Hajee
Prince
- Joined
- Nov 4, 2014
- Messages
- 342
Hajee submitted a new resource:
No B-ling - No B-ling
*11/26/16* Changed Title of thread - the mod is no longer a just no beelining, but mainly just a Tree revamp
created this mod so there is no more b-ling. You research most techs in each era, and all techs before u get into industrial era. Same with civics. I had to move some techs around, so the info era is only there for the mars mission. I wish add new techs later once the art tools come in.
This is Alpha and I plan to always update the mod.
This is a mod for those whole like longer eras, and long drawn out games.
Side note
1.because of the way the tech is made by the devs COST is very important. I did increase the cost a bit so Standard speed feels longer, almost like Epic speed.
2. This mod will not work with any other the adds, alters the tech tree. Although if you use a mod with a simple cost multiplayer it may work, I am not sure.
3. Once you load the first time it will take so time to load, however once u load it once it seems like the load in decreased to almost nothing.
download file here
https://www.dropbox.com/s/7edrcqvi7aywm4f/Tech-Civic Tree Revamp V6.rar?dl=1
Exact to
C:\Users\....\Documents\My Games\Sid Meier's Civilization VI\Mods
If you find in error crash or have an idea etc, please write so I can update and fix.
This mod has also been added to Horem Mod: I suggest playing his mod as he has done a wonderful job with balance and pacing:
http://forums.civfanatics.com/threads/the-sloth-the-tortoise-and-the-snail.604484/
Add new units
-Copper swordsmen
-Bowmen
-Long-swords men
-Advanced Infantry
Add New Techs Above units
Lowered Cost of Code of Laws
Removed boost on wheel
Switched Gunpowder and Square rigging. - This was because I had issue changing the boost. Mainly a text issue I believe. I could not find the UI element for the boost, that or it is unclear if the boost is tied to dll
Add new parameters for game play to match the slower tech rate and era advancement.
-Projects Take longer
-Buildings cost less, however cost of Districts increased
-Unit cost increased
-Great people Cost increased
-Boosted rate to tech is halved
Fix game breaking error when research CIVIC_MYSTICISM
Update Rules.sql with new changes
1. Maintenance on Warrior and Slinger is set to 1
2. Min distance between cities are set to 4 instead of 3
3. Increase border expansion
This was only minor changes and fixes. Add nothing new. Manly where prereq errors
Added in new Civics
-SYMPOLITEIA
-TERRA_NOSTRUM
-FOREIGN_DIGNITARY
-IMPERIALISM
-STATE_MEDIA
-GLOBAL_ECONOMY
Moved some Policies around and Casi Bali
-All Govs get their own Casi Beli expect for Monarchy which gets Alliances
Add in new Policies
-SHARED_CROPS - Econ +2 Food in Captail
-UNIT_EXP - Plus 25% Land based units Exp
-PAX_IMPERIA - +3 combat against city states
-SHARED_MYTHS - +2 from trade routes (trade routes to you)
-SHARED_CULTURE +1 Culture per Envoy
Big thank you to Horem for his help on coding issues I was having, and to Drityface83 for Ideas and testing.
Notes:
there is some UI issues. The combat modifier against City States does not show up does not show up but you can to +3 being added before you attack.
I plan on adding unit Exp for navel soon
Update Civic Cost Modifier via the Rules.sql - I noticed it was easy to complete the civic tree and still be behind an era to two eras on the tech tree.
Updated Unit Upgrade Paths
-Red Coat
-French Garde Imperiale
Both Upgrade to INFANTRY
-Infantry no longer upgrade toe Mech Infantry
-Mech Infantry is now Light Cav unit
-Cavalry and Russian Cossack Upgrade to Mech Infantry
-Rough Riders upgrade to tank instead of modern Armour.
PS English not my first, and this is still Alpha I have new techs and units I wanna add to the game but waiting on mod tools for that.
P.S.S
Really if my spelling if rough and not well I am sorry but no need to point it out.
Read more about this resource...
