That's awesome work, Knasp! Seriously well done! The scale of the map and all of the cities and countries is looking a lot more accurate than I expected CiVI to look!
Thanks again for posting, it makes a big difference to know folks are still enthusiastic!
Having specific scenarios for certain parts of history is definitely something we want to do longer term with the mod, once the core general structure of the generated games is in place. (Similar to the scenarios in CiVI itself and how they relate to the games you generate by setting them up with map types etc.)
Now to reach back into history, with the posts I've been intending to reply to for weeks:
I have been passively observing things from the sideline (stopped playing civ6 about 1 month in since release) and feel that modding in general has kinda seized up for this iteration of the game. I was hoping that there would at least be a broader range of graphics and mods by now, but looking through the sub-forums and DB, it feels very lite in content.
Do you think the release of the source code would help get things going again, or does your gut feeling tell you that this iteration is a bit of a lost cause modding wise?
I don't buy much of the doom and gloom about CiVI modding. The capabilities we have now are better than what we had at an equivalent time in CiV. There are holes, but as Gedemon pointed out, several of them are being closed. Every new game is decried as the end of modding, but they've all found their niches by the time they've matured.
I am conscious specifically for the WoTMod project that source access is needed for the kinds of sweeping changes that we want to make. Since it's completely up to Firaxis whether they release the source or not, it's difficult to invest in working on CiVI until we know it'll be possible to actually make the mod we want.
Edit: Also, has the DLC spam possibly contributed to the lack of 'better' modding capability?
I doubt it, a lot of the DLC effectively uses modding systems. Some of them are great examples, I used some of their structure and data as a template during the evaluation earlier in this thread. The main difference between the DLC and mods (from a feature perspective) is that if the DLC developers find they're missing a feature, they can walk down the hall and ask someone to add it in. That makes the DLCs feel very unique, but also means the more unique DLC features there are, the more variant mod features we can probably make.
ah! Well, truly, this has been the busiest I've ever been in my life, so write around when NaNoWriMo started I was in no position to get back to modding, anyways.
Faced with the prospect of doing it blindly... it still scares me. I'm willing to start, but I think it might be hard to justify getting much past the "big picture", or to justify putting in tons of time - maybe a slightly slower posting pace than we've done at our peak.
Ugh, darn you, Firaxis. What ww2commander says above scares me even more...
I've gone in and out of playing CiVI. Put in a few games, but not tons. I feel mostly comfortable with it, but the previously noted complexity-without-connection-to-other systems makes it hard to really "get."
Yeah, as my extremely delayed reply probably suggests, it's difficult to pull together time to work on something like this while it's still so nebulous!
I've not actually played that much CiVI yet (still only 39 hours), I'm hoping Rise & Fall will rekindle it for me. I've been playing a lot of Stellaris in its place.
Overall I feel like going in blind isn't gonna be good for us, it'll be slow and demoralizing. We'll need to make a lot of decisions without enough information and have to come back and re-evaluate them anyway. I'm leaning towards just waiting until source access is provided. Once it is, I can do some serious digging about how it all fits together and then we can start converting all of our design work from CiV to CiVI.
What do you think?