Sid Meier's Civilization V

Sid Meier's Civilization V

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Techtree Overhaul
   
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2.224 MB
Oct 21, 2014 @ 10:22am
Mar 17, 2016 @ 2:23pm
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Techtree Overhaul

In 1 collection by TofuSojo
Immersion and Balance Mods
19 items
Description
This mod adds units, buildings, and techs to change the tech tree to fix the following problems, in my opinion:

1) A unit's upgrade shouldn't be right after it
-Infantry no longer comes right after Great War Infantry

2) Old units should become obsolete once their upgrade is available
-Atomic Bomb becomes obsolete once you get Hydrogen Bomb

3) Eras shouldn't be missing units or buildings
-New unit Ramming Ironclad is upgrade for Privateer and Ironclad (now ranged) is upgrade for Frigate, and others

4) The Information Era shouldn't be half finished
-Hydrogen Bomb, Fleet Carrier, Supercarrier, Missile Destroyer, Special Forces, Rocket Launcher, Modern Artillery, Modern SAM, and Stealth Helicopter units added

5) Modern-Information Era units and buildings shouldn't all be the same cost
-Now they scale up like in all the other eras

6) There weren't enough happiness buildings and the Circus was needlessly restrictive
-Colosseum turned into Wonder and Arena created to take its place; Tavern added to Medieval Era; Bookstore replaces Zoo; Zoo moved to Industrial Era; unrestricted Circus in Modern Era; Stadium moved to Atomic Era

7) Largely metal units should require Iron or Aluminum and units that would require fuel should require Oil
-Most metal units require Iron or Aluminum. Most machines require Oil.

8) Iron shouldn't become obsolete
-New building Steel Foundry added, Modern Era "Factory" which requires Iron

9) There should be a way to get important Oil if unlucky
-New building Biofuel Refinery added, requires food resource nearby, +2 Oil

10) Techs should be connected more logically
-Now Internet requires Computers, Nuclear Fusion requires Lasers, etc.

11) No tech should only give one thing
-Some units and building have been moved to space things out

12) All eras should give 10 techs
-All eras escept Ancient now have 10 techs. Ancient is still the same length (research point-wise) as unmodded.

13) All archery units should have a range of 2 and be frail
-Gatling Gun, Machine Gun, Bazooka, and new Rocket Launcher all have a range of 2 but are frail and vulnerable to melee units, just like their predecessors

14) There should be an Atomic Era missile and Guided Missile should be stronger
-New unit Ballistic Missile added (as strong as Guided Missile was), Guided Missile now twice as strong

15) There should be a Wind Farm and Solar Plant shouldn't be as strong as Nuclear Plant
-Solar Plant and new Wind Farm combined are as strong as, but cost more to build and maintain than, Nuclear Plant. They can't be built on or next to Tundra or Snow and require Aluminum (just 1 total, not 1 each).

16) Modern units when embarked shouldn't still be steam-powered
- +1 embark speed in Modern, Atomic, and Information Eras so they are as fast as other modern ships (except the speedy destroyers)

17) Ancient Era doesn't need two trade routes nor Caravans so early and Information Era should have one
-Moved Caravans up and moved Cargo Ship along with Sailing's trade route to Compass. Globalization now gives a trade route too

18) Weren't enough late game gold buildings; Stock Exchange's art is clearly modern, not industrial; and Horses became useless after the Industrial Era
-Moved Stock Exchange to Information Era, added Casino in its place and Race Track (requires 1 Horse) to Atomic Era

19) There was no Archery Unit in the Renaissance
-Added Grenadier unit to Renaissance and moved Gatling Gun up to the American Civil War timespan for balance and realism

20) There should be more options for early naval units and they should make more sense
-Quinquereme and Galley (new art) made available to all. Carthage has new UB Cothon (military Harbor).
-Galleas moved up to Renaissance where it belongs. Ship stats adjusted accordingly.

21) Wonders should be in the correct century and have correct names
-Great Library and Statue of Zeus moved up to Classical Era
-Oracle renamed Temple of Apollo. Read its new pedia text for clarification

22) Building icon art should be sane
-Garden (Medieval building) no longer uses an icon of a public park from our times. It is now a Botanical Garden with better, though not perfect, art.
-New building: Public Park (2nd Garden) in Atomic Era
-Police Station moved to Information Era.

