot imagine The Enlightenment without Reformed Church...
- or Cold War without Nuclear Program!
- Professional Sports - it's Capitalism in pure form
- Must complete entire tree to proceed to the last 2 civics

(Optional) Governments
0. It is disabled by default, so no changes to vanilla are done unless you want it.
1. Each Tier 1 gov is in a separate civic, forcing both the player and AI to make a choice about how to enter Classical Era in Civics Tree. This has been removed due to an issue with inability to slot a Diplo policy when going first for Classical Republic.
2. Monarchy is moved to the same column as other Tier 2 govs. Same as previously - more meaningful choices. Also, helps AI to go other paths, not Theocracy only.
2a. This is done purely for gameplay reasons, so please refrain from comments about historical accuracy.
3. You need to enable this option. Go to the file "RTT_Govs.sql" and change parameter RTT_OPTION_GOVS to '1'.

Originally posted on CivFanatics[forums.civfanatics.com] on Jan 28, 2017.
Popular Discussions View All (4)
31
20 Dec, 2022 @ 3:53pm
PINNED: Please report issues here.
infixo
4
24 Jun, 2019 @ 7:23am
To All: Affects Save Files yes / no - what is your preference?
infixo
4
24 Jun, 2019 @ 7:23am
Affects Saved Games should be YES
DB
328 Comments
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?
Daydreamer 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?
Cuntism 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.