CFC is giving away a founder edition: Modder's raffle

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I'm actually not sure I'm eligible for this, because even though I've made more than 13 mods for Civ V and a mod for Civ VI, I'm not sure any of them made it into the database.

Oh well, here's what I'd do anyhow:

*Professional Athletics* Modern Age mechanic.

This would be similar to Religion (too similar?) but with a twist -- it's shared between players and is more about money and tourism.

1) There's fewer Professional Sports than religions, I'd think 3 at most. They represent not all sports ever, but the highest grossing (in our timeline, Football, Hockey, and Football).
2) The founders get to choose traits about the sport, such as: "Inexpensive Investment", "Equipment Dependent", "Equine", or "Pastoral". Founders also get to pick the sport. Maybe in your timeline, Polo is the #1 sport. Or Oochamydyk. Or Go.
3) Cities get Teams for the Sport based on whether they build a sport-specific Arena. Oh yeah more of those traits "Shares Arenas" is a thing to.
4) Teams play together regularly, a combination of investing money, effects of traits, and RNG determines which teams win.
5) Sports spread demand to other cities via pressure. A city with high pressure and no team tends to be a good source of tourism.
6) Winning streaks give money and create pressure.

It's like religion + tourism + great works, but modern.

A goal here would be to see how sharing a religion might work in Civ, as well as giving an alternative to missionary spam and giving a texture to a tourism-like mechanic.


Of course, I'd also be adding Crowfoot to the game. Of course.
 
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First and foremost, porting over my Civ5 civilizations, including the in-progress ones that I never completed, which include several from the Caucasus.

But there's also a novel mechanic I've wanted to add for a while, which is supply lines. I had an idea for a Civ5 mod called Logistica which would radically overhaul how the strategic resources work that I would like to actually make for real in Civ7, and it looks like this:
  • Rather than providing a fixed quantity of strategic resource, iron/aluminum/coal/uranium mines, horse pastures and oil wells provide a resource production rate per turn, which you either use or lose.
  • This resource rate acts as a bottleneck to how quickly units requiring that resource can be built or healed. Rather than e.g. an iron mine that can support 3 swordsmen vs. an iron mine that can support 9 swordsmen, there are just iron mines that produce enough iron to produce swordsmen at the theoretical maximum production rate vs. iron mines that can only support 1/3 of the max production rate.
  • Units can require multiple resources. Battleships, for example, need oil to move, but they're also built out of iron.
  • Losing access to a resource doesn't inflict a flat -50% penalty. Rather, different resources are required for different functions of units. e.g. Oil is needed for tanks to move, but not to fire shells. So losing access to oil brings things that need it to a halt, while losing access to horses means horsemen lost in battle can't be replenished, etc.
  • Access is determined on a per-unit basis, rather than a per-civ basis. Individual units can have access to the oil/horses/iron/etc. they need, or not.
  • A unit's access to the resources it needs is determined by the strength of its supply line. Resources have to be collected in improvements, transported to cities where they are refined, transported to distribution points for distribution to the units, and then sent out to the units. This whole process happens automatically and largely invisibly.
  • Resource transportation is fast and efficient (= with minimal loss) over well-paved roads and railroads on easy terrain in friendly, unthreatened territory. It's a lot less efficient (= substantial loss) when there's no route, over hills and rivers, through dense jungle, and when the supply train is endanger of being captured by nearby units. Inefficient supply lines cause your units to partially lose access.
  • There are two other resources that need to be supplied to units - food, and ammunition. Losing access to ammunition gives an enormous combat penalty. Losing access to food prevents units from healing and they will starve to death or desert over the span of a couple turns.
  • Supply lines cannot travel over territory you don't control. (Note control, not own - there will be a separate "de facto control" system based on the last unit to have walked over a tile.) Encircling enemy units, so that there is no tile their supply lines can travel over, cuts them off from all resource flow and renders them extremely vulnerable.
  • Resources flow through distribution points - cities, certain units (e.g. aircraft carriers supplying aircraft on their decks, oilers supplying ships), but also new tile improvements like ammunition depots or atoll airstrips. Improve your units' supply lines by building these in proximity to your units and with good transportation to your cities.
 
For almost eight years I develop/play Scenario Generator. It is a project that splits normal civilization game into several ages, split by resets that use data from previous eras to generate next scenario. Scenarios can be also played separately. Each scenario/age has its unique theme and gameplay mechanics. In New World scenario oceans are populated with new islands for players to explore, an entire game is concluded with a Sleep of Reason scenario during which ideological leagues take part in a domination mode called World At War (based at world war II).
There are Festivals with rewards enhanced by government, a self imposed quests (political promises) and much more.

I would like to use my experience to make each civ7 era a truely unique experience and make a full-run as fun and engaging as possible. Either by singular gameplay mechanics (maybe Tournaments, Stock Exchange, Unit Specialization or something completely new even for me?) or preferable through a total conversion. I believe that crazy yields are not an only path for the series, and dopamine rush can be find through dynamic geopolitics and interaction between players.
 
There is a lot to do :lol:

My first thing to do is renaming the Ages to Age of Agriculture, Age of Commerce and Age of Industry; that way the timeframe wont feel so weird for some civs (looking at you Khmer :p) while keeping the cute themes they wanted to go for each age.

After that, it really feels like some civilizations can be fun to try, as well as leaders. We are sorely lacking an Exploration Era mesoamerican civ, so Aztecs are definitely something I'd consider doing; but I also want to play around with some Antiqutiy ones like Nazca and stuff.

I also want to play around modifying some of the Legacy Paths, particularly the culture ones; tho ofc I first would love to play to see how each play out. thinking of some new ways to earn mini-victories is always fun tho.

Finally, with the narrative events there's a lot of potential to add some fun little things that happen from time to time, and getting more is always the merrier.
 
I would try my hand at making a mod that removes civ-switching and ages, to return Civ to it's natural state of all civs, all game, no interruptions, and to return the Civ series to the mantra, "A Civ to stand the Test of Time!"
 
I would try my hand at making a mod that removes civ-switching and ages, to return Civ to it's natural state of all civs, all game, no interruptions, and to return the Civ series to the mantra, "A Civ to stand the Test of Time!"
10/10 would play
 
Moderator Action: Again, many thanks to everyone for the participation, the winner of this contest has now received a private message.
An overall announcement will be made when all winners from all contests have been notified.
 
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