Extended Tech Tree Mod
This mod does far more, but the emphasis is on an extended tech tree in which many items that currently share a tech entry must be researched separately. This significantly increases the strategy involved in selecting techs to research, particularly early in the game.
Overall, you should find this a familiar, yet significantly varied mod to the traditional game. Watch out for the 3 food per population change: don't found your city in the middle of a bunch of one food tiles thinking you'll be fine!
I've attempted to rebalance the civics so that every civic is useful.
Every global wonder is converted to a per-civ wonder, but the costs are higher, so you have to decide when you want the particular effect.
Religions are currently all equal, and all foundable at the same point in the tech tree (with the goal being that the historical order doesn't have to be the same every game). In a future version I plan to make the religions more unique, and figure out how to help the AI found more easily.
If any of you serious civvers try this out, please let me know if anything is grossly unbalanced, and please explain why as I'm far from an expert strategic player.
I play primarily marathon/continents. If you try some other combo and it doesn't work well, I'd appreciate knowing that too.
Feedback very welcome. Please let me know what you like and dislike!
(Large Image)
Version 1: Initial release
This mod does far more, but the emphasis is on an extended tech tree in which many items that currently share a tech entry must be researched separately. This significantly increases the strategy involved in selecting techs to research, particularly early in the game.
Overall, you should find this a familiar, yet significantly varied mod to the traditional game. Watch out for the 3 food per population change: don't found your city in the middle of a bunch of one food tiles thinking you'll be fine!
I've attempted to rebalance the civics so that every civic is useful.
Every global wonder is converted to a per-civ wonder, but the costs are higher, so you have to decide when you want the particular effect.
Religions are currently all equal, and all foundable at the same point in the tech tree (with the goal being that the historical order doesn't have to be the same every game). In a future version I plan to make the religions more unique, and figure out how to help the AI found more easily.
If any of you serious civvers try this out, please let me know if anything is grossly unbalanced, and please explain why as I'm far from an expert strategic player.
I play primarily marathon/continents. If you try some other combo and it doesn't work well, I'd appreciate knowing that too.
Feedback very welcome. Please let me know what you like and dislike!
(Large Image)
Version 1: Initial release
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