Real Tech Tree (vanilla, R&F)
Real Tech Tree (vanilla, R&F)
About this mod Machine translation
Real Tech Tree (vanilla, R&F)
This mod works with both the vanilla game and the Rise & Fall expansion.
Improved technology and the Civic tree is more historically accurate and logical.
- I've added a new connection to Tech Tree to fix many omissions and make it more logical. This is also done to prevent 2 Eras from rushing forward, or generally studying things without proper historical context.
- Balanced beelining - Tech stocks have similar numbers of prereqs in the same era.
- Eliminated dead-end technology that caused the AI to update its units.
- Add 12 dependencies to the Civic tree to make it more balanced.
- Eureka is slightly lowered to improve the pace of the game.
Technology tree example:
Masonry is needed to build a great lighthouse
Some kind of furnace is needed to produce iron
The workshop requires iron and various buildings to operate the Pima
Medieval walls and castles were quite complex works of engineering, and those knights had to stop somewhere
Mechanical needs calculation
Bombers were too fast to get and there was no machinery to produce them
More knowledge is needed to handle gunpowder
Without printing there would be no advanced science
Coal is vital to steel production
Computers require electronic components developed along with radios
Ballistics is crucial to launching rockets
Satellites need ballistics more than airports and airplanes
The entire tree must be completed to continue using Future Tech
There is more. All are commented in the .xml file. The original tree only has 89 dependencies. This also explains why beelining is so broken now. I changed the tree and now have 148 dependencies. All technicians in an era require a similar amount of prerequisite skills, so no matter how you enter an era - there is always a similar amount of technology that needs to be developed. You can go directly to era 1, no more.
Example of Civic tree:
Drama and poetry need mysticism
Mercenaries require naval tradition (pirates!)
Mercantilism and exploration are linked
It is impossible to imagine the Enlightenment without the Reformation of the Church…
Or a Cold War without a nuclear program!
Professional sports - it's capitalism in its purest form
The entire tree must be completed to get to the last 2 citizens
barbarian
Due to many complaints, I commented on the change to remove the free barbarian tech. If you prefer an easier barbarian, you can uncomment it in Technologies.xml (it's already clearly marked).
If you are using other mods that change Technologies.xml (such as Biao's Strategic Resources and Tech Tree Mod, which is great) and still want to use them for other effects - I included an empty .xml in v1 to change the file for these mods.
This model is relevant to discussions of the pace of science and research in general.
This mod works with vanilla game and Rise & Fall expansion.
Improved Tech and Civic Trees to be more historically accurate and logical.
- 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.
- Balanced beelining - techs in the same Era have similar number of prereqs.
- Eliminated dead-end techs which will cause AI to update its units.
- Additional 12 dependencies in the Civic Tree to make it more balanced.
- Slightly decreased Eureka boosts for better game pace.
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 …
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.