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Civ VI Rhye’s Project

Discussion in 'Civ6 - Requests & Ideas' started by MAHRana, May 2, 2018.

?

Would you be interested to work on a project like this?

  1. Yes

    3 vote(s)
    100.0%
  2. No

    0 vote(s)
    0.0%
  1. MAHRana

    MAHRana Prince

    Joined:
    May 22, 2010
    Messages:
    323
    I think the new expansion is adding some interesting mechanics into the game that have potential for use in a Rhyes and Fall type mod. It’s been a while and I think it’s possible to make something good if we worked together on it. I don’t have much coding experience but I’m trying to learn LUA to at least make a mod where the further a civ settles a city from their historical core region (which changes per era) the lower the stability to the point that it’s just not possible for Rome to found a city in China. The AI should also probably be incentivized not to do so in the first place.

    Gedemon already made a historical start mod (https://github.com/Gedemon/Civ6-Historical-Spawn-Datesa), SeelingCat’s Rosetta mod renames each city per civ owner (https://steamcommunity.com/sharedfiles/filedetails/?id=1161626651), there’s already a geographical city name mod in the works for YnAMP (https://forums.civfanatics.com/thre...rue-location-corresponding-city-names.605960/) and HandyVac made a dynamic city naming mod for cities outside their historical reach (https://steamcommunity.com/sharedfiles/filedetails/?id=871328387&searchtext=).

    Maybe pooling our ideas and resources together can get us something close to that experience. If somebody develops a code for historical victories we can add it here or make a sub-project to try make that mechanic for example and try make a system out of it. Is such a project something the modding community is interested in?
     
  2. MAHRana

    MAHRana Prince

    Joined:
    May 22, 2010
    Messages:
    323
    Okay, so far I've come up with a list of ideas/checklist I wanna complete to get the mod up. atm Gedemon's historical start times works well but I'll have to add loyalty buffs to flip nearby cities over upon spawning the settler. Apart from balancing tweaks (civ specific eurekas, maye tech tree cost changes per player, golden age bonuses/penalties, historical events, etc.) , I'm thinking of modding a religious schism feature, and perhaps an opportunity to change the active player to take over the AI if possible in the future. Priority now is to set up unique historical victories per every civ, and if possible try get the AI to pursue those victories as well. I might keep this thread as a log in that case.
     
  3. MAHRana

    MAHRana Prince

    Joined:
    May 22, 2010
    Messages:
    323
    Done:
    Spoiler :

    •Map with accurate city naming

    •Historical spawn dates


    To do:
    Spoiler :

    •Loyalty buff upon civ spawn

    •Remove culture from starting plot

    •Covert nearby units upon spawn

    •Historical victories

    •Settler mapping

    •City names change on era

    •Historical events (e.g. New World plague)

    •AI behavior more historically modeled

    •Unique improvements remain after city capture

    •Religion overhaul

    •Native cities

    •Civ specific eurekas

    •Increased barb camps in steppes/jungles

    •Goody hit regeneration
     

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