No B-ling - No B-ling
*11/26/16* Changed Title of thread - the mod is no longer a just no beelining, but mainly just a Tree revamp
created this mod so there is no more b-ling. You research most techs in each era, and all techs before u get into industrial era. Same with civics. I had to move some techs around, so the info era is only there for the mars mission. I wish add new techs later once the art tools come in.
This is Alpha and I plan to always update the mod.
This is a mod for those whole like longer eras, and long drawn out games.
Side note
1.because of the way the tech is made by the devs COST is very important. I did increase the cost a bit so Standard speed feels longer, almost like Epic speed.
2. This mod will not work with any other the adds, alters the tech tree. Although if you use a mod with a simple cost multiplayer it may work, I am not sure.
3. Once you load the first time it will take so time to load, however once u load it once it seems like the load in decreased to almost nothing.
download file here
https://www.dropbox.com/s/7edrcqvi7aywm4f/Tech-Civic Tree Revamp V6.rar?dl=1
Exact to
C:\Users\....\Documents\My Games\Sid Meier's Civilization VI\Mods
If you find in error crash or have an idea etc, please write so I can update and fix.
This mod has also been added to Horem Mod: I suggest playing his mod as he has done a wonderful job with balance and pacing:
http://forums.civfanatics.com/threads/the-sloth-the-tortoise-and-the-snail.604484/
Spoiler Future Plans :
Add new units
-Copper swordsmen
-Bowmen
-Long-swords men
-Advanced Infantry
Add New Techs Above units
Spoiler Changes V.1 :
Lowered Cost of Code of Laws
Removed boost on wheel
Switched Gunpowder and Square rigging. - This was because I had issue changing the boost. Mainly a text issue I believe. I could not find the UI element for the boost, that or it is unclear if the boost is tied to dll
Add new parameters for game play to match the slower tech rate and era advancement.
-Projects Take longer
-Buildings cost less, however cost of Districts increased
-Unit cost increased
-Great people Cost increased
-Boosted rate to tech is halved
Spoiler V.2 :
Fix game breaking error when research CIVIC_MYSTICISM
Update Rules.sql with new changes
1. Maintenance on Warrior and Slinger is set to 1
2. Min distance between cities are set to 4 instead of 3
3. Increase border expansion
Spoiler V3/V4 :
This was only minor changes and fixes. Add nothing new. Manly where prereq errors
Spoiler V5 :
Added in new Civics
-SYMPOLITEIA
-TERRA_NOSTRUM
-FOREIGN_DIGNITARY
-IMPERIALISM
-STATE_MEDIA
-GLOBAL_ECONOMY
Moved some Policies around and Casi Bali
-All Govs get their own Casi Beli expect for Monarchy which gets Alliances
Add in new Policies
-SHARED_CROPS - Econ +2 Food in Captail
-UNIT_EXP - Plus 25% Land based units Exp
-PAX_IMPERIA - +3 combat against city states
-SHARED_MYTHS - +2 from trade routes (trade routes to you)
-SHARED_CULTURE +1 Culture per Envoy
Big thank you to Horem for his help on coding issues I was having, and to Drityface83 for Ideas and testing.
Notes:
there is some UI issues. The combat modifier against City States does not show up does not show up but you can to +3 being added before you attack.
I plan on adding unit Exp for navel soon
Spoiler V6 :
Update Civic Cost Modifier via the Rules.sql - I noticed it was easy to complete the civic tree and still be behind an era to two eras on the tech tree.
Updated Unit Upgrade Paths
-Red Coat
-French Garde Imperiale
Both Upgrade to INFANTRY
-Infantry no longer upgrade toe Mech Infantry
-Mech Infantry is now Light Cav unit
-Cavalry and Russian Cossack Upgrade to Mech Infantry
-Rough Riders upgrade to tank instead of modern Armour.
PS English not my first, and this is still Alpha I have new techs and units I wanna add to the game but waiting on mod tools for that.
P.S.S
Really if my spelling if rough and not well I am sorry but no need to point it out.
Read more about this resource...
Last edited: