Since this mod doubles the tech tree, how long should a Standard game last? (Normally 500 turns)

  • 2x as long (1000 turns)

    Votes: 29 59.2%
  • 1.75x as long (875 turns)

    Votes: 7 14.3%
  • 1.5x as long (750 turns)

    Votes: 7 14.3%
  • 1.25x as long (630 turns)

    Votes: 6 12.2%

  • Total voters
    49

TheOneHitPupper

Chieftain
Joined
Jun 15, 2017
Messages
98
MoreTech
The Tech Tree just got 2x bigger



Overview
For almost as long as I've played Civilization V, I've consistently felt that the vanilla Tech Tree was too short and was missing large swaths of human history. I noticed there were a few mods out there that expand the Tech Tree, but would only expand it in one way. For example, the Enlightenment Era mod by Pouakai only adds in the Enlightenment Era and is incompatible with other Tech Tree mods such as Prehistoric Era Reborn or Future Worlds. I wanted a mod that covered all history to the present day and the future. I eventually set out to make my own. After roughly 6 months of compiling code, graphics, and bug-testing, I'm finally ready to release this overhaul mod. I hope for it to become a communal project of sorts, akin to the Community Project (with which it was built alongside and is dependent on).

With this overhaul mod, you will start in the year 50,000 BC as a nomadic tribe doing their best to survive the harsh realities of the prehistoric world. Make your way through history as you find a foothold for your empire to unfurl. Will you build an empire that stands the test of time?


Features
- 166 Technologies (84 NEW)
- 330+ Buildings (178 NEW)
- 157+ Units (86 NEW)
- 152 Wonders (99 NEW)
- 16 Eras (8 NEW)
- 5 NEW Projects/Resolutions
- 14 NEW Improvements


New Eras
From vanilla, this mod encompasses 8 new eras into Civilization V. These include (in order): Paleolithic Era, Mesolithic Era, Neolithic Era, Ancient Era, Classical Era, Medieval Era, Renaissance Era, Enlightenment Era, Industrial Era, Modern Era, Atomic Era, Information Era, Knowledge Era, Automation Era, Consciousness Era, and the Interplanetary Era.


New Mechanics
  • Health & Plague: Based on the Health & Plague mod by FramedArchitecture. Adds a new Health yield which affects city growth. Your populace can be put at risk if a disease sweeps through your cities. Dangerous in the early-game to mid-game. Doctor specialists can be put to work in your cities for extra :c5science: Science and City Health.
  • Global Warming: Another mod by FramedArchitecture. Adds a background mechanic that measures global emissions by certain buildings and improvements. Affects the landscape of the world in the mid to late-game.
  • Prehistoric Hunting: Using Wildlife Reborn as the base, Barbarians spawn animal units exclusively until around the Neolithic Era. Animals are typically much faster and stronger than early-game units, so be careful with early-game scouting! Killing these units yields substantial :c5food: Food for your tribes.
  • Slave Trade: Based on UncivilizedGuy's mod. Until you reach the Renaissance Era, capture civilian or military units to transform them into maintenance free, but non-specialized workers. In the Ancient Era, build Slave Auctions to gain the Slave resource, which allows you to build Laborer units.
  • Great Works of Film: Based on the Great Works of Film mod by JFD. Unlocked at Cinematography, Great Directors fill new Great Work slots with their respective cinematic works. Mid to late-game Great Person. Director specialists can be put to work in your cities for extra :c5culture: Culture.
  • Medic units: Based on the Medical Civilian Units by Dark Nihilius. Adds mid to late-game medical units capable of healing nearby units. Limit of 4 per player.
  • More Spy-centric Buildings/Wonders: A variety of offensive/defensive bonuses are unlocked in the Knowledge Era to aid in your Espionage capabilities.
  • Defensive Nuclear Capabilites: Laser Defense Missile Systems and the Missile Shield national wonder are unlocked at Quantum Computing, which adequately defend against Nuclear Missile attacks.
Screenshots
MoreTech Tree.jpg

