Zegangani
King
- Joined
- Oct 9, 2020
- Messages
- 898
Hello CivFans!
I’m Zegangani, a fellow CivFanatic and Civilization VI Modder. I'm a huge Fan of the Civilization Franchise, and while I haven't played Civ IV and prior iterations (and Spin-Offs), I'm still familiar with many of their Mechanics, which I really like (especially Civ IV's), and wish they would have been included in Civ VI.
It's been 5 Years now since Civilization VI was released. 5 Years in which we had Hundreds or even Thousands of Hours of fun Times... and Frustration. Time well spent IMO. There is no Game that keeps me so engaged in it as Civilization VI, no Game that I've played got me looking forward to News about new Content, or counting the Days till a Release/Update Video or Livestream comes out (I miss that now that NFP has ended). And it has immensely increased my interest in History of Mankind. It also served as a Sanctuary for many Players during these Corona Times, including me. Not to forget the incredible Discussions about new/upcomming Content, Speculations and Criticism of CivFanatics here on this Awesome Forum! It is through and through something sensational to be part of this Community! So I will take this opportunity to thank Firaxis for bringing us together and giving us such a great Experience with Civilization, which is more than just a Game, so, thank you very much, Firaxis!!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Civilization VI is, despite the many negative and legitimate Criticism from CivFans, me included, a really good and solid Game IMHO. It sure has many Flaws and Weaknesses, but I think its Strengths outweigh them. With 6 DLCs, 2 Expansions and a Full Pass of another 6 DLCs, (and many Scenarios), no other Iteration has delivered so much new Content after the initial Release as Civ VI did.
What I'm here to announce might imply the impression that I don't like the Game's Design and of it's many Features, hence I'm making this Mod to remodel it to my liking, but nothing is further from the Truth. I really like the Game's Mechanics/Systems and the Developers have made a great Job in making them very interesting and yet easy to understand for new Players and simple to play with, while also giving the chance for advanced Players to bring out more from them. But, like in everything else in Life, each Individual has it's own preferences/likings as well as things that they dislike or don't find interesting, like how others do.
I LOVE Civilization VI, otherwise I wouldn't have started modding it in the first place, and the reason I'm modding it is because I think many things could be further improved/expanded or need some Refinement and Balance. But I also would like to see some more new Mechanics and Features in the Game, especially for the Late Game. So my intent isn't to "Fix" the Game per se and remodel it to my likings, but rather, expand on what it already does (greatly), and fill the Gaps that it left out. My Attempt is to make this already good Game, a great One (from my POV ofc).
Although the Game is filled with Content and Features, yet it doesn't feel Complete for me. Especially with the Lack of an Expansion ala "Brave New World" of Civilization V, that would improve on many weak Points/Aspects of the Game and that solves the Late Game Lag Issue. And while it's very unlikely that we will see more new Content for the Game, we are still waiting for a Completion of the Game with a Final BugFix/Update Patch.
And while we are waiting for that, I decided to make my Own (unofficial) Expansion Mod that would serve as a Substitute for the missing Final Expansion DLC of Civilization VI.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(Reciting Firaxis' Words) "History is full of rich Stories of great Empires, Exploration, Survival, and the Human Spirit". While Firaxis has managed to capture a lot of this in Civilization VI, there are still some things missing that would greatly extend this and provide a more complete Experience of it. And the best thing that would deliver such an Experience, is improving on the Four Xs that this Game is built on.
