Gori the Grey
The Poster
- Joined
- Jan 5, 2009
- Messages
- 12,588
From what I've read (and I'm far from keeping up on everything that's been released, so ignore if I'm off base), I think the modding solution will have to take a form like this:
will be sufficient.
The devs have said that they're balancing each age of the game. So I think the player is going to need Age-appropriate bonuses to keep up in each age. The generic civ will have to have bonuses that are on a par with what the in-game civs get. Probably what that is can be figured out within a week or two of release.
But I don't think this"Ancient X" (or "Proto X") - select a civ from Exploration or Modern Age, the base civ uses that name in place of X and uses that civ's city name list (and military leader name list, if applicable); will always unlock the selected Exploration Age civ (if you chose an Exploration civ) or an Exploration civ that leads to the selected Modern Age civ (if you chose a Modern civ)
"Exploration X" - same, but inherits X and name lists from the civ you used in the Ancient Age; always available for a player to select
"Modern X" - same, but inherits X and name lists from the civ you used in the Exploration Age; always available for a player to select
Bonuses for these 3 civs could be very generic, like 2 Legacy points on transition or something like that.
will be sufficient.
The devs have said that they're balancing each age of the game. So I think the player is going to need Age-appropriate bonuses to keep up in each age. The generic civ will have to have bonuses that are on a par with what the in-game civs get. Probably what that is can be figured out within a week or two of release.