Fermentation.jpg Harmony.jpg Ropemaking.jpg VR.jpg Cinematography.jpg


Latest Version (Alpha 6)
Release date: April 8, 2020
Download file size: 127 MB


Gameplay
I am going to list all the available game components (old and new) here.
Spoiler :

  • Technologies
    Spoiler :

    Simple Tools
    Complex Tools
    Fire
    Gathering
    Hunting
    Rituals
    Cooking
    Harmony
    Social Structure
    Scouting
    Tool Specialization
    Harpooning
    Language
    Warfare
    Leadership
    Idols
    Painting
    Archery
    Music
    Cooperation
    Religion
    Art
    Ropemaking
    Agriculture
    Trading
    Copper Forging
    Trapping
    Pottery
    Animal Husbandry
    The Wheel
    Mining
    Fishing
    Calendar
    Military Theory
    Construction
    Bronze Working
    Sailing
    Writing
    Mathematics
    Masonry
    Mineralogy
    Iron Working
    Drama and Poetry
    Philosophy
    Code of Laws
    Engineering
    Currency
    Metal Casting
    Education
    Theology
    Chivalry
    Physics
    Steel
    Civil Service
    Guilds
    Compass
    Machinery
    Fermentation
    Banking
    Printing Press
    Astronomy
    Gunpowder
    Chemistry
    Architecture
    Sovereignty
    Acoustics
    Exploration
    Metallurgy
    Humanism
    Economics
    Navigation
    Flintlock
    Music Theory
    Scientific Theory
    Manufacturing
    Warships
    Fortification
    Romanticism
    Sanitation
    Railroad
    Telegraph
    Steampower
    Rifling
    Archaeology
    Fertilizer
    Industrialization
    Dynamite
    Military Science
    Biology
    Electricity
    Corporations
    Replaceable Parts
    Flight
    Combustion
    Plastics
    Radio
    Cinematography
    Urbanization
    Sonar
    Ballistics
    Penicilin
    Refrigeration
    Atomic Theory
    Radar
    Combined Arms
    Electronics
    Computers
    Nuclear Fission
    Rocketry
    Sabotage
    Ecology
    Satellites
    Advanced Ballistics
    Mobile Tactics
    Environmentalism
    The Internet
    Telecommunications
    Robotics
    Lasers
    Stealth
    Genetic Engineering
    Globalization
    Surveillance
    Mobile Computing
    Particle Physics
    Biometrics
    CRISPR
    Yellow Journalism
    Mass Media
    Memetics
    Virtual Reality
    Cyberwarfare
    Cloning
    Distributed Computing
    Additive Manufacturing
    High-Energy Physics
    Nanomaterials
    Orbital Development
    Ecotheory
    Implants
    Cognitive Tech
    Holography
    Microscale Engineering
    Artificial Environments
    Transgenics
    Neural Interface
    Quantum Computing
    Autonomous Systems
    Nuclear Fusion
    Arcologies
    Designer Genetics
    Biomodification
    Cybernetics
    Artificial Intelligence
    Nanotechnology
    Adamantium
    Human Augmentation
    Digital Society
    Smart Materials
    Energy Theory
    Hyperstructures
    Terraforming
    Homo Superior
    Computronium
    Space Colonization
    Future Tech
  • Eras
    Spoiler :

    Paleolithic
    Mesolithic
    Neolithic
    Ancient
    Classical
    Medieval
    Renaissance
    Enlightenment
    Industrial
    Modern
    Atomic
    Information
    Knowledge
    Automation
    Consciousness
    Interplanetary
    Future
  • Buildings / National Wonders
    Spoiler :