Extermination, Expansion, Exploitation and Exploration are the main Pillars of a 4X Strategy Game, But Civilization has more to offer than just this Four Promises. Diplomacy, Trade, Economics and Government, these, and more, have already expanded the experience that we get from the Four Xs. But yet, so much more could be got out from Civilization VI, so much more that could satisfy our desire of a "Perfect 4X Historical Game". The 4 Xs are the primary theme that I wanted to explore with:
I’m happy and excited to announce "4Xpansion Pass" [4XP] ! a Mod Series that I've been designing and working on for quite some Time Now. "4XP" is a set of 6 Mod Packs, with each including a set of new Mechanics (some big some small) or reworked existing Ones, as well as many Gameplay Improvements and QoL Features. The Aim of this Mod Series is to flesh out and rework some of the existing Mechanics that could need some more depth and fine-tuning/polishment, make them more interconnected (as far as the Modding Possibilities allow) and introduce new Ones, that fill the empty Gaps in the Game or serve as Bridge Points between 2 poorly or not interconnected Mechanisms. But most importantly, expand on the 4X Aspects of the Game (but not exclusively).
Given that these Mod Packs require a lot of Time to be finished, I decided to release them similar to how the NFP Packs were released: one Mod Pack each 1.5/2 Months. Each Pack has a clear Design/Theme/Objective, and each introduced Pack builds on the previous One, terminating in the Final One completing the Circle for a (almost) "Perfect 4X Historical Civ VI"*.
*Not just from my Personal POV, but also because most of the Mechanics and Features included in this Mod Series are inspired by your (CivFanatcis/CivFans from Reddit and Civ Discord Servers...etc) own Ideas and Suggestions.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(**): All of that is meant for this Mod Series as a Whole. I can't guarantee any of that for the Single Mod Packs. All the Mod Packs build on each other and many of them are interconnected. So for a Full Experience of 4XP, all the Mod Packs are necessary.
Disclaimer:
- I'm the only Person who is working on this massive Mod Series, a One-Man Project, which already consumes all of my Free Time (Coding, testing, hardcoding the AI to make proper use of the Features of the Packs, research...etc), so I can't neither guarantee that the Packs will be released at fixed Dates nor can I promise to keep working on this Mod Series if there aren't many People interested in this, in which case I'll probably just make an Overhaul Mod out of it with my own preferences, which will be incompatible with most Mods (and not everybodys thing). So if you want this to succeed then drop a Like and share your Thoughts and Ideas with me and the People here (Discussion Ideas down below). Your Support will greatly encourage me to continue with this Work. I will perhaps also make a Patreon Page for everyone who wants to support this.
- You may find that some Mechanics/Features from a Pack could be more interconnecting with some existing Mechanics or of previous Packs. That's because I left that for other Packs that tackle those Mechanisms, so they build on each other. And it's also because the Packs are already filled with too much Stuff to work on and think about, so saving some things for later Packs and Updates is necessary.
But keep sharing your Thoughts and Suggestions about things, because I may not have thought about certain things (and definitely not about everything), which is 100% the case.
- I liked how the NFP made as curious about the next Packs, speculating about possible Content and having Wish-Lists, and all that stuff that sparked lots and lots of Discussions. It kept us engaged with it and the Game. I wanted to keep that for this Mod Series by not revealing all infos about it from the Beginning, but, just like NFP, show all the Infos of a Pack when it comes out, while also revealing the Theme of the next One, so People can try to come up with Ideas (and Speculations) for that next Pack. (The First Pack is an exception for this)
- The Goal of this Mod Series, beside bringing more content to the Game and expanding on the existing Mechanics, is to release Modular Packs of Content that can be used alongside other Mods, and collect Feedback and Suggestions from the Players to complete this Series of Packs in a finished State. After that, if Civilization VII is still a Long Way Off, I will start working on a Total Overhaul Mod, by building on the Content of this Mod Series.
Moderators:
I posted this in "Ideas and Suggestion" Thread instead of "Unreleased Mods" because although its an Announcement, its to give People an Idea of how the Mod Series is goint to be, so they can share their Thoughts, Ideas and Suggestion, which will influence the Mod Series throughout the whole Time I will be working on it. So it's not a ChangeLog Thread in which I post the Progress of the Mod (which I won't do for this Mod), but a Thread to gather Ideas and Suggestions for it.
