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Flavorful Masteries renames all of the masteries from the generic "Mastery" to a specific name representing a historical specialization or elevated level of the technology or civic. Each of the masteries for generic techs and civics from the Antiquity, Exploration, and Modern ages have...
The Pursuit of Historical Accuracy and Immersion
General Overview
Historical Timeline: Tech tree beginning in the Neolithic Era has been reorganized into a historical timeline to provide for more realistic progression through history. Each tech represents an Age instead of an individual...
Historical Timeline Project
The Pursuit of Historical Accuracy and Immersion
General Overview
This thread has been moved to Modpacks --->Historical Timeline Project
Historical Timeline: Tech tree beginning in the Neolithic Era has been reorganized into a historical timeline to provide for more...
I've improved since I last posted and have planned out the tech placements for the earlier post, and now putting it into the game. Everything was running smoothly until I started adding custom connections. For example, I took Perpetual Motion from the Smoky Skies scenario and want it to become...
Hello everyone! Been lurking at CivFanatics on and off for over 20 years, didn't post too much.
Lately I've been revisiting SMAC, and the GOG version doesn't have the tech tree poster among the downloads. The one I got with the original copy of the game is by now either lost or on a different...
I recently got back into Civ 6 and wanted to make a mod which would implement a custom tech tree.
Everything seems fine until I finished clicked on the end of the tech tree and my game paused for a good 30 seconds.
I narrowed down the issue to Techs in the atomic era which had 61+...
I'm getting my feet wet modding and my idea is pretty ambitious but I'm pretty determined to see it through. I am not fond of the way religion doesn't really change past the middle ages, and I'm trying to make another tech tree out of the beliefs, more great people (you have to have earned one...
Enlightenment Era (Vox Populi)
(steam workshop)
Installation
To install, extract to C:\Users\[your username]\Sid Meier's Civilization 5\MODS.
More details in forum thread.
Credits
Pouakai, Janboruta, Sukritact: authors of EE
zwei833: author of RER
Xony: initial version of EE Compatibility...
CIV REIMAGINED
For Players Seeking A Longer Game with More Immersion
Civ Reimagined Version 6.8
FEATURES:
Featuring 130 New Techs, 45 New Civics, over 50 New Buildings, and over 65 new policy cards!
Completely integrated with the Warfare Expanded Mod series!
Completely redone civics and...
Hello!
I am trying to build a mod, and it's quite simple at this point: I only add an Era (Enlightenment - inspired by EE, but widely divergent/credit will be given), and 50 new technologies. The new techs are added to the new Era and inter-woven between the normal Ancient-Renaissance Era...
In Civ 5, once you finish the tech tree, the science becomes basically worthless and your paying useless building costs and other bs. Instead of hitting an unrealistic scenario where you science doesn't matter, would it be possible for someone to create a mod or point me to an existing mod that...
MoreTech
The Tech Tree just got 2x bigger
Overview
For almost as long as I've played Civilization V, I've consistently felt that the vanilla Tech Tree was too short and was missing large swaths of human history. I noticed there were a few mods out there that expand the Tech Tree, but would...
So I don't know if this is useful, but this is a tech tree I designed. I really hate those tech trees which have every relationship linked by a line. A lot of those connections are really unnecessary - I really don't need to know that Industrial Automation is a prerequisite to Graviton Theory...
STEAM WORKSHOP LINK: Agricultural Revolution Expanded
UPDATE: DISCONTINUED!
I'm no longer developing this mod and compatibilitty with Frontier Pass is dubious! If you want to take the code and use it for your own mod, feel free! But remember to mention me and the people who's work I've used, in...
I have recently implemented a complete rework of the tech tree in a scenario I have been cobbling together for a while now. I partially used a tool, IndieStoneTechEditor, for the code generation, but basically most techs were deleted and a host of new ones added in. I removed the final three...
Hello everyone
I have the civ 6 gathering storm and it is definitely a new version of civ 6 but it lacks many elements that suppose to be in the game - there are no new leaders (canada, mauri, etc.), no change in the tech tree from the standard civ 6, no rivers and lake names, no environmental...
Hello. I want to ask is there a way to make tech tree slower as we advance in aras. When i play in marathos it is ok in the first eras but i want to slow down for example the knights and musketmans so i play a lot turns with roman legions and crosbowmans. Later in ages i want the infantry slowed...
This is just what it says on the box - a simple mod that scales up tech and civic costs progressively throughout the game, so the tech pacing doesn't snowball way ahead of production to the point where units go obsolete before you've finished building them and the modern era starts in 1000 AD...
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