    Stone Shelter
    Tree of Life*
    Causeway
    Tribe's Campfire*
    Midden
    Hunter's Hut
    Totem of the Goddess
    Totem of the Stone Spirit
    Totem of the Forest Spirits
    Totem of the Sea God
    Totem of the Sky God
    Totem of Spiritual Humanism
    Totem of Atheism
    Totem of Animism
    Totem of the War Gods
    Totem of the Plains Spirit
    Totem of the Haleness Spirit
    Firepit
    Stone Circle
    Chieftain's Hut*
    Boundary Marker
    Food Storage
    Dock
    Tribe's Meeting Place*
    Palisade
    Lectern*
    Hero's Hut*
    Shrine
    Shaman's Circle*
    Cave Paintings
    Target Range
    Rock Gongs
    Council
    Megalith
    Monument
    Process Food
    Market
    Apothecary
    Weapon Molds*
    Tool Molds*
    Jewelry Molds*
    Circus
    Slave Auction
    Granary
    Chariot Racing Stadium
    Corral
    Watermill
    Well
    Herbalist
    Vineyard
    Barracks
    Process Defense
    Walls
    Town Hall
    Butchery
    Lighthouse
    Library
    Scrivener's Office
    Border Charter
    Arena
    Circus Maximus*
    Jewelry Merchants
    Stone Works
    Heroic Epic*
    Forge
    Arts Conversion
    National Monument*
    Amphitheater
    Writer's Guild
    Temple
    School of Philosophy*
    Courthouse
    Jail
    Aqueduct
    Palace*
    Caravansary
    Slave Market
    Brothel
    Process Wealth
    Foundry
    Baths
    University
    Chancery
    Oxford University*
    Process Research
    Garden
    Grand Temple*
    Stable
    Castle
    Armory
    Workshop
    Customs House
    Artists' Guild
    East India Company*
    Harbor
    Fish Market
    Ironworks*
    Tailor
    Brewery
    Bakery
    Tavern
    Bank
    Printing Press
    Observatory
    Grocer
    Gallery
    City Hall
    Constabulary
    National Assembly*
    Opera House
    Musician's Guild
    Salon
    Windmill
    Inn
    Fire Brigade
    Gunsmith
    Conservatory
    Zoo
    Public School
    Cloth Mill
    Weigh House
    Drydock
    Bastion
    Hermitage*
    Museum
    Menagerie
    Hospital
    Sewer System
    Wastewater Treatment
    Hotel
    Train Station
    Telegraph System
    Police Station
    Seaport
    Agribusiness
    Factory
    Correctional Facility
    Arsenal
    Deep Mine
    Military Academy
    National Health Committee
    Refinery
    Electric Grid
    International Finance Center*
    Corporations
    Wire Service
    Naval Base
    Fire Department
    Filling Station
    Research Lab
    Palace of Culture and Science*
    Broadcast Tower
    Foreign Bureau
    Cinema
    Director's Guild
    Stock Exchange
    Theme Park
    National Health Office
    Mine Field
    Fishery
    Hall of Honor*
    Medical Lab
    Center for Disease Control*
    Stadium
    Biofuel Refinery
    Manhattan Project*
    Airport
    Recycling Center
    Drive-in
    Nuclear Plant
    Strategic Defense System
    Enrichment Facility*
    Military Base
    National Intelligence Agency*
    Solar Plant
    Hydroelectric Power
    Wind Plant
    Airbase
    Launch Facility*
    Geothermal Plant
    Tidal Plant
    E-commerce Server
    National Visitor Center*
    Video Rental
    Articulated Factory
    Cellular Imaging Lab
    Advanced Worm System*
    Particle Accelerator*
    Biometric Database
    National ID System*
    Gene Therapy Lab
    Perception Management System
    Server Hub
    Entertainment Centre
    VR Café
    VR Training Centre
    Honeypot System
    Internal Defense Mechanism*
    Aquaculture Lab
    Cloning Lab
    Research Server
    Autoplant
    Milling Center
    Information Hub
    Nanomaterial Plant
    Space Station
    Research Module
    Engineering Module
    Comm Module
    Biofactory
    Ecosanctuary
    Smart Grid
    Implant Clinic
    Network Backbone
    Undersea Mining Platform
    Holographic Theater
    Revival Hall
    Converter
    Geofront
    Vertical Farm
    Tidal Array
    Transgenic Nursery
    Cyberclinic
    Laser Missile Defense System
    Missile Shield*
    Dronehive
    Borehole
    Fusion Reactor
    Distribution Hub
    Orbital Refinery
    Aerospace Complex
    Orbital Habitat
    Central Command*
    Biogenesis Pod
    Mycoprotein Vats
    Genejack Facility
    Bioenhancement Lab
    Telepresense Hub
    Mnemosyne Facility
    AI Network
    Nanoforge
    Nucleonic Foundry
    Birthing Pods
    Brain Uploading Facility
    Utility Fog Generator
    Spaceship Factory
    Moon Base
    Metroplex Hub
    Floating Islands
    Europa Hub*
  • Wonders
    Spoiler :

