thecrazyscot
Spiffy
- Joined
- Dec 27, 2012
- Messages
- 3,110
I'm planning on creating an Ancient World mod for Civ 6 with the intent to essentially create an experience balanced and paced similarly to the vanilla game, albeit shorter. A fairly baseline Ancient World mod would additionally create a great platform for others to create more specialized or in depth mods.
The core tech/civic trees and governments/policies I will (hopefully) be able to do on my own.
For civilizations I'm hoping to integrate a variety of user-made civs rather than creating my own, perhaps through compatibility files within my own mod.
These are what I will not be able to do on my own:
Planning Google spreadsheet
The spreadsheet includes a very rough draft of the mod tech and civic trees. They're not long enough to meet my goal (although the civic tree is closer), but I'm finding it a bit difficult to decide what to put in the Civic tech tree vs the Science tech tree.
(EDIT: updated the tech/civic trees to V2)
Current tech count:35 45
Current civic count:37 43
This is compared to the vanilla counts (68 techs and 50 civics).
Any comments/suggestions on the tech/civic trees? I think these are the most important things to get drafts of first as everything else seems to follow them.
If this thread is at all successful other elements of course will be discussed.
The core tech/civic trees and governments/policies I will (hopefully) be able to do on my own.
For civilizations I'm hoping to integrate a variety of user-made civs rather than creating my own, perhaps through compatibility files within my own mod.
These are what I will not be able to do on my own:
- Building modelling. There are several buildings which I would like to implement, but if every building requires a model I will not be able to do so. Even if they don't, including a building model would be excellent.
- Unit modelling. In order to create a fuller game experience, new units will be required to flesh out unit trees. This is not necessarily required for first versions of a mod, but will definitely be required for a fuller experience.
- Resource modelling. Sensing a common theme here?
- Coding. I can do XML/SQL, but whatever programming language Firaxis uses for Civ 6 (be it Lua or whatever) I know very little about, so features requiring coding I will not be able to create. This is of course assuming Firaxis actually allows us to easily edit the database, otherwise I will be much more useless than I thought.
Planning Google spreadsheet
The spreadsheet includes a very rough draft of the mod tech and civic trees. They're not long enough to meet my goal (although the civic tree is closer), but I'm finding it a bit difficult to decide what to put in the Civic tech tree vs the Science tech tree.
(EDIT: updated the tech/civic trees to V2)
Current tech count:
Current civic count:
This is compared to the vanilla counts (68 techs and 50 civics).
Any comments/suggestions on the tech/civic trees? I think these are the most important things to get drafts of first as everything else seems to follow them.
If this thread is at all successful other elements of course will be discussed.
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