How to change the Tech tree

Radgost

Chieftain
Joined
Jul 7, 2011
Messages
4
Hi guys, i bought the game two days ago and i like it so much, but i want to know how to limit the tech tree. For example, i just want to play until the renainssance era, because i dont want to play with tanks, submarines .... If anyone know how to change it please tell me.

Thanks
 
nobody knows the answer?

There's a mod on the Mod Browser that accomplishes this. Type "eras" and it should come up along with a bunch of other era mods that feature the same mechanic, but for all of the other era's as well.

If you want to mod the game yourself and are unfamiliar with XML, search through this forum for the Indiestone tech tree editor. It's a stand-alone UI editor for techs that features drag and drop functionality.

Good luck.
 
If you wanted to know how to do this manually, you'd have to set up code in ModBuddy like such:

Spoiler :

Code:
<GameData>
  <Technologies>
   <Update>
        <Where Era="ERA_MODERN"/>
        <Set>
             <Disable>true</Disable>
        </Set>
   </Update>
   <Update>
        <Where Era="ERA_INDUSTRIAL"/>
        <Set>
             <Disable>true</Disable>
        </Set>
   </Update>
   <Update>
        <Where Type=TECH_PARTICLE_PHYSICS"/>
        <Set>
             <Disable>true</Disable>
        </Set>
   </Update>
   <Update>
        <Where Type=TECH_NUCLEAR_FISSION"/>
        <Set>
             <Disable>true</Disable>
        </Set>
   </Update>
   <Update>
        <Where Type=TECH_NANOTECHNOLOGY"/>
        <Set>
             <Disable>true</Disable>
        </Set>
   </Update>
  </Technologies>
  <Technology_PrereqTechs>
   <Delete TechType="TECH_FUTURE_TECH"/>
   <Row>
       <TechType>TECH_FUTURE_TECH</TechType>
       <PrereqTech>TECH_(RENAISSANCE_TECH_1)</PrereqTech>
   </Row>
   <Row>
       <TechType>TECH_FUTURE_TECH</TechType>
       <PrereqTech>TECH_(RENAISSANCE_TECH_2)</PrereqTech>
   </Row>
  </Technology_PrereqTechs>
</GameData>


Etc. That's probably too complicated for you, but in case you are interested, that it how it's done, essentially. And the Tech Tree Editor...does that work anymore? It always fails when I try to download/use it.
 
One slight note: while disabling a tech prevents a player from gaining it through research, Great Scientists, Wonders, or Policies, it does NOT stop Barbarians and city-states from gaining it through their secondary tech-stealing mechanism, although that might only trigger if one of the other civs gains it somehow. (I found this out the hard way in my own mod, which uses a disabled tech awarded through a Lua function.) Your suggestion should work as long as no one finds any other way to gain one of those techs, but I'd be careful.

Also, if you want the game to end at the Renaissance, you should rebalance a whole lot of other things. The game is designed to end in the Industrial-Modern, so with your concept, most of the time you'd hit the end of the tech tree while the game was still undecided, and you'd end up spending half your civs' life at a stagnant tech level. This isn't just an issue of boredom; you won't be winning any Cultural victories if you no longer have access to the last couple culture-producing buildings or Wonders, and you'll run into serious Happiness problems if you no longer unlock the Stadium, Eiffel Tower, etc.

Basically, you should change how quickly civs gain techs, change how easy military actions are, how quickly you gain policies, etc. so that the game tends to end sooner. (Basically the opposite of what I did in my own mod, where I tried to find ways to NOT let people win until the future eras.)
 
Ok, i will respond you two in the same post:

Putmalk: so if i use the Modbuddy i can change it manually but, where are this files? And to change it i only need the Modbuddy?
And i have also tried to download the Tech tree editor but always fails.


Spatzimaus: to do that i must change many files, and its very difficult. I am going to download your mod because it looks awesome, but i have one question about it. Can i choose the era when the game ends? and if its no possible, are you going to include this option in the future?


Thanks
 
DON'T CHANGE FILES. Civ V modding works by defining the differences you want to make - as in PutMalk's suggestion.
 
To back up what SamBC said:

Civ5 XML modding is done differently than earlier games. You do NOT modify the core game's files, and you don't duplicate the old file and make changes. It's a simple Update system. For more detail, go read Kael's modding guide, stickied over in the Reference forum. It's a little out-of-date in a couple areas, but it should explain the concept of XML modding pretty well.

Given that, it's rare to see a mod get truly large; unless you're going for a total conversion type of thing, the vast majority of the XML database will remain unchanged from the vanilla game. This also means that the number of files containing values to be changed is irrelevant; if you want, you could stick every change in a single file and name it Bob.xml, and the mod would still work as long as you set it up correctly.

Now, in larger mods (like mine) it's generally just more convenient to mimic the existing tree's structure, but you don't HAVE to.

I am going to download your mod because it looks awesome, but i have one question about it. Can i choose the era when the game ends? and if its no possible, are you going to include this option in the future?

No, and no. I'm not trying to be dismissive here, but my mod's entire concept is built around progression towards the Transcendence victory at the end of the tech tree. In fact, I've tweaked the Advanced Setup menu so that that victory condition is always on and it doesn't even give you the option to disable it. (Not that you can't win plenty of other ways; I've NEVER actually reached Transcendence naturally, only when I deliberately chose not to win some other way.)
Given that, it really wouldn't make sense to let anyone stop the tree partway through. However, I did drastically change how research progresses, so you'll spend a bit more time in each era than you would in the vanilla game, and units don't obsolete quite so fast because of how I've laid out the tech tree.

Now, to be clear, my mod is actually two separate mods: a Content mod containing all of the future-era content (and the really complex Lua code), and a Balance mod that does things like the research slowdown I mentioned. The Balance mod includes many changes designed to make the game less winnable in earlier eras; for instance, in my mod all units get a "Home Field Advantage" promotion that gives them +10% when defending in friendly territory, increasing to +20% when ATTACKING in friendly territory (i.e., counterattacking against invaders). Also, instead of adding +2 to a city's Defense, the Palace now adds +10. With those two simple changes, early-game conquests become FAR more difficult, and it becomes very rare that any civ reaches an insurmountable power level before the Industrial (and still pretty rare at that point).
My point was that if you wanted to have a game stop at the Renaissance, then you'd want to reverse that sort of thing so that a military victory by the Renaissance is possible; give all units +10% when attacking, for instance, to encourage military offenses.
 
No, and no. I'm not trying to be dismissive here, but my mod's entire concept is built around progression towards the Transcendence victory at the end of the tech tree. In fact, I've tweaked the Advanced Setup menu so that that victory condition is always on and it doesn't even give you the option to disable it. (Not that you can't win plenty of other ways; I've NEVER actually reached Transcendence naturally, only when I deliberately chose not to win some other way.)
Given that, it really wouldn't make sense to let anyone stop the tree partway through. However, I did drastically change how research progresses, so you'll spend a bit more time in each era than you would in the vanilla game, and units don't obsolete quite so fast because of how I've laid out the tech tree.

Now, to be clear, my mod is actually two separate mods: a Content mod containing all of the future-era content (and the really complex Lua code), and a Balance mod that does things like the research slowdown I mentioned. The Balance mod includes many changes designed to make the game less winnable in earlier eras; for instance, in my mod all units get a "Home Field Advantage" promotion that gives them +10% when defending in friendly territory, increasing to +20% when ATTACKING in friendly territory (i.e., counterattacking against invaders). Also, instead of adding +2 to a city's Defense, the Palace now adds +10. With those two simple changes, early-game conquests become FAR more difficult, and it becomes very rare that any civ reaches an insurmountable power level before the Industrial (and still pretty rare at that point).
My point was that if you wanted to have a game stop at the Renaissance, then you'd want to reverse that sort of thing so that a military victory by the Renaissance is possible; give all units +10% when attacking, for instance, to encourage military offenses.

Does the AI actually know how to win via Transcendance Victory, or is it completely random?
 
Does the AI actually know how to win via Transcendance Victory, or is it completely random?

It knows. The Transcendence is actually pretty straightforward: build a Project, and a 20-turn timer starts. When the timer ends, if you're still alive and no one else has won already, you win! Nothing for the AI to get confused about. Sure, there's more to it than that (during those 20 turns you go into Permanent War against everyone else, your cities go into Anarchy and can no longer produce anything, and each turn every city drops in size by 1...) but those aren't things the AI needs to adjust to.

In other words, it's not nearly as complex as, say, the space race. Now, I'd intended to make it considerably more complex, like being able to sacrifice Great People to speed up the timer. And THAT would require significant work to make sure the AI understood how to do it, which is why I've held off adding that for now.
 
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