    Theopetra Cave
    Wonderwerk Cave
    Avebury
    Skara Brae
    Ggantija Temples
    Cave of Altimira
    Kupgal Petroglyphs
    Newgrange
    Nazca Lines
    Petra
    Stonehenge
    Great Sphinx
    Karnak
    Great Pyramids
    Temple of Artemis
    Mauseleum of Halicarnassus
    Statue of Zeus
    Great Lighthouse
    Great Library
    Hanging Gardens
    Roman Forum
    Terracotta Army
    Parthenon
    Oracle
    Solomon's Temple
    Code of Hammurabi
    Great Wall
    Malwiya Minaret
    Angkor Wat
    Shwedagon Paya
    Colossus
    University of Sankore
    Mont Saint-Michel
    Hagia Sophia
    Borobudur
    Al-Masjid an-Nabawi
    Alhambra
    Machu Picchu
    Forge of Damascus
    Forbidden Palace
    Chartres Cathedral
    Cathedral of St. Basil
    Itsukushima Shrine
    Notre Dame
    Krak des Chevaliers
    Public Works
    Brewer's Hall
    Medici Bank
    Kinkaku-Ji
    Globe Theatre
    Chichen Itza
    Himeji Castle
    Leaning Tower of Pisa
    Porcelain Tower
    Taj Mahal
    Hotel de Toulouse
    Topkapi Palace
    Versailles
    Sistine Chapel
    Summer Palace
    St. Peter's Basilica
    The Global Exploration Expedition
    Red Fort
    Uffizi
    Wat Phra Kaew
    Hudson's Bay Company
    Gripsholm Castle
    Torre Del Oro
    Durs Egg Manufacturing Company
    Paris Conservatory
    Boulton's Soho Manufactory
    Kronborg
    Fasil Ghebbi
    Smithsonian Institute
    Chelsea Waterworks
    Neuschwanstein
    Brooklyn Bridge
    The Associated Press
    Slater Mill
    Browning Arms Company
    Louvre
    Monte Carlo Casino
    Trafalgar Square
    Palace of Westminster
    Eiffel Tower
    Panama Canal
    Brandenburg Gate
    Empire State Building
    The Motherland Calls
    Prora
    Highland Park Ford Plant
    Cristo Redentor
    Palace of the Soviets
    Broadway
    Rockefeller Center
    Hollywood
    Statue of Liberty
    Antikabir
    White Sands Missile Range
    Millau Viaduct
    Willis Tower
    Cine Thisio
    Bletchley Park
    Arecibo Observatory
    Apollo Program
    The Sputnik Program
    Pentagon
    Sydney Opera House
    The Millennium Project
    Great Firewall
    CN Tower
    Hubble Space Telescope
    Palm Jumeirah
    Taipei 101
    Alamo Drafthouse
    Human Genome Project
    Burj Khalifa
    Shanghai World Financial Center
    PRISM
    Silicon Valley
    CERN
    Global Initiative for Cancer
    Facebook.com
    YouTube.com
    Google.com
    Tokyo Skytree
    The OASIS
    Stuxnet
    Enrichment Centre
    Helios Microwave Power Satellite
    Utsade Gene Vault
    Virtual Idol
    Pholus Mutagen
    Kalt Geymsla Data Haven
    Jurassic Park
    Skynet
    Bionic Tower
    Nephilim Gene Template
    Shimizu Mega City Pyramid
    Digital Emancipation
    Angelnet
    Citadel Station
    Ultima Tower
    Sky City
    Buenos Aires Forum
    Prometheus Project
  • Units
    Spoiler :