I’m Zegangani, a fellow CivFanatic and Civilization VI Modder. I'm a huge Fan of the Civilization Franchise, and while I haven't played Civ IV and prior iterations (and Spin-Offs), I'm still familiar with many of their Mechanics, which I really like (especially Civ IV's), and wish they would have been included in Civ VI.
It's been 5 Years now since Civilization VI was released. 5 Years in which we had Hundreds or even Thousands of Hours of fun Times... and Frustration. Time well spent IMO. There is no Game that keeps me so engaged in it as Civilization VI, no Game that I've played got me looking forward to News about new Content, or counting the Days till a Release/Update Video or Livestream comes out (I miss that now that NFP has ended). And it has immensely increased my interest in History of Mankind. It also served as a Sanctuary for many Players during these Corona Times, including me. Not to forget the incredible Discussions about new/upcomming Content, Speculations and Criticism of CivFanatics here on this Awesome Forum! It is through and through something sensational to be part of this Community! So I will take this opportunity to thank Firaxis for bringing us together and giving us such a great Experience with Civilization, which is more than just a Game, so, thank you very much, Firaxis!!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Civilization VI is, despite the many negative and legitimate Criticism from CivFans, me included, a really good and solid Game IMHO. It sure has many Flaws and Weaknesses, but I think its Strengths outweigh them. With 6 DLCs, 2 Expansions and a Full Pass of another 6 DLCs, (and many Scenarios), no other Iteration has delivered so much new Content after the initial Release as Civ VI did.
What I'm here to announce might imply the impression that I don't like the Game's Design and of it's many Features, hence I'm making this Mod to remodel it to my liking, but nothing is further from the Truth. I really like the Game's Mechanics/Systems and the Developers have made a great Job in making them very interesting and yet easy to understand for new Players and simple to play with, while also giving the chance for advanced Players to bring out more from them. But, like in everything else in Life, each Individual has it's own preferences/likings as well as things that they dislike or don't find interesting, like how others do.
I LOVE Civilization VI, otherwise I wouldn't have started modding it in the first place, and the reason I'm modding it is because I think many things could be further improved/expanded or need some Refinement and Balance. But I also would like to see some more new Mechanics and Features in the Game, especially for the Late Game. So my intent isn't to "Fix" the Game per se and remodel it to my likings, but rather, expand on what it already does (greatly), and fill the Gaps that it left out. My Attempt is to make this already good Game, a great One (from my POV ofc).
Although the Game is filled with Content and Features, yet it doesn't feel Complete for me. Especially with the Lack of an Expansion ala "Brave New World" of Civilization V, that would improve on many weak Points/Aspects of the Game and that solves the Late Game Lag Issue. And while it's very unlikely that we will see more new Content for the Game, we are still waiting for a Completion of the Game with a Final BugFix/Update Patch.
And while we are waiting for that, I decided to make my Own (unofficial) Expansion Mod that would serve as a Substitute for the missing Final Expansion DLC of Civilization VI.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(Reciting Firaxis' Words) "History is full of rich Stories of great Empires, Exploration, Survival, and the Human Spirit". While Firaxis has managed to capture a lot of this in Civilization VI, there are still some things missing that would greatly extend this and provide a more complete Experience of it. And the best thing that would deliver such an Experience, is improving on the Four Xs that this Game is built on.
Extermination, Expansion, Exploitation and Exploration are the main Pillars of a 4X Strategy Game, But Civilization has more to offer than just this Four Promises. Diplomacy, Trade, Economics and Government, these, and more, have already expanded the experience that we get from the Four Xs. But yet, so much more could be got out from Civilization VI, so much more that could satisfy our desire of a "Perfect 4X Historical Game". The 4 Xs are the primary theme that I wanted to explore with:
Zegangani's Civilization VI: 4Xpansion Pass
I’m happy and excited to announce "4Xpansion Pass" [4XP] ! a Mod Series that I've been designing and working on for quite some Time Now. "4XP" is a set of 6 Mod Packs, with each including a set of new Mechanics (some big some small) or reworked existing Ones, as well as many Gameplay Improvements and QoL Features. The Aim of this Mod Series is to flesh out and rework some of the existing Mechanics that could need some more depth and fine-tuning/polishment, make them more interconnected (as far as the Modding Possibilities allow) and introduce new Ones, that fill the empty Gaps in the Game or serve as Bridge Points between 2 poorly or not interconnected Mechanisms. But most importantly, expand on the 4X Aspects of the Game (but not exclusively).
