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File: civ6techtree1.png (3.38 MB, 3274x694)
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Been playing some civ6 coop recently and tinkering with mods.

I don't think I wanna play with a big tech overhaul mod, at least not for coop, but the placement of Men At Arms is really annoying me.
You get them with Apprentice as is, the big medieval econ tech, sure they require iron, but they're still a bit too accessible and they kinda squash the earlier eras.

my idea
>Blue
moving men at arms from Apprentice to Military Engineering.
>Green
adding Engineering and Mathematics as prereqs for Castle(and Coursers)
>Red
adding Iron Working as a prereq for Military Engineering
adding Machinery as a prereq for Gunpowder

Halberds and Crossbows might still be too easy to get, and Men At Arms is still kinda accessible, but at least it's not bundled with the great economics techs.
I think this would make the games play a bit better, and it's not too arbitrary. I know you have to handwave the techs a little at times, and figure when a tech is named after a subject they're trying to refer to a certain level of expertise in the subject, but still I think you can tune it a little better without it being too messy.
With the units and number of techs that exist in the game, maybe it isn't possible to really rearrange things in a fully satisfying way, but Men At Arms have felt especially awkward.

Which tech tree grievances do you have?
>>
>>2289679
yeah vanilla civ6 sucks so much I install like 30 mods usually
>>
File: civ6mods2.png (483 KB, 2168x880)
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>>2290425
>I install like 30 mods usually
oh yeah not even an exaggeration
I have 27 mods just for the UI
1 mod for making it easier to add mods
9 mods for making maps, larger maps, more players on those maps, then more religions to compensate for more players, more luxury resources since otherwise some continents won't have any luxuries at all, civ color overhaul so there's no color conflict with the extra civs, and a mod that lets team start closer(in our current game my two friends started close to eachother, by the northern tundra, while I was by the southern tundra so adding this one for the next game).

1 mod just for flavor, it's fun seeing the top 10 cities for each era, and their "population", makes it nice and immersive.

Then 7 gameplay mods I'm currently thinking of playing with next.
Probably more, since at least I wanna adjust men at arms.
I'm not sure about Coexistance of Districts and Resources.
We had a game where we had 3 techs left to research, the ones that reveal Coal, Iron, and Niter, and we avoided them since they'd interfere with district placement, which gets kinda silly.
This mod might be an overcorrection though since now you can just plant districts on luxuries as well.

There are mods that just lets you place districts on strategics, or just some strategics, but this one also keeps the resource around, so if you plop a district on coal, you still get coal, just like if you placed the district there before you discovered it.
The mods just for strategic resources don't readd the resource as far as I've seen, and it looks tricky to reverse engineer this one.



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