    Autochthon
    Prehistoric Settler
    Primitive Archer
    Firecaster
    Female Firecaster
    [*]
    Caveman
    Hunter
    Priestess
    Pathfinder
    Laborer
    Kon Tiki Raft
    Savage
    Female Savage
    Obsidian Archer
    Warrior
    Shaman
    Galley
    Worker
    Settler
    Caravan
    Scout
    Chariot Archer
    Work Boat
    Horseman
    Companion Cavalry
    War Elephant
    Recurve Bowman
    Spearmen
    Trireme
    Fire Ship
    Cargo Ship
    Emissary
    Catapult
    Skirmisher
    Swordsman
    Composite Bowman
    Dromon
    Missionary
    Knight
    Trebuchet
    Heavy Skirmisher
    Longswordsman
    Pikeman
    Envoy
    Galleass
    Caravel
    Explorer
    Crossbowman
    Pioneer
    Cannon
    Tercio
    Voyager
    Carrack
    Lancer
    Musketman
    Cuirassier
    Line Infantry
    Field Gun
    Frigate
    Corvette
    Zeppelin
    Fusilier
    Howitzer
    Uhlan
    Archeologist
    Diplomat
    Ironclad
    Modern Worker
    Gatling Gun
    Cruiser
    Cavalry
    Colonist
    Combat Medic
    Rifleman
    Foreign Legion
    Paratrooper
    Triplane
    Bomber
    Landship
    Tunnel Boring Machine
    Command Vehicle
    Submarine
    Escort Carrier
    Light Tank
    Artillery
    Anti-Aircraft Gun
    Machine Gun
    Mercenaries
    Ambassador
    Heavy Bomber
    B17
    Fighter
    Zero
    Tank
    Infantry
    Guerilla
    Field Medic
    Carrier
    Atomic Bomb
    Bazooka
    Destroyer
    Guided Missile
    Airborne Forces
    Battleship
    Nuclear Missile
    Mobile SAM
    Rocket Artillery
    Helicopter Gunship
    Mechanized Infantry
    Air Bridge
    Missile Cruiser
    Jet Fighter
    Modern Armor
    Nuclear Submarine
    Stealth Bomber
    Special Forces
    Supercarrier
    Drone UAV
    Missile Destroyer
    Laser SAM
    Mutant
    Vertol
    Arsenal Ship
    Anti-SAM Jet Fighter
    Railgun Armor
    Railgun SAM
    Power Armor Infantry
    Hybrid Drone
    Organic Infantry
    Drone Fighter
    Automaton
    Mech Artillery
    Hypervelocity Missile
    Cybersub
    Advanced Destroyer
    Suborbital Bomber
    Chimera
    Tyrannosaurus Rex
    Triceratops
    Velociraptor
    Biotrooper
    Hovertank
    Robotic Infantry
    XCOM Squad
    Nanohive
    Giant Death Robot
    Battlesuit
    Nexus
    Biodrone
    Bio-Titan
    Genoswarm
    SS Booster
    Crawler
    SS Stasis Chamber
    SS Cockpit
    SS Engine
  • Improvements
    Spoiler :

    Outpost
    Farm
    Camp
    Pasture
    Road
    Mine
    Fishing Boats
    Plantation
    Encampment
    Terrace Farm
    Chop down forest
    Quarry
    Clear marsh
    Fort
    Pontoon Bridge
    Village
    Lumber Mill
    Logging Camp
    Railroad
    Archaeological dig
    Well
    Tunnel
    Propaganda Tower
    Sonar Array
    Offshore Platform
    Nature Preserve
    Communications Array
    Eco-commune
    High-Energy Research Centre
    Generator
    Hydroponics Dam
    Genocentre
    Support Node
    Arcology


Installation
  1. Download and install required mods from below.
  2. Download MoreTech.7z from the hyperlink above or from here.
  3. If updating, please delete the old MoreTech folder.
  4. Extract the archive using Winrar or 7zip into your Mods folder.
  5. Go to your Documents folder and clear out your game cache.
  6. Launch your game and you should be good to go.

