[GS] [1.0.0.290] Multiple Future Era Techs Can Be Researched in Industrial Era! (Mod Problem, Not a Bug)

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Bleser

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In my current game I am in the Industrial Era and to my surprise a couple of my 'next technology' choices are "Advanced AI" and "Seasteds". Now that I write this I think they were available to the AI players much earlier because I saw Seasteds show up in the Medieval era. See attached screen shot.
 

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Can confirm, the Future Era techs seem to have some rather relaxed requirements for where they can branch off from, which can sometimes cause hilarious results like this. I've seen some really long dotted lines from the industrial era to a future tech myself. I think it was from Rifling.
 
A poster in tech support reported the same problem and has determined in their case it was a tech slowing mod that caused it.
 
A poster in tech support reported the same problem and has determined in their case it was a tech slowing mod that caused it.

Interesting; I do have a personal mod applied that increases the costs of all techs and civics, so if this is indeed the case then I guess I broke the game. I'm curious what the mechanic is that has lead to this (must be some logic looking for total science earned and then unlocking the techs??).

I found the post you were talking about; I think neglecting to update my mod with the new eras is the culprit, but we'll see. Thanks!
 
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