Nikas Kunitz
Chieftain
Hello, Civ4 community! For many years I played Civ4, mostly with various mods. And for many years I contemplated on what a "perfect version" of a mod would be for me. Usually, this resulted in making small (or not so small) changes in existing mods, personal modmods, so to say. But only by now I decided to try making my own mod and thus I'm writing here.
The mod type I envision is a "general expansion" of vanilla gameplay, like Realism Invictus or History Rewritten, perhaps not as much diverging from vanilla. Specifically, I already outlined usual mod changes to civs&leaders, tech tree, civics, units and buildings, with general aim at balance between historical realism and clear civ gameplay. Over that, I might try to add some of more advanced mechanics I have ideas about, but that really would need more expertise. Years of personal modmoding gave me some experience and understanding of XML modding (with a little bit of Python), so adding XML stuff should be fairly possible, even if labourous. Other than that, I have near zero experience with proper coding and Python and also with modmaking as it is.
So, what I'm seeking with this thread? As I understand for start it would be better to construct a base mod with various mod components, and build XML things upon it. There's a lot of various things on this forum and browsing through them all is an adventure of its own, which I am in. Nevertheless, I would like to ask an advice about what mod components (and versions) I should include and, crucially, how they should be combined without issue. As I can see at the moment, I would need advanced AI (K-mod), Platy worldbuilder, revolutions, advanced diplomacy, advanced slavery and some specific components that allow more options for buildings, units etc (like, more specific prereqs I've seen in most mods), as well as some other things that give more quality and ease modding. So, I would appreciate advice and help in making this base mod, even a link to a optimal version of a mod component. Perhaps, someone made a base mod like that before and can share it? Or even help directly in making this mod.
The mod type I envision is a "general expansion" of vanilla gameplay, like Realism Invictus or History Rewritten, perhaps not as much diverging from vanilla. Specifically, I already outlined usual mod changes to civs&leaders, tech tree, civics, units and buildings, with general aim at balance between historical realism and clear civ gameplay. Over that, I might try to add some of more advanced mechanics I have ideas about, but that really would need more expertise. Years of personal modmoding gave me some experience and understanding of XML modding (with a little bit of Python), so adding XML stuff should be fairly possible, even if labourous. Other than that, I have near zero experience with proper coding and Python and also with modmaking as it is.
So, what I'm seeking with this thread? As I understand for start it would be better to construct a base mod with various mod components, and build XML things upon it. There's a lot of various things on this forum and browsing through them all is an adventure of its own, which I am in. Nevertheless, I would like to ask an advice about what mod components (and versions) I should include and, crucially, how they should be combined without issue. As I can see at the moment, I would need advanced AI (K-mod), Platy worldbuilder, revolutions, advanced diplomacy, advanced slavery and some specific components that allow more options for buildings, units etc (like, more specific prereqs I've seen in most mods), as well as some other things that give more quality and ease modding. So, I would appreciate advice and help in making this base mod, even a link to a optimal version of a mod component. Perhaps, someone made a base mod like that before and can share it? Or even help directly in making this mod.