MadDjinns Tech Tree(mod)
MadDjinns Tech Tree(mod)
About this mod Machine translation
MadDjinns Tech Tree(mod)
Hey everyone...
I've put together a slightly different technology tree to address the surrounding issues:
1.5-2 Era jump of technology tree
Especially all 1 technical requirement line
The Information Age of Ultra-Long Straight Lines
The top of technology contains all research/production/commerce/wonders/etc, so why bother with military technology?
AI cannot upgrade units mid-game if they don't have the technology for the unit
The game system that the era depends on is pushed to a new era too quickly
Great Man Selection (uses average era, thus reducing total GP in game)
Warmonger hates/declares war (era scaling)
Hex purchase cost (slightly lower)
District project fees
etc.
Version 1.0 - Initial
Version 1.01 - Fixed as patch 1
Version 2.0 - Fixed for Australian Summer Patch, right
The changes were made to the Ancient->Medieval Eras Zip file attached here.
Unzip it here:
My Documents\My Games\Sid Meier's Civilization VI\Mods
It should create a folder called: Mads Tech Tree
Make sure to activate it in the game under Additional Content.
Hey everyone...
I put together a slightly different tech tree, to resolve issues around:
1.5-2 era long jumps in the tech tree
especially all of the 1 tech requirement lines
Super long beeline to the Information era
The top of the tech contains all research/production/commerce/wonders/etc so why bother with the military techs?
the AI can't upgrade units in the mid game if they don't have the techs for the units
Era dependent game systems are shoved into new eras too fast
Great People selection (uses average era, so reduces total GPs in game)
Warmonger hate/declare war issues (era scaled)
Hex purchasing costs (a little less so)
District Project costs
etc
Version 1.0 - initial pass
Version 1.01 - fixed for patch 1
Version 2.0 - Fixed for Aussie Summer Patch, made changes to Ancient->Medieval Eras
Zip file attached here.
Unzip here:
My Documents\My Games\Sid Meier's Civilization VI\Mods
It should create a folder named: Mads Tech Tree
Be sure to activate it in the game under Additional Content.
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.