Immersive Eras

Immersive Eras V. 4.00

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 mode 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.
I just discovered that this was broken. I will get this updated soon as I have a chance.
 
Could I use these mod(s) as a way to keep from progressing into the next era, say for instance I wanted to stay in the medieval era.
 
If you make the last tech and the last civic in the medieval era repeatable and disconnect the prerequisite techs from the Renaissance era it should work.
 
hmm any clue as to how I would go about doing that? sorry making mods and such isnt my field of expertise
 
I don't even play Civ 6 yet and already rate this this 10/10 just by looking at the screenshots. Marvelously done, especially the finishing tech/civic in each era, I thought about this many times and wondered if it would be possible. Now I know it is and I'll definitely play with your mod as soon as I start Civ 6 - whenever it happens.

Seriously, I appreciate it so much that if you ever come to Brazil, I'll pay your beer!
 
I really am enjoying this mod coupled with your AI mod, i myself am more of an immersion player than a hardcore strategist, would it be possible to have it so when a tech is developed the year changes to roughly the year that the tech was invented/discovered ? and remain so until another tech is researched ? Immersion !
 
I really am enjoying this mod coupled with your AI mod, i myself am more of an immersion player than a hardcore strategist, would it be possible to have it so when a tech is developed the year changes to roughly the year that the tech was invented/discovered ? and remain so until another tech is researched ? Immersion !
I've had a similar idea in the past. What I wanted to do is to completely remove the calendar altogether. Then add the real years into the title of the techs. But unfortunately modding the calendar is beyond my modding abilities . I'm sure someone who understands Lua modding could easily make the calendar invisible.
 
The mod is broken with the summer update i think, if you can update that would be great
 
UncivilizedGuy updated Immersive Eras with a new update entry:

Updated for Spring Patch

Updated for Spring Patch.

Atomic Era and Information Era in the tech tree only (not Civics) have been returned back to vanilla form because of an extremely long load time that's caused by modifications made to the Atomic Era. I have no fix for this at the moment.
 
Last edited:
Back
Top Bottom