Required Mods

These mods are required to run MoreTech without any problems.
  • Community Patch Project. Built around the 3-15-2b release and 4-7 patch. Should be compatible with newer versions however. Used as a framework for MoreTech. Critical that you use the Community Patch.
  • Vox Populi Wonders Expanded (v2). Fills out portions of the tech tree with various Wonders.

Compatible Mods

Should be compatible with most mods that do not change the Tech Tree. Do be wary of any mods that add in content, as those will most likely be really unbalanced with this mod. Here are some mods made by the community that I built MoreTech around and will definitely be compatible with.

Future Updates
With the advent of quarantine and my place of work closing down, I will have plenty of free-time for the foreseeable future. Make sure to check this thread periodically for updates, as I will likely be uploading balancing changes and bugfixes every few days.
  • Balancing changes
  • Fixing gamespeeds to be more historically accurate.
  • Fixing Civilopedia inconsistency.
  • More early Barbarian variety. Wanting to incorporate more wildlife, specifically for the Marsh terrain (maybe an Alligator unit in the future?)
  • Making UI work with EUI better. Essentially I stripped the Health & Plague mod of all UI elements to make sure it was compatible. Would like to restore the CityView health information but unsure how to edit UI.
  • Incorporate new resources
  • New improvements. Want to implement the Trading Posts Grow Into Towns mod.
  • Working with VP's event system to make unique events that work with added buildings/improvements.
  • Adding Great People and their respective Great Works for future eras. Already have some in place up to the present, but pools for Great People past the Knowledge era are empty.
  • Want all Laborer units to dissolve at the Enlightenment Era.
  • Want to edit the slave system to where there is a limit on how many slaves you can have (to reduce overhead) as well as implementing rebellions. Also trying to figure out how to make capturing slaves only possible if a unit is killed by a melee unit.
  • Need a script that detects unimproved resources/features to make certain buildings attainable only if they're within a city's radius.

Known Bugs
  • Some incorrect Civilopedia entries
  • Balancing issues
  • Inaccurate game speeds. I mostly play on Quick/Standard. Need testers for other game speeds.
  • Some goody huts do not work. Can't figure out why.
  • Clicking Victory Conditions results in a crash. Likely due to how the Prometheus Program replaces the Apollo Program for the Science Victory.
  • Hollywood wonder Civilopedia page seems to be broken.
  • Bonus resources are being classed as Strategic resources for some reason. Can't figure out why.
  • Cityscape art missing. Seemingly random and affects cities sporadically. Possibly due to different Civs having unique Cityscapes?
  • Early settlement demands resources that are not unlocked yet. Not sure what I need to change to fix that.
Credits
Spoiler :
Mod Components
Prehistoric Era by @Muppets - original idea for prehistoric era mod
Prehistoric Era Reborn by @Novu - used as base for entire mod (included units, techs, artwork, etc.)
Enlightenment Era by @Pouakai - original idea for enlightenment era mod
Enlightenment Era (Vox Populi) by @Infixo - used code and artwork
Future Worlds by @bouncymischa - used code and artwork
Beyond the Future by @ArbogLi - used for new techs inspiration
The North Atlantic: Pagan Religious Units by @Renlav - used code and artwork for a few new units
Village Essentials Mod (v2) by @Mekbots - used code and for inspiration
Pontoon Bridges by @Techpriest & @Enginseer - incorporated into mod
Slave Trade (v3) by @UncivilizedGuy - incorporated into mod with slight edits
Ranged Scouts by @Clever_Advisor - used code and for inspiration
Resolution code by @LastSword & @LeeS - helped write lua script for Global Exploration resolution
Medical Civilian Units by @DarthNihilius - used code and unit artwork for the Field Medic and Air Bridge units
UH-60 Black Hawk by @Nomad or @what - used code and unit artwork for the Air Bridge unit
Tunnel Boring Machine by @whoward - used code and unit artwork for the Tunnel Boring Machine unit
Escort Carrier by @Sman - used code and unit artwork for the Escort Carrier unit
Wildlife Reborn by @LeeS and @Xarsus - incorporated into mod with slight edits
Mammoth unit by @Deliverator - incorporated with slight edits
JFD's Gameplay - Great Works of Film by @JFD - used code and artwork for the Great Works of Film mechanics
Health & Plague for BNW by @FramedArchitecture - used code and artwork for the Health & Plague mechanics
Strategic Resource Buildings by @Kel - used code and for inspiration for buildings
Advanced SAM Units by @Sman - used code and artwork
Global Warming by @FramedArchitecture - imported mod into MoreTech
Wild Weasel Jet Fighter by @Sman - used code and art for Anti-SAM Jet Fighter unit

