Master of Orion

Master of Orion

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Split Tech Tree (5X Addon)
   
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640.655 KB
18 Feb, 2017 @ 11:34pm
24 Aug @ 9:07pm
21 Change Notes ( view )

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Split Tech Tree (5X Addon)

Description
This mod splits the tech tree into 8 branches: Construction, Power, Sociology, Chemistry, Computers, Biology, Fields, and Physics. Each tech is reclassified into one of these branches primarily using MoO2's tech tree as a guide for which techs should go into which branches. Starting ages and available starting techs have been adjusted accordingly.

This mod requires 5X - The Ultimate Balance Mod in order to be used. You should move this mod below 5X in the mods menu in game in order for this to work properly.

Languages: English, Russian (русский), German (Deutsche), Spanish (Español), French (Français)

Split tech tree is designed specifically for use with WhatIsSol's Unofficial Code Patch and the 5X UCP Compatibility Mod (5XCPC). You should load the mods in the following order:
  • 5X
  • UCP
  • 5XCPC
  • Split Tech Tree
  • All other mods*
*If you're using Diverse Specials and Massive Planets, be sure to load it between UCP and 5XCPC.

Current version 2.1. Version changes can be found in the change log.
133 Comments
Spud Dastardly  [author] 30 Aug @ 4:25pm 
Create your own mod with a TechTree.yaml file, copy over the tech node keys you want to modify, and add the techs. For more info on modding, see my Modding Basics guide: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=772694134
71~073~ 30 Aug @ 1:30pm 
what's the correct way to add techs to the tree when using this mod? i have several other mods i'd like to adapt for this but after much testing i really don't know how
Spud Dastardly  [author] 28 Aug @ 10:09am 
It's within the realm of possibility to code a randomizer for this. I do not possess such coding ability.
Narnyay 28 Aug @ 8:59am 
i was just thinking would it be possible to have a random tech tree thats created at the start of each new game with new interesting choices to to be made on what to research. There's a mod in moo2 that does this and it really spices things up. Otherwise I feel like I make the same tech choices each time in every game. It's probably not possible to implement in this game but thought I'd propose it!
Last Knight 14 Apr @ 11:18pm 
We are waiting for the fix. Thank you so much!
Spud Dastardly  [author] 4 Jan @ 10:46am 
@Tyee Thanks for the report and for including your mod list. You are correct, that starting tech is broken in STT due to a missing line in the files. I will fix it at some point.
Tyee 3 Jan @ 7:44pm 
Seems that with the latest updates, if we enable Split Tech Tree then some of the race attributes do not work correctly. If Split Tech Tree is enabled, then for example the "starts with cloaking device tech" option does not result in starting with that tech. Noticed that with Darlok, also with custom race using that attribute. We are using 5x, UCP, DSMP, 5xCPC, Split Tech Tree, then Custom 5x and DSMP assets. If Split Tech Tree is disabled, then "starts with cloaking device tech" option does work (as do other starts with tech options).
Montera 30 Sep, 2024 @ 1:16pm 
Ah OK, thx for the Info.
Spud Dastardly  [author] 30 Sep, 2024 @ 12:58pm 
Atmospheric renewer was removed from 5XCPC as well as STT as a part of pollution and structure balancing. I don't remember exactly when it was done, but it has been the case for a while. 5X without UCP still uses it because the pollution balance is different.
Montera 30 Sep, 2024 @ 3:59am 
Hi i just reliazed that you set "technode_chemistry1" to "isHiddenTech: true".
you have moved the "techapp_modifications_nuclear_missile" to checm-root, howewer the "techapp_atmospheric_renewer" is nowhere to be found.

was there a reason for that, or did you overlook that technology?