Given that these Mod Packs require a lot of Time to be finished, I decided to release them similar to how the NFP Packs were released: one Mod Pack each 1.5/2 Months. Each Pack has a clear Design/Theme/Objective, and each introduced Pack builds on the previous One, terminating in the Final One completing the Circle for a (almost) "Perfect 4X Historical Civ VI"*.
*Not just from my Personal POV, but also because most of the Mechanics and Features included in this Mod Series are inspired by your (CivFanatcis/CivFans from Reddit and Civ Discord Servers...etc) own Ideas and Suggestions.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Spoiler For whom this Mod Series is** :
- If you think the existing Game Mechanics/Systems lack some depth and/or need some refinement/polishment, or if you think that they could be expanded even more,
- If you would like some more dynamism to the Game's Mechanics and/or want to see a reworked/redesigned version of them,
- If you're a Pacifist/Micromanager who loves to have more things to think about and to consider while building/developing your Empire,
- If you're used to beating the AI on Deity and would like to have some more Challenge in your Games,
- If you're ready for some Game Changing Rules that make your Games feel like a REAL Test of Time,
- If your Games get really boring in the Late Game, with too many things to micromanage, but little actual challenge to face or interesting stuff to keep you engaged with the Game,
- If you love the Previous Iterations of the Game, and feel desillusioned that many of their great/popular mechanisms didn't make it into the newer Versions of the Game,
- If you found the NFP Modes interesting but too disjointed from existing Mechanics / not really what you expected them to be / too fictional for your taste / too AI crippling or are more in Favor of the Human Player,
then this Mod is defeneitely something for you, and you should at least give it a try.
- If you would like some more dynamism to the Game's Mechanics and/or want to see a reworked/redesigned version of them,
- If you're a Pacifist/Micromanager who loves to have more things to think about and to consider while building/developing your Empire,
- If you're used to beating the AI on Deity and would like to have some more Challenge in your Games,
- If you're ready for some Game Changing Rules that make your Games feel like a REAL Test of Time,
- If your Games get really boring in the Late Game, with too many things to micromanage, but little actual challenge to face or interesting stuff to keep you engaged with the Game,
- If you love the Previous Iterations of the Game, and feel desillusioned that many of their great/popular mechanisms didn't make it into the newer Versions of the Game,
- If you found the NFP Modes interesting but too disjointed from existing Mechanics / not really what you expected them to be / too fictional for your taste / too AI crippling or are more in Favor of the Human Player,
then this Mod is defeneitely something for you, and you should at least give it a try.