Wildlife Reborn by @LeeS & @Xarsus
Mammoth Unit by @Deliverator

Testers
Anyone who's really helped with the direction of this mod will be placed here.
@amateurgamer88
@AndreyK

Disclaimer
I've found that I rarely have time to develop this project anymore. One of my main motivation killers is how unstable vanilla Civ gets for me in the late game. Even without any mods, I rarely get past turn 800 without constant crashes. Seems to be an issue with RAM limitations from the game engine. Because of this, I am putting this project on the backburner for the foreseeable future.

This mod is still very much in early alpha stages of release. I have done minimal testing in regards to balance (especially in the mid to lategame), but it seems to be stable.

I do not take any credit for any of the mods that I used or made any edits to. Full credit goes to the original developers.

Help Wanted!
I would like the community to recommend changes as well as any users who would like to help continue development. I am primarily looking for any ideas that could supplement any of the Eras, though it would be beneficial to have modders who are proficient at importing 3D models/animations for the game or anyone adept at working with Lua. Those have been my main constraints with adding content to the mod so far. Also anyone who'd like to try their hand at fixing any of the bugs would be a lifesaver haha.

If you would like to look over the framework of the mod, I made a very intricate and organised spreadsheet that will be under the Development folder in the download link or feel free to PM me with any questions/comments.


 
Last edited:
This is very ambitious! If you want this to be a community thing, perhaps you should make a github for bug reports and longevity?
 
Alpha 2 hotfix inbound. Fixed load savegame bug. Will need to start a new game unfortunately. Spent all morning trying to figure that one out. Improved on some Civilopedia entries as well. Download link is above or here.
 
This is very ambitious! If you want this to be a community thing, perhaps you should make a github for bug reports and longevity?
I'm actually not too well-versed on how Github works. But I wouldn't be too opposed to the idea in the future if I receive enough feedback :)

Hi I was curious if other modmods on vp is compatible with this amazing and enticing modmod?
I actually built it around a few modmods that will definitely make the experience better. I will post a list of mods I used above. But it should be compatible with pretty much any mod that works with VP excluding any mods that adjust the tech tree of course. Do be wary of using any mods that add in content such as new buildings and the like as they will most likely be off-balanced compared to things.

This is a very large- scale and ambitious project! Very cool.

You need to be very careful in balancing policies and beliefs that give bonuses as a multiplier depending on the era.
Definitely a major concern of mine. Will need feedback on this area. Should be releasing an update soon to mitigate that inbalance.
 
Last edited:
Wow. This is definitely ambitious. Will have to give it a try as I love my super-long games.

I play with enough content-adding mods that things should certainly get... interesting. <.<


EDIT: Oookay, a bit of problem. I play on Marathon-Emperor, and it seems that the AI A-B-C bonuses make them skyrocket ahead due to the added turn time. As in, a policy tree half-filled before I have my first policy, before hitting Ancient. There's no catching up to that.

Also, basic buildings obsoleting before I have time to build more than one or two of them is a major feelbad, also probably because on Marathon and the build costs are super-high compared to how long it takes to tech.
 
