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 ErasFrom 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 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. Screenshots 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 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 Disclaimer 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.