Spoiler What is expected/What are the main Objectives** :
- Expanding on as much Mechanisms/Systems as possible,
- Bringing back the feeling of guiding/leading a Civilization through Time and Obstacles ("The Test of Time" being a real thing now),
- More emphasis on the Economic and Government Parts of the Game, with the Goal to make Empire Management more challenging and realistic,
- Diplomacy will be something that you need to consider in your Actions, and Relationships between other Players will be more interacting and much more relevant/important and have more meaning,
- Improving the Late Game by Introducing many new Mechanisms that play a big Role in later Eras, and many others and reworked existing ones that keep being relevant throughout the whole Game,
- Supporting Civilizations that fell behind by giving them a chance to catch up, especially in the Late Game, and by also giving more Challenge to the more advanced Civs to prevent them from Snowballing. Part of this will be reworked Victory Conditions that are redesigned to fit with the Changes,
- Balance between Wide and Tall Play. Players won't be able to go as wide as they can, but have to deal with the Costs and Consequences for doing so. And Tall Play will be Something worth striving for,
- Encouraging going with any Playstyle during a Game that suits the InGame Environment/Conditions by introducing new Features that unlock new Abilities durring the Game, while keeping the Flavor of the Civilizations and Leaders,
- Exploration won't be something exciting in the early Game only, but keeps being relevant for (almost) the whole Game,
- City Specialization will have big impact on your Empires' Developement, and Specialists will be the Backbone of this,
- Industrialization won't be just a Tech Name and more Production generation in your Cities, but will play a big Role in Trade and Economics, and it will shape the kind of Empire your Civilization will develop into in the later Eras,
- A Variety in Expansion Options. Expansion won't be just through Settling and Conquest, but Players will have many Options and Possibilities to expand their Zone of Control,
- If you think that the Game already offers a lot of good Ways to Exploit the Map, then be prepared to go really deep into the Jungle to get all the Treasures there!!,
- More Challenging Games for the Human Player. AI won't be challenging because of the Bonuses they get, but because of a redesigned Gameplay around AI, while also pushing Challenges more towards the Human Player (not too much... I promise ),
And many many More.
- Bringing back the feeling of guiding/leading a Civilization through Time and Obstacles ("The Test of Time" being a real thing now),
- More emphasis on the Economic and Government Parts of the Game, with the Goal to make Empire Management more challenging and realistic,
- Diplomacy will be something that you need to consider in your Actions, and Relationships between other Players will be more interacting and much more relevant/important and have more meaning,
- Improving the Late Game by Introducing many new Mechanisms that play a big Role in later Eras, and many others and reworked existing ones that keep being relevant throughout the whole Game,
- Supporting Civilizations that fell behind by giving them a chance to catch up, especially in the Late Game, and by also giving more Challenge to the more advanced Civs to prevent them from Snowballing. Part of this will be reworked Victory Conditions that are redesigned to fit with the Changes,
- Balance between Wide and Tall Play. Players won't be able to go as wide as they can, but have to deal with the Costs and Consequences for doing so. And Tall Play will be Something worth striving for,
- Encouraging going with any Playstyle during a Game that suits the InGame Environment/Conditions by introducing new Features that unlock new Abilities durring the Game, while keeping the Flavor of the Civilizations and Leaders,
- Exploration won't be something exciting in the early Game only, but keeps being relevant for (almost) the whole Game,
- City Specialization will have big impact on your Empires' Developement, and Specialists will be the Backbone of this,
- Industrialization won't be just a Tech Name and more Production generation in your Cities, but will play a big Role in Trade and Economics, and it will shape the kind of Empire your Civilization will develop into in the later Eras,
- A Variety in Expansion Options. Expansion won't be just through Settling and Conquest, but Players will have many Options and Possibilities to expand their Zone of Control,
- If you think that the Game already offers a lot of good Ways to Exploit the Map, then be prepared to go really deep into the Jungle to get all the Treasures there!!,
- More Challenging Games for the Human Player. AI won't be challenging because of the Bonuses they get, but because of a redesigned Gameplay around AI, while also pushing Challenges more towards the Human Player (not too much... I promise ),
And many many More.
Spoiler Important Notes** :
- Although it aims for Compatibility with as many Mods as possible, there is no Intention or Warranty in keeping it compatible with popular Mods just for the sake of it. If Compatibility is easy to maintain, I'll try my best to ensure that, but if it's too much work, I might wait till the end of this Mod Series, where I can be sure that the Mechanics are finished, then I will consider updating it for better Compatibility with other Mods.
- The Mechanisms in this Mod Series will be Subject for changes throughout the whole Time I will be working on it. So many things may change throughout this Process (either subtly like with Balances, or completely reworked/redesigned if I'm the Impression that it would be much better, and Suggestions from Fans will also be considered for this).
