Sid Meier's Civilization V

Sid Meier's Civilization V

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No More Tech Tree Beelining
   
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3 Feb, 2016 @ 8:18am
11 Feb, 2016 @ 7:47pm
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No More Tech Tree Beelining

Description
Requires all major players to research the technology tree in a 'grouped' approach instead of beelining along the top or the bottom of the tree and ignoring techs in the other half of the tree.

With this mod active you can only 'headreach' one column in the techtree. If you have not completed all the techs in the 3rd column of the tech tree, you cannot research a tech in the 5th column, and so on.

You can open file NoBeelinConfigurations.lua and edit the line iColumnsBackToLook = 2 to a larger value if desired, but be aware that changing the '2' to too large a number will be the same basic result as not running this mod.

The mod is compatible with any mod that adds new technologies to the game, or that adds new eras to the game. The mod is an lua-only mod, and the methods used only activate after all other mods have loaded and made changes to the game's technologies list.

Affect On Saved Games
As of V4 of the mod, the mod no longer is set as "AffectsSavedGames", which means you can add and enable the mod to a game-in-progress with no ill affects to your game-in-progress. You can also disable the mod in the game's MODS menu, and no ill effects will occur: all that will happen is the normal rules for when you can research a tech will be restored.

If you are still playing a game with V3 of the mod, you need to finish that game-in-progress before updating to V4, since V3 was set to affect saved games.

Free Technology Choices
When you have a free technology choice (such as from a Policy or from constructing Great Library) the additional restrictions on your choices made by this mod are temporarily suspended until you complete your choice(s). Once you have chosen all the free techs you have been given, the rules of this mod re-assert themselves. This new ability can also be altered (ie, it can be removed) by editing the value of "bAnyFreeTechs = true" to "bAnyFreeTechs = false" in the NoBeelinConfigurations.lua file

Mod Compatibility
--The mod should be compatible to any tech-tree-changing-mod available elsewhere on the Workshop, Civfanatics, etc.
--The mod has been tested with PreHistoric Era Reborn, Enlightenment Era, and Future Worlds and functions fine with all of these
--There are conflicts between PreHistoric Era Reborn and Enlightenment Era between those two mods which this mod cannot and does not fix, but this mod works just fine when there are not two or more mods also enabled that are themselves in conflict with one another.
--mods that use dummy technologies to give an effect will be compatible so long as those dummy technologies are placed in column '0' of the tech tree or have "Disable" set to "true" in the definition of the dummy tech. I cannot possibly chase down all the possible methods that other mod-makers use to create and impliment a dummy technology, so if you find odd behaviors when this mod and some other specific mod are both enabled please let me know the link or name of the mod that appears to be in conflict and I will examine methods to resolve the conflict.
--The mod is compatible with any mod that adds new technologies to the game
--The mod almost certainly will conflict in some way with any other mod that restricts research in a similar manner, and may or may not conflict with those mods that stop technological research once you reach a given era.

Possible Mod Conflicts
--EUI may or may not conflict. I suspect it will not, but have not verified.
--CBP/CP may or may not be compatible.

Expansion Compatibility
--I have tested and built the mod using BNW. It should be compatible with Gods and Kings and Vanilla but I have not specifically tested for that.

City-States and Barbarians
--City-States and Barbarians neither one ever actually research anything, so the mod does not affect them except that City-States and Barbarians gain 'advancement' based on the advancement through the tech tree and eras of the major civilizations. The City-States and Barbarians 'learn technologies' based on the average of all the major players in the game.

credits and thanks
W.Howard (whoward69) for figuring out why my code was not working as I expected. Also for suggestions on making the mod better for V4 of the mod.

Included Screenshots
--I used IGE to give techs one at a time for the 1st five screenshots to show the change in the tech-tree display as techs are rearched. The one shown in the middle of the Classical Era was from actual gameplay.

--If you look closely at the screenshots you will see that I am running quite a few other mods, none of which are adversely affected by this mod.

Direct Download
1. Just use Steam Workshop Downloader and drag or copy the downloaded xxx.civ5mod file to your Documents/My Games/Sid Meieir's Civilization 5/MODS/ folder: Steam Workshop Downloader Address for No More Tech Tree Beelining mod[steamworkshopdownloader.com]
2. Start up the game and go into the MODS menu
3. wait ~30 seconds and the mod should unpack itself and be enablable.
22 Comments
Zadakualan 22 Jul, 2021 @ 4:46am 
Does this mod also affects AI players on King to above difficulties? Because I still have the same issue where my science output is larger and a bit faster than most players even with another mod to make all research techs slower, and they still somehow bust throught the eras first (and maybe with only like one science ahead while other two tree lines are very neglected), like they still focus on a linier tree line research, or maybe thats just how it is depending on Civ personalities?
Vorpal Spoon 18 Jul, 2021 @ 1:54pm 
Does this make a playthrough come down to which force has the highest science/research ability? It just seems like the only way to stay ahead is a science focused force mixed with a little luck (ruins and shared research). Has this been the outcome when you've used it?
bobr 1 May, 2018 @ 8:26am 
СЛОЖНААА
Rams0505 16 Mar, 2018 @ 1:45pm 
compataible with vox populai?
lshipp  [author] 22 Jan, 2018 @ 2:45pm 
is and has always worked for me. monitoring the ai researching via lua code also demonstrates to me it works just fine.

sounds like a compatibility issue to me. if you are using CP or Vox Populi it may or may not work, and if you are using any other dll mod than William Howard's VMC it may or may not work since the code relies on the lua "hooks" implemented by the DLL files.
grei 19 Jan, 2018 @ 7:03am 
does not work ai progresses as always, im stuck in Classical era, while AI is in almost in modern era LOL
NeonNobility 24 Jul, 2017 @ 5:56am 
Tip: don't play Poland, you will lose the most useful ability in the entire game
Vaping Dad 6 Aug, 2016 @ 4:13pm 
Interesting but i like beelining
lshipp  [author] 27 Jun, 2016 @ 5:53pm 
In order to use a mod in multiplayer it has to be packaged into a 'fake dlc' that all players in the game have. So far as I know there's nothing in the code of this mod that would cause desynchs in multiplayer if the code of this mod were rolled into one of these multiplayer 'fake dlc' packages, but you would have to do that yourself or get someone to add the code for this mod into such a package.

Lua intense mods are infamous for causing de-synch when rolled into a multiplayer 'modpack' though, so I really dunno if this one would work in such a condition or not.
Elmrun 25 Jun, 2016 @ 12:21pm 
Can this mod be playbe in multiplayer or another like this mod but to work on multi