Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Better Tech Tree (UI)
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Mar 21, 2018 @ 6:24am
Dec 14, 2023 @ 5:31am
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Better Tech Tree (UI)

In 1 collection by infixo
Infixo's UI Mods
16 items
Description
New v3.2.1 as of 14.12 - Compatibility with CQUI-Lite.

Shows more info in Techs and Civics Trees. Adds ~150 new unique icons.

Compatibility
Works with the base game, Rise & Fall, Gathering Storm, CQUI, CQUI-Lite. Please note however that BTT will overwrite features that CQUI adds to the trees.
Language independent (mostly). German translation
Version 1.3+ supports my mod Real Eurekas. Now you can use both and trigger descriptions are properly shown or hidden.
CivFanatics[forums.civfanatics.com]GitHub (BTT)[github.com]

Description
New icons for:
- Eureka boosts (*) - tech icon in a bluish circle,
- Inspiration boosts (*) - civic icon in a pinkish circle,
- Resource harvests - hammer icon in a red circle,
- Improvement yield bonuses (**) - improvement icon in a green dome,
- Additional spies - a spy icon in a green square,
- Tourism changes - a tourism icon in a green square
Version 2.0:
- Improvement adjacency bonuses (**) - improvement icon in a green dome,
- Sea related changes - icon in a blue square - embarked units, changes to movement, ocean access, etc.
- Extra diplo visibility, urban defenses, flanking bonuses - icon in a green square,
- Unit commands - icon in a green square - e.g. make Corps, make Army,
- Removal of features - helmet icon in a red circle.
Version 3.0: Marking techs and civics as important:
- Click on the name to toggle the mark.
- The mark is saved into the save file, it will be there after the reload.
- When a new game is started, all techs and civics that unlock uniques are marked automatically.

(*) The eureka and inspiration icons show the boosted tech/civic and buildings, districts, units, improvements and resources that are needed to trigger a boost (e.g. have x units or have x buildings).
(**) Unique improvements are also shown, but only if you play a civ that has it.

Harvest and removal icons
- Harvest icons have been changed in Version 2.0. All resources are grouped in a single icon and the tooltip shows details. It prevents cluttering the window when using custom mods that add many resources.
- There is also an option to switch OFF the harvest and removal icons completely. Go for a file named BetterTechTree_Database.sql in the mod folder and in the line with BTT_OPTION_HARVESTS change '1' to '0' to switch the icons OFF.

Star icons
31 star icons that are redundant are by default removed to unclutter the trees a bit. If you want them back, there is an option in BetterTechTree_Database.sql to switch them ON back again.

Important Notes
1. The mod overwrites TechTreeNode.xml and CivicsTree.xml. It will be incompatible with any other mod that also overwrites them.
2. This mod does not change technologies nor civics nor any dependencies between them. It is pure UI mod. The little differences you see on the screenshots are from my other mod, Real Tech Tree, which does change dependencies and boosts' percentage.
3. BTT adds ~150 new icons to the trees, and in a few cases they simply do not fit into the node graphics. The Civics Tree supports bigger nodes but the usage of that would require changes of the original Lua file, which I don't want to do. The TechTree doesn't support bigger nodes at all and it would require even bigger re-work.
Popular Discussions View All (1)
29
Jul 27, 2021 @ 10:12am
PINNED: Please report issues here.
infixo
116 Comments
H.Humpel Nov 23, 2023 @ 12:57pm 
Hi infixo,
your mod has been translated by ASM590319 into German and the translation is now part of the German translations for Civilization VI mods mod pack.
We would be more than happy if you could refer to the language translation in your mod description.
sascha Nov 12, 2023 @ 2:36pm 
Is this compatible with Project 6T: Grand Eras?
infixo  [author] Jun 30, 2023 @ 12:30pm 
This is what civ is about. You make decisions and then you have consequences xD
adi 4k Jun 30, 2023 @ 10:04am 
You are right, there is no way to remove a selected tech or civic.
I know that the best thing is not to select it in the first place. But sometimes I do it and then realize that it is a mistake and that I shouldn't have selected anything.
That's why I thought that maybe you could create a solution for that use-case.
infixo  [author] Jun 30, 2023 @ 7:46am 
@adi4k Can you ve more precise? Remove how exactly? A civ/tech cannot be removed from the tree in-game. If you don't want to progress a civ or tech, then just don't sleect it...?
adi 4k Jun 30, 2023 @ 5:39am 
@infixo, would it possible for you to add the ability of removing a tech / civic from being selected for progress?

Or is there another way of doing that already?

Just as you can remove something from being produced in a city, so that there is no progress towards anything on that turn.
文化霸权 May 6, 2023 @ 11:56pm 
good
ZEBNB Mar 8, 2023 @ 7:08am 
nice job
Broken Lord Jan 28, 2023 @ 2:10am 
@infixo If it is not possible to do this without turning off the mod, then fine. The point is that this mod fixes a bug caused by another mod, but I do not like the abundance of icons :)
infixo  [author] Jan 27, 2023 @ 7:15am 
@lowpolycat Disable the mod?