- If you find Civ VI's Systems are too Micromanagement, then there will be only few Mechanics in this that go the other direction. Nonetheless, there will be some Features that help reduce the Micromanagement of some Mechanisms, and with Various Options in the Set-up Menu, Players will be able to enable/disable any Mechanic they want or customize them to their likeness.
- Certain Mechanics in a Mod Pack might need another Mechanic (maybe also from another Mod Pack) to be active (like some Game Modes needing RnF or GS).
- The Mechanisms in this Mod Series will be Subject for changes throughout the whole Time I will be working on it. So many things may change throughout this Process (either subtly like with Balances, or completely reworked/redesigned if I'm the Impression that it would be much better, and Suggestions from Fans will also be considered for this).
- If you find Civ VI's Systems are too Micromanagement, then there will be only few Mechanics in this that go the other direction. Nonetheless, there will be some Features that help reduce the Micromanagement of some Mechanisms, and with Various Options in the Set-up Menu, Players will be able to enable/disable any Mechanic they want or customize them to their likeness.
- Certain Mechanics in a Mod Pack might need another Mechanic (maybe also from another Mod Pack) to be active (like some Game Modes needing RnF or GS).
Spoiler Things that won't be included in/reworked (but might be in the Future)** :
For Various reasons, such as not complying with the Theme of this Mod Series and it's Packs or being one of the least moddable things in the Game, some Mechanisms/Systems of Civilization VI won't be subject of this Mod Series:
- Religion: I don't like how it's mainly about micromanaging Units in order to spread your Religion, and how frustrating it can be when Jadwiga doesn't listen to you when asking her to stop converting your Cities but responding that it's in YOUR best interest. I want to make this less Micro by making it mainly Passive, so that you can't control it but manage it. And weaving Religion into the Culture Victory instead of leaving it as a seperate Victory Type is also a Goal. However, even if I would like to make this part of this Mod Series, since Religion doesn't fit with any Theme of the planned Mod Packs, I'm afraid that it won't be included in this. But it's one of the main Ideas/Concepts for Projects after 4XP is finished.
- Espionage: this One is One of (if not) the least moddable things in the Game. Apart from some modifiers, that you may encounter in Policies/Governor Promotions...etc like increasing Spy Level in a City, or granting a Spy, this Mechanism is mainly hardcoded and can't be modified. Unless one removes it completely and hardcodes it from Scratch (which I'm not interested in tbh).
- Trade Routes: Although Trade will be one of the main Objectives of this Mod Series, the Trade Routes System on the other Hand can't be modified. So, I'm afraid this Mod won't include a reworked Trade Route System, with emphasis on River and Sea Routes. It's possible to remove it completely from the Game and hardcode it from scratch, like Gedemon did in their Total Overhaul Mod, but as this Mod Series is designed with Mod Compatibility in Mind, I don't think it would be optimal to do the same in this Mod. (Maybe I will make it after I'm finished with this Mod Series)
- Religion: I don't like how it's mainly about micromanaging Units in order to spread your Religion, and how frustrating it can be when Jadwiga doesn't listen to you when asking her to stop converting your Cities but responding that it's in YOUR best interest. I want to make this less Micro by making it mainly Passive, so that you can't control it but manage it. And weaving Religion into the Culture Victory instead of leaving it as a seperate Victory Type is also a Goal. However, even if I would like to make this part of this Mod Series, since Religion doesn't fit with any Theme of the planned Mod Packs, I'm afraid that it won't be included in this. But it's one of the main Ideas/Concepts for Projects after 4XP is finished.
- Espionage: this One is One of (if not) the least moddable things in the Game. Apart from some modifiers, that you may encounter in Policies/Governor Promotions...etc like increasing Spy Level in a City, or granting a Spy, this Mechanism is mainly hardcoded and can't be modified. Unless one removes it completely and hardcodes it from Scratch (which I'm not interested in tbh).
