Immersive Eras

Immersive Eras V. 4.00

UncivilizedGuy

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UncivilizedGuy submitted a new resource:

Immersive Eras - Complete ALL Techs or ALL Civics in each Era in order to move on to the next.

Immersive Eras
(Version 3.0)

Complete ALL Techs or ALL Civics in each Era in order to progress to the next.

Both the Tech Tree and the Civics Tree have been completely reorganized to maximize immersion.

Now the AI is forced to research everything in hopes that it will utilize all available units.

Research costs have been changed only as needed for balance.

This mod is designed to be compatible with all...

Click on the link below to see updated screenshots.

https://steamcommunity.com/sharedfiles/filedetails/?id=1194836178&searchtext=immersive+eras

Read more about this resource...
 

Attachments

  • Immersive Era Ancient.PNG
    Immersive Era Ancient.PNG
    1.9 MB · Views: 9,443
  • Immersive Era Classical.PNG
    Immersive Era Classical.PNG
    1.9 MB · Views: 9,972
  • Immersive Era Medieval.PNG
    Immersive Era Medieval.PNG
    1.9 MB · Views: 1,346
  • Immersive Era Renaissance.PNG
    Immersive Era Renaissance.PNG
    1.8 MB · Views: 5,418
  • Immersive Era Industrial.PNG
    Immersive Era Industrial.PNG
    1.9 MB · Views: 1,978
  • Immersive Era Modern.PNG
    Immersive Era Modern.PNG
    1.9 MB · Views: 1,140
  • Immersive Era Atomic.PNG
    Immersive Era Atomic.PNG
    1.9 MB · Views: 1,132
  • Immersive Era Information.PNG
    Immersive Era Information.PNG
    2 MB · Views: 1,159
  • Immersive Era Ancient Civics.PNG
    Immersive Era Ancient Civics.PNG
    1.9 MB · Views: 1,137
  • Immersive Era Classical Civics.PNG
    Immersive Era Classical Civics.PNG
    2 MB · Views: 2,318
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The forum will only let me upload 10 screenshots:undecide:

Edit: I added the rest. Click on the link in the opening post.
 
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I like the idea, but things like "having to research everything to research writing" (mostly when writing is so key to fast researching btw) aren't really immersive for me. I'd prefer it if there were simply more crosslinks, basically ensuring that you have all ancient era techs before you can research medieval techs, all classical techs before you can research renaissance. Just feels more natural to me.
 
The idea is to prevent beelining and zooming through the eras. This way players can fully experience an era before advancing. From a historical perspective advanced civilizations had discovered and learned most technologies as they moved forward. Writing and Bronze Working are must have technologies in order to progress into the Classical era. But in all honesty, I just like to play this way. :)
 
The idea is to prevent beelining and zooming through the eras. This way players can fully experience an era before advancing. From a historical perspective advanced civilizations had discovered and learned most technologies as they moved forward. Writing and Bronze Working are must have technologies in order to progress into the Classical era. But in all honesty, I just like to play this way. :)

Wow, thank you soo much! Just last night I was playing against Brazil which built spaceports and AT Crews, but only managed to research Iron working after it. I just turned off the game, wishing somebody would fix this nonsense....)

You said you changed research costs.... does this mean we can avoid using slower tech mods or are they still required to avoid seeing spaceports in 15th Century?

Also, another question: Is it possible instead of making one key technology just use the old research tree and prevent player/AI from researching techs from Classical era until all Ancient era techs will be completed? This would prevent writing being the last tech in Ancient era - you can choose how you will prioritize techs in one era but at the end you just need to complete them all.
 
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Due to the limitations of the Civ6 xml code, in order to get a civilization to research all techs before advancing I need to create these tech bottlenecks. But yes I did have the idea of leaving the tech tree the same and then adding empty techs to act as bottle necks. But if Writing is what is bugging everyone then I could use Bronze Working instead. I'm just sort of a stickler for historical accuracy.

I only changed research costs when I moved a tech out of its original location. The total research cost of the tech tree is the same as vanilla. Compatibility depends on how other modders change research costs. If they use a single modifier to change the overall cost of the tree then their mod will be compatible. If they change research costs on a tech by tech basis then you might have a problem. I think the slower tech mods use a single modifier from a different table but I haven't actually looked at them.
 
Due to the limitations of the Civ6 xml code, in order to get a civilization to research all techs before advancing I need to create these tech bottlenecks. But yes I did have the idea of leaving the tech tree the same and then adding empty techs to act as bottle necks. But if Writing is what is bugging everyone then I could use Bronze Working instead. I'm just sort of a stickler for historical accuracy.

That's great idea. You can put 1-turn tech and name it as "Classical Era" (which will require all final techs from Ancient era + dead-end tech, e.g. archery). And then all Classical era starting techs would have this technology as pre-requisite.
 
Good mod. Universal History - what is it? Can you make hyperlink (under the line) on all your MODs?
 
Man your mod looks impressive, I would love to try it. However, it is a stand alone mod not a component. Components work well with other mods, your mod doesn't. When I load it up, go to tech tree, it is real messed up buddy. Lines are shooting all over the place and nothing lines up. I can take a screenshot if you like and the mods I am running. The ones I am running do play together nicely and most are components. I'd be happy to help sort it out with you, if your desire is to make it as compatible as possible.

