MadDjinns Tech Tree(mod)

by MadDjinn·v2.21·Updated 2018-10-01

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

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. 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.
  3. Place the files exactly as the readme says; mods with listed dependencies need those installed too.
  4. 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.

File & checksum

Filename
MadDjinns Tech Tree(mod)
File size
3.3 KiB
SHA-256
ca006d29635a7e23984a242ab18832809c487fd7e364135df7a8298d9685aa15
Stored at
2026-10-08 11:54