- Trade Routes: Although Trade will be one of the main Objectives of this Mod Series, the Trade Routes System on the other Hand can't be modified. So, I'm afraid this Mod won't include a reworked Trade Route System, with emphasis on River and Sea Routes. It's possible to remove it completely from the Game and hardcode it from scratch, like Gedemon did in their Total Overhaul Mod, but as this Mod Series is designed with Mod Compatibility in Mind, I don't think it would be optimal to do the same in this Mod. (Maybe I will make it after I'm finished with this Mod Series)
(**): All of that is meant for this Mod Series as a Whole. I can't guarantee any of that for the Single Mod Packs. All the Mod Packs build on each other and many of them are interconnected. So for a Full Experience of 4XP, all the Mod Packs are necessary.
Disclaimer:
- I'm the only Person who is working on this massive Mod Series, a One-Man Project, which already consumes all of my Free Time (Coding, testing, hardcoding the AI to make proper use of the Features of the Packs, research...etc), so I can't neither guarantee that the Packs will be released at fixed Dates nor can I promise to keep working on this Mod Series if there aren't many People interested in this, in which case I'll probably just make an Overhaul Mod out of it with my own preferences, which will be incompatible with most Mods (and not everybodys thing). So if you want this to succeed then drop a Like and share your Thoughts and Ideas with me and the People here (Discussion Ideas down below). Your Support will greatly encourage me to continue with this Work. I will perhaps also make a Patreon Page for everyone who wants to support this.
- You may find that some Mechanics/Features from a Pack could be more interconnecting with some existing Mechanics or of previous Packs. That's because I left that for other Packs that tackle those Mechanisms, so they build on each other. And it's also because the Packs are already filled with too much Stuff to work on and think about, so saving some things for later Packs and Updates is necessary.
But keep sharing your Thoughts and Suggestions about things, because I may not have thought about certain things (and definitely not about everything), which is 100% the case.
- I liked how the NFP made as curious about the next Packs, speculating about possible Content and having Wish-Lists, and all that stuff that sparked lots and lots of Discussions. It kept us engaged with it and the Game. I wanted to keep that for this Mod Series by not revealing all infos about it from the Beginning, but, just like NFP, show all the Infos of a Pack when it comes out, while also revealing the Theme of the next One, so People can try to come up with Ideas (and Speculations) for that next Pack. (The First Pack is an exception for this)
- The Goal of this Mod Series, beside bringing more content to the Game and expanding on the existing Mechanics, is to release Modular Packs of Content that can be used alongside other Mods, and collect Feedback and Suggestions from the Players to complete this Series of Packs in a finished State. After that, if Civilization VII is still a Long Way Off, I will start working on a Total Overhaul Mod, by building on the Content of this Mod Series.
Spoiler Thinks that are Welcome for Discussions :
- Leader Agendas/Preferences: Civ VI's Leader Agendas are kinda blunt and rather take more than they add to the personality of Leaders. So how do you think the personality of Leaders should be represented? Perhaps with a set of Preferences for each Leader, that also change based on the InGame Situations and with Time? Or do you rather want Civ IV or Civ V Style Personalities?
- Corporations and Monopolies: assuming you already have the necessary Industries and the resources to maintain them, how should the spread of Corporations look like (I would avoid using Units to spread Corporations, as AI would comletely fail at this, so something that you can control in a seperate UI Menu rather than on Map, like managing Spys, would be much better for AI)? and what would define a Monopoly (just controling more copies of a resource than other Players, or would the quality of Products have bigger impact on Monopolies?)?
- Colonisation: My thoughts were making Cities on Foreign Continent accumulate more of a given Luxury and Strategic Resource, require less Amenities and make for very profitable Trade Routes, but generate less Science, Culture and Gold. But I think using an Outpost-like Colony Improvement that claims its surrounding Tiles (like in Strategic Forts Mod) and that uses the food yields of those tiles to grow its Population till it becomes a Full City would make for a much better Colonisation Game (Again, AI, but I think I might get it working for it). So what are your thoughts on this? How do you think should Colonization be represented in the Game?