It is a win win because the eras go by to fast. I am improving it by 8 ages of pace, it is a great mod for that. (I am noticing most of your work doesn't work with a lot of other mods, I am running around 20-25 Mods total ;))
 
Tech tree mods have a good chance at being incompatible with other mods. The changes I made to create this tech tree are about as bare bones as it gets. I didn't move any buildings or units around. If any mod makes a single change to a tech tree then there is a good chance it will be incompatible. If you can give me a list of mods that you are running I can get a better idea of what the problem is. I'm not sure what changes 8 Ages of Pace makes other than adjusting research costs. But that can even cause a problem because I adjusted some research costs so that my tech tree progresses naturally. My mod is actually meant to be an alternate solution to what 8 Ages of Pace does.

In Civ 5 I created one giant mod and very few components. I decided to take the component approach this time because people tend to only like certain aspects of my mod. But ultimately I plan on combining everything into one large mod pack. My priority is to make these components compatible with my own creations before anyone else's.
 
No tech tree mods are included in my mod list. It should work but it doesn't, I first tried it using Harder AI, that mod is ruined because of it. I love what you are doing but I am running all compatible mods, none seem to be conflicting at all.

I used your Mod in Civ 5, it almost made civ 5 fun. I liked it but hated civ 5 sadly, it was dumb down, missing a ton of things. Streamlined some were saying, I say it was a total disgrace. :p

Like I said, I want your mod to work with others, like it should I will help you if you want. I play game after game, usually never completing, only to try out new mods and scripts. :lol:
ModListingNovember30.png


Now I think about it, I wonder if 8 ages of pace and war changes anything.. If you notice something let me know I will remove it and give the mod a shake down. :D
 
Tech tree mods have a good chance at being incompatible with other mods........

I've found the conflict for 8 Ages of pace. His SQL file SlowerEras makes a tree/cost modification

-- Technology cost
UPDATE Technologies
SET Cost = ROUND(Cost + Cost*(SELECT EraIncreases.Increase
FROM EraIncreases
WHERE EraIncreases.EraType = Technologies.EraType)/100);

It can can be fixed by either excising this section, or (the route I took) doing a mod mashup where Immersive has the files loaded first in the MODINFO file.

<Files>
<File>Civics.xml</File>
<File>Techs.xml</File>
<File>FasterRoads.xml</File>
<File>FasterBorders.xml</File>
<File>SlowerEras.sql</File>
<File>AdjustedPopGrowth.xml</File>
<File>TextChanges.xml</File>

</Files>

This process seems to have them both playing very nicely together. Not sure if it's a result of SQL vs XML or if it's the static values Immersive applies vs the dynamic cost function of Ages. Either way that's the fix as far as I could figure out. Great mod(s) UG, you're an asset to the community and responsible for 5 of my top 10 favorite mods for a game sorely needing them.
 
I've found the conflict for 8 Ages of pace. His SQL file SlowerEras makes a tree/cost modification

-- Technology cost
UPDATE Technologies
SET Cost = ROUND(Cost + Cost*(SELECT EraIncreases.Increase
FROM EraIncreases
WHERE EraIncreases.EraType = Technologies.EraType)/100);

It can can be fixed by either excising this section, or (the route I took) doing a mod mashup where Immersive has the files loaded first in the MODINFO file.

<Files>
<File>Civics.xml</File>
<File>Techs.xml</File>
<File>FasterRoads.xml</File>
<File>FasterBorders.xml</File>
<File>SlowerEras.sql</File>
<File>AdjustedPopGrowth.xml</File>
<File>TextChanges.xml</File>

</Files>

This process seems to have them both playing very nicely together. Not sure if it's a result of SQL vs XML or if it's the static values Immersive applies vs the dynamic cost function of Ages. Either way that's the fix as far as I could figure out. Great mod(s) UG, you're an asset to the community and responsible for 5 of my top 10 favorite mods for a game sorely needing them.
Excising that bit of code sort of defeats the purpose of using his mod. But I can see how the loading order might cause a conflict.
 
I've noticed that the Winter Patch has scrambled the tree again (this time with only immersive running). Civics appears to be unaffected. Some tweaks to the tech file (costs and line position) look to have fixed this. I used the original era screenshots posted as a guide to replicate UG's intent but had to fake some 'third column' costs in. I've attached the updated Techs.xml that I'm using as a stopgap till UG has opportunity to update. Place this in the Immersive Eras (V. 1.0) folder in your mod directory (or use in a merged mod if you're going that route), making a backup of the original UG tech file. Given the holiday season there is little reason to feel entitled to an immediate official update but thought I'd offer a band-aid for things. Hope I didn't step on any toes with this and look forward to a 'UG approved & tested' version, minus my butcher, learn-through-dissection approach.

Tangentially I would be interested to see players thoughts on some of the tree modifications made by the Winter Patch. My main reason for using this mod was less the 'bottle-neck' effect and more an elimination of the beeline ability. From play-testing how are people liking the un-modded Firaxis revisions to tech? Does Immersive still function as a better solution to technology progression or have they (Firaxis) come closer to achieving balance in the Winter Patch?

As always, many thanks UG for your mod and quick correction of a game in need of balance.
 

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