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...
Now only affects AI removed tech tree and resource rebalance, also Ai will compete a lot harder with the player and care more what the player is adoing and adjust strategy accordingly now.
Don not use AI+ Please!!!
Links to my other mods:
Rise of Mankind
Resource Rebalance
I think at this point we're all well aware that the Tech Tree could do with some improvement. This hopefully will be an passable solution until Firaxis releases a patch.
Information such as Envoys, Embarkment, Improvement yields have been added to the screen. Be forewarned this mod is NOT...
UNIVERSAL HISTORY
This is a simple mod that changes the era names to the eras that historians use when presenting world history on a macro scale.
Eras
Prehistoric Era replaces Ancient
Ancient replaces Classical
Post-classical replaces Medieval
Early Modern replaces Renaissance
Modern replaces...
ROME (Prince, small, continents, standard)
Ancient age
capital location with 2 stones, 2 rice, 1 cotton
early exploration: to the south is Spain (ca 12 tiles)
turn 25: I found 2nd city Arretium close to Rome, near river and Yosemite wonder
turn 26 we meet Brazil, they are close to Spain: SE...
The IndieStone Visual Tech Tree editor is a graphical editor that allows you to modify the Civilization 5 tech tree and automatically generate XML files for mods which enact the changes you specify.
Originally written by lemmy101 and CaptainBinky, this version is updated for Brave New World...
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.