- Health: I totally understand the People that didn't want to have a Pandemics/Diseases Mechanism in the Game, with Corona being the major reason. I was recently in the same Situation as many of those People, and I have to say, I would have hated it if this Mechanism was in the Game. Because playing Civ in that Situation isn't just for Entertainment but also to escape from unpleasant Thoughts by simply having some good Time playing the Game and forgetting about everything else.
But there are also lots of People who were/are waiting for a Health and Diseases Mechanism in the Game. So I think a Solution to get both Sides Happy would be a Health Mechanism that doesn't require Pandemics/Diseases as the main drive for it, but something else, like the Health Systeme from Civ IV, maybe affecting Growth, and (and this will be a togglable option for the Player) occasionally (once per Era, in a random Turn) when a City has low Health Values, there will be a chance for a Pandemic Event to happen, that just results in the City losing a Pop or more in a Turn, and in Neighbouring Cities and Cities with Trade Route to the Infected City also losing some Pops, but in the following Turn. But nothing like in the BlackDeath Scenario with Plague Doctors and Mass Graves. So, what do you think of this? How do you think a Health Mechanism should look like/work in Civ VI?
- Any other Ideas?
- Corporations and Monopolies: assuming you already have the necessary Industries and the resources to maintain them, how should the spread of Corporations look like (I would avoid using Units to spread Corporations, as AI would comletely fail at this, so something that you can control in a seperate UI Menu rather than on Map, like managing Spys, would be much better for AI)? and what would define a Monopoly (just controling more copies of a resource than other Players, or would the quality of Products have bigger impact on Monopolies?)?
- Colonisation: My thoughts were making Cities on Foreign Continent accumulate more of a given Luxury and Strategic Resource, require less Amenities and make for very profitable Trade Routes, but generate less Science, Culture and Gold. But I think using an Outpost-like Colony Improvement that claims its surrounding Tiles (like in Strategic Forts Mod) and that uses the food yields of those tiles to grow its Population till it becomes a Full City would make for a much better Colonisation Game (Again, AI, but I think I might get it working for it). So what are your thoughts on this? How do you think should Colonization be represented in the Game?
- Health: I totally understand the People that didn't want to have a Pandemics/Diseases Mechanism in the Game, with Corona being the major reason. I was recently in the same Situation as many of those People, and I have to say, I would have hated it if this Mechanism was in the Game. Because playing Civ in that Situation isn't just for Entertainment but also to escape from unpleasant Thoughts by simply having some good Time playing the Game and forgetting about everything else.
But there are also lots of People who were/are waiting for a Health and Diseases Mechanism in the Game. So I think a Solution to get both Sides Happy would be a Health Mechanism that doesn't require Pandemics/Diseases as the main drive for it, but something else, like the Health Systeme from Civ IV, maybe affecting Growth, and (and this will be a togglable option for the Player) occasionally (once per Era, in a random Turn) when a City has low Health Values, there will be a chance for a Pandemic Event to happen, that just results in the City losing a Pop or more in a Turn, and in Neighbouring Cities and Cities with Trade Route to the Infected City also losing some Pops, but in the following Turn. But nothing like in the BlackDeath Scenario with Plague Doctors and Mass Graves. So, what do you think of this? How do you think a Health Mechanism should look like/work in Civ VI?
- Any other Ideas?
Moderators:
I posted this in "Ideas and Suggestion" Thread instead of "Unreleased Mods" because although its an Announcement, its to give People an Idea of how the Mod Series is goint to be, so they can share their Thoughts, Ideas and Suggestion, which will influence the Mod Series throughout the whole Time I will be working on it. So it's not a ChangeLog Thread in which I post the Progress of the Mod (which I won't do for this Mod), but a Thread to gather Ideas and Suggestions for it.
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