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Wow that is so exciting. Above all I really like the extention even further back in time, love the early game and low tech feel. Getting to something that even resembles balance would be pretty amazing with a mod with this big a scope
 
Wow. This is definitely ambitious. Will have to give it a try as I love my super-long games.

I play with enough content-adding mods that things should certainly get... interesting. <.<


EDIT: Oookay, a bit of problem. I play on Marathon-Emperor, and it seems that the AI A-B-C bonuses make them skyrocket ahead due to the added turn time. As in, a policy tree half-filled before I have my first policy, before hitting Ancient. There's no catching up to that.

Also, basic buildings obsoleting before I have time to build more than one or two of them is a major feelbad, also probably because on Marathon and the build costs are super-high compared to how long it takes to tech.
Alpha 3 update released. Should have preliminary coding for different gamespeeds. Rebalanced Marathon specifically :) Changed the Totem icons and added a new Totem dealing with early-game Health. Changed the Hunter unit to be a very basic scouting unit. Fixed some Civilopedia entries as well. Download link is same as above.
 
Wow! With so many techs and such a long game, this could be like the civ 5 version of Caveman 2 Cosmos. Are you planning on adding even more eras, or are you just going to refine the ones you currently finished? Either way, it looks amazing.
Something like this will be a nightmare to balance. I would also hope that any new content added would go into making the new eras feel more unique or mesh better with VP.
 
Yeah, I definitely agree that it would be a big balance issue. I was just wondering what the plans were. And I haven't played with it yet, but do social policies only get unlocked at the ancient era? As liberty gives bonus to wide play, and you can't build settlers till ancient (which I think is a good thing - represents how the starting human communities were small villages) it would seem strange.
 
Yeah, I definitely agree that it would be a big balance issue. I was just wondering what the plans were. And I haven't played with it yet, but do social policies only get unlocked at the ancient era? As liberty gives bonus to wide play, and you can't build settlers till ancient (which I think is a good thing - represents how the starting human communities were small villages) it would seem strange.
For the time being, I'm not planning to add any more Technologies/Eras. The most important thing now in this stage of development is getting balanced gameplay. I would however be open to adding more buildings and especially more units that will blend into the eras better. I feel like a few eras are lacking in particular, but I can't think of any new ideas for them. However, my working with 3D models is severely lacking and I'm not able to make adequate in-game assets that don't look horribly out of place.

As of now, policies are being unlocked around the Mesolithic/Neolithic eras, which I do plan to change to the Ancient. I'm working on policy costs to fix this at the moment. Update should be live soon.
 
I really like this, very ambitious mod.

With so many more technologies and the resulting increase in game length, I think you will have to look at adding more mechanics than you currently have in order to keep the new eras from becoming stale.
I notice you have the following:
  • pontoon bridges
  • mountain tunnels
  • Medic units
  • Global Warming
  • Slave Trade
I wonder if you should look into importing some of JFD's sovereignty mechanic or something as well?
 
I really like this, very ambitious mod.

With so many more technologies and the resulting increase in game length, I think you will have to look at adding more mechanics than you currently have in order to keep the new eras from becoming stale.
I notice you have the following:
  • pontoon bridges
  • mountain tunnels
  • Medic units
  • Global Warming
  • Slave Trade
I wonder if you should look into importing some of JFD's sovereignty mechanic or something as well?
Unfortunately there is compatibility issues with JFD's mods and VP. To make them work well with each other would be a project of its own haha.

As far as features go, there are 14 new improvements, most of which are spread throughout the future eras. I've also incorporated the Health & Plague mod, which should add some drawbacks to various buildings and improvements, especially in the early-game. There is also the mid to late-game Great Director, which acts similarly to Great Musicians. I'm also planning to add artificial islands as a new improvement, but unsure where to place it in the Tech Tree. Eventually, I want to work with VP's event system to make unique events that cater to all the new buildings and other game mechanics as well.
 
Hi. What are the dependencies of this mod? since it does not allow me to activate it despite having active VP. thanks
 
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