Sid Meier's Civilization V

Sid Meier's Civilization V

56 ratings
Future Tech Does Something Beyond Score Increasing Mod
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
233.403 KB
10 Feb, 2015 @ 6:43am
1 Change Note ( view )

Subscribe to download
Future Tech Does Something Beyond Score Increasing Mod

Description
Edit: Whilst working on another mod, I have found out that Firaxis made the great works interface not accept new buildings with great work slots (which this mod does). If you want to be able to transfer great works in and out the new great work slot buildings in this mod download this very good mod here from KyteM and put it in your MOD folder: http://forums.civfanatics.com/showthread.php?t=523258

I know Future Tech increases your score, but it does not do anything ingame, which means once reached, science no longer does anything ingame. I also understand that in most cases the game is probably nearly over (if not already over) then anyway (either through the time running out or someone winning another way) but still, I would like science to still have an ingame use even at the very end of the game.

So this mod adds a tech, just before Future Tech, and 6 new buildings allowed by that tech. It also replaces Future Tech with 3 new Future Techs. Whenever you research one of these new Future Techs, some of the new buildings which you already have built will gain extra bonuses.

Requires G+K, BNW

Edit: if I remember correctly, the stated yeilds of the buildings do not change, but if you look at the city amount for that yield, you will see that does indeed go up. This must be an interface thing caused by the fact that having techs that increase buildings yields, and having techs that are repeatable, whilst both in the base game, were not used to together in the base game.

Link to civfanatics thread for more info and alt download: http://forums.civfanatics.com/showthread.php?p=13684260#post13684260

I do not know whether the techs and buildings are balanced against each other so that it is a real choice which to build/research. Advice welcomed.

G&K Version: http://steamproxy.net/sharedfiles/filedetails/?id=392292003

Version that runs with apshai's Prehistoric (BNW) Mod: http://steamproxy.net/sharedfiles/filedetails/?id=393376398
47 Comments
blackrave 3 Dec, 2023 @ 2:05pm 
About this being incompatible with mods that change tech tree.
I played it with Future Worlds and yes, you can't find the research projects in the research tree,
BUT
once all prerequisites are researched, said research projects will appear in research side window (one that appears when you click on blue "Choose Research" pop-up or when you click on ongoing research in the upper left HUD)
So this mod is still pretty much playable if you pick research in that way.
Jumpei 5 Dec, 2017 @ 12:44am 
Good mod. Recently I played a giant TSL world map with your mod and it really made the near end game more meaningful.
But I found it a little bit annoying that some puppet cities with low production tried to build these future building without some early era buildings such as hospital been built. It would took them so long to finish these future buildings that it seemed a waste of resource. IMO It might be better to set these building unable to be built in puppet cities, e.g. making them resource-comsuming or quantity-limited.
Tartaros 23 Nov, 2017 @ 6:12am 
What i thought as very interesting is that mods changing the tech tree somewhere else are uncompatible as well,
Enlightment Era by Pouakai
as an example,(enlightment era is betwenn renaissance and industrial age and makes slight changes to those and adds enlightment era).the advanved livig are in information era but the vanilla future tech is the end of the techtree
AntiMeanies  [author] 24 Jul, 2017 @ 10:07am 
♠ ÐѻҏΣ ϧЋίŦ ♠ : Sorry, this mod just uses XML, things that are already used in the game, that is building yeild increases from techs, and techs being repeatable. The new thing is just using them at the same time. Since there is nowhere in the base game (I think) where a tech increases unit strength, if it would be possible to do at all it would require something like LUA coding, which is beyond my abilites.
Yuzu 21 Jul, 2017 @ 4:26pm 
would it be possible to add a feature where new units will get a strength boost everytime future tech is researched? For example, the 1st time it is researched units get a 15% boost then the second time it is researched they get a 30% boost, and so on. Since new tech in real life means better weapons it would be cool to see this implemented
Turbotowns 21 Apr, 2017 @ 9:11am 
Damn...
AntiMeanies  [author] 20 Apr, 2017 @ 8:37am 
Turbotowns: Unfortunately, techs have their positions on the tec tree defined in absolute terms, not relative terms. Some tech mods have found a way to make them compatibile with other tech mods, however they do that by moving everything relative to Future Tech, which this mod gets rid of in order to add 3 new Future Techs back in. So sorry, this mod thisn't going to be compatibile.
Turbotowns 19 Apr, 2017 @ 9:46pm 
like beyond the future?
Turbotowns 19 Apr, 2017 @ 9:46pm 
does this JUST change future tech? So would that mean it's compatibile with tech mods that don't touch it?
UknowitsE 16 Feb, 2017 @ 12:20pm 
I just wanted to say, assuming this works, I've been waiting forever for firaxis or someone(else) to do something useful with future tech. I had to make some future techs with civ4 but they didnt work all that well and were pretty small in scope.