TheOneHitPupper
Chieftain
- Joined
- Jun 15, 2017
- Messages
- 98
MoreTech
The Tech Tree just got 2x bigger
![](https://i.imgur.com/LEkyZ9L.jpg)
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).The Tech Tree just got 2x bigger
![](https://i.imgur.com/LEkyZ9L.jpg)
Overview
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
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
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
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
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.
I am going to list all the available game components (old and new) here.
Spoiler :
- TechnologiesSpoiler :
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 - ErasSpoiler :
Paleolithic
Mesolithic
Neolithic
Ancient
Classical
Medieval
Renaissance
Enlightenment
Industrial
Modern
Atomic
Information
Knowledge
Automation
Consciousness
Interplanetary
Future - Buildings / National WondersSpoiler :
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* - WondersSpoiler :
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 - UnitsSpoiler :
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 - ImprovementsSpoiler :
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
- Download and install required mods from below.
- Download MoreTech.7z from the hyperlink above or from here.
- If updating, please delete the old MoreTech folder.
- Extract the archive using Winrar or 7zip into your Mods folder.
- Go to your Documents folder and clear out your game cache.
- 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.
- Diplomacy - Auto Denounce (v1). Auto-denounces leaders when you declare war or are attacked. Very useful.
- Diplomacy Extended (v1). My own modmod that extends the amount of available diplomatic responses the AI can use.
- Global - Passable Forts (v3). Allows forts to act as passable canals for naval units.
- Ingame Editor (v39). Sometimes useful to fix weird glitches in the late-game.
- UI - Trade Routes Enhancements (v7). I extended the length of trade routes to be almost permanent. This mod by Whoward lets you recall your caravans/cargo ships so that you can change them at any time.
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
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.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!
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.
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