23) Several missing units, such as Ancient Mounted & anti-Mounted, etc
-Maceman, Battering Ram, Spearman, Cavalry, Horse Archer, Mounted Crossbowman, and Halberdier added.

--Compatibiliy--
-Requires G&K and BNW.
-My Renewable Energy and Information Era Ship Fix mods are built into this, so you cannot enable them too. All of my other mods are compatible.
-Aircraft speed is doubled so a mod that does this too isn’t needed

--Companion Mod--
Real Future Era, which fleshes out the Future Era with all the needed techs, units, and buildings.

--Credits--
-New Images are from Google Image Searches (often Wikipedia)
-New Civilopedia Text is from Wikipedia or written by myself
-The new techs' quotes are from brainyquote and The Simpsons
-Maceman reskin is by Civitar/Nutty on CivFanatics. The icon was made from art by Nathan Park (google image search)
-Ancient-Era Spearman icon and Horse Archer model are by Novu on CivFanatics
-Classic-Era Cavalry model is by Bakuel/Wolfdog on CivFanatics
-Real Pikeman model is by zwei833 on CivFanatics
-Ancient-Era Spearman, Mounted Crossbowman, Grenadier, & Supercarrier models are by Wolfdog on CivFanatics
-Halberdier model is by Nutty on CivFanatics
-Supercarrier's icons are by Swapmp5
-Special Forces model is by Wolfdog on CivFanatics, unit icons are from Kramer's "Special Forces upgrade for Marine" mod.
-Stealth Helicopter model is by Snafusmith on CivFanatics, unit flag and SV icon are from Fixed Mindset's "Modern Helicopter" mod.
-Special thanks to Fixed Mindset for helping me to get the Information Era's new splash screen working

--Direct Download--
For direct download if Steam is acting up or you are a Mac user:
https://dl.dropboxusercontent.com/u/3597242/Techtree%20Overhaul%20%28v12%29.zip
Just open the zip file and copy/paste or move the folder inside to your Civ 5 Mods folder alongside your other mods and it should appear in your mod list in game.

Note: The screenshots are only with this mod and CivFanatic's bc1's EUI UI mod enabled. My other mods which alter the tech tree fill it out more. Ex: Better City Defenses, Early Production Fix, Better Resource Buildings, Hardwood Resource, and Water Tiles Enhanced.
324 Comments
Kuha Aug 17, 2024 @ 5:07am 
i cant produce anything with this mod enabled
BreadBeard Aug 26, 2023 @ 3:02pm 
just found that when trying to cut down jungle tile i was unable to, despite having researched mathematics which this mod has moved that ability to, it still requires bronze working.
Amaruq Aug 8, 2023 @ 4:36pm 
I'm playing with this mod, not the Future tech, and I'm not having any issues with the tech tree display. I really like the mod. The added happiness building make it interesting and a little easier to be happy...:steamhappy:
Tony Underlay [ROOKS] Jun 10, 2022 @ 10:22pm 
I found that the Future Tech fix mod that goes with this causes the break in the tech tree. Also when reaching turn 35 or so (without future tech enabled) the game crashes and won't come back. Even after re-verifying the game cache. I would love to play with this! :steamthumbsup:
Tony Underlay [ROOKS] Jun 10, 2022 @ 8:57pm 
Hey guys! I love the idea of this mod and would love to use it. Did we get to the bottom of why the tech tree doesn't display correctly? Images not like shown in the example. Displays things like HKEY_DISPLAY_NAME_LOGGING and things. Doesn't give description of tech when the popup is displayed. Thanks again for putting such an effort into this for everyone @TofuSojo
Blehh..... Jul 12, 2021 @ 1:54am 
NotVeryBased Nov 1, 2020 @ 9:53am 
Does this mod absolutely require G&K?
LNBalestra May 5, 2020 @ 10:20pm 
@TofuSojo I cant do policies, even if i have to do it to end my turn. Will you please fix this? i am sure that i have disabled all the mods that could interfere with it. Help, please.
flookie Apr 10, 2020 @ 4:54pm 
I found that I was able to make units from the beginning of the game (GNK) that were technologically well ahead of their time, including a mobile SAM unit. Incredible expensive but available. It seems more of a distraction than useful.
Caden335 Jan 21, 2020 @ 6:29am 
is it compatible with RED modpack?