Zegangani
King
- Joined
- Oct 9, 2020
- Messages
- 862
I'm currently working on a Mod Series that introduces many new Mechanisms/Systems to the Game (and altering some existing ones), which work like the NFP Game Modes (that you can enable/disable as you desire), but are more fleshed out/detailed and interconnected with the Game's existing Mechanics. There are 6 Mod packs planned (maybe more depending on how this series will succeed), with each including a set of new Mechanics (some big some small) or reworked existing ones. The Aim of this Mod Series is to flesh out/rework the existing Mecanics, make them more interconnected and introduce new Ones (which are very influenced by Ideas I gathered from this Forum - with many that tackle the Late Game Lag Issue). And I'm sure everybody will find something that they will always want to have enabled
.
Given that these Mod Packs require a lot of Time to be finished, I decided to release them similar to how the NFP Packs were released: one Mod Pack each 1.5/2 Months, with the first one comming in October. Each Pack has a clear Design/Theme/Objective, and most of the Mechanics of the Packs are already designed, they just need to be coded and polished. (More Infos will come when the First Mod is released)
The Theme of the 3rd Pack is Empire Management, and I'm currently struggling with a Mechanic that I want to Include in that Pack, which is "Rise and Fall of Civilizations". I had a Conversation with @Boris Gudenuf who Suggested " 'Alternative Progressions' . . . with 'internal' changes like the Dynasties/Leaders with different Uniques attached or available". I really like this Idea, however, it would be a huge work to design all the progressions for all the Civs and much more work to code all of that. Especially since the Goal of this Mechanism is to allow for dynamic Progressions, so just including IRL cultural changes wouldn't suffice for this, but aternative/fictional Outcomes of Cultural Changes are necessary (like Aztecs Conquering Portugal/Spain).
As you can see, even if it's a simple Concept, it's clearly a huge undertake that requires a lot of work/research and Time. So I'm not really sure how to tackle this, because I really want to have a Culture changing Mechanic included in this Mod Series.
Therefore, I wanted to ask you, the Civ Community, what would be of more interest to you:
- a dynamic Rise and Fall of Civs Mechanic (which will take the route of fictional Progressions as well as having the IRL Progressions of Civs),
- hardcoded Culture change (such as Rome>Byzantium (but what about Greece?)) that happen after each/2/3 Era(s) (I'm not a Fan of this tbh),
- a Dynasty Systeme that allow for picking a Civ Dynasty from a pool after each/2/3 Era(s),
- a Cultural Pressure mechanism that affect/get affected by the Authority/Stability of an Empire, with Pressure being exerted with Culture as well as Conquest (culture presence of previous owner/conquerer), and Trade.
- an Ethnicity Mechanism that makes each Citizen have a lineage/ancistery (or nation), ( Yes, this isn't a Culture changing systeme, but something that expands the Culture Mechanism - admittedly, I can't see how this can be Fun/interesting to play with),
- (if you have another Idea please tell me in the Comments)...?
So I would like to know which Mechanism of the above (or do you rather want a combination of some of these Mechanisms?) you are more interested in (and why), how would you like it to be implemented/how would it look like/work in Civ VI, and how should it interract with the existing Mechanics (or potential new Ones), such as the Loyalty Systeme.
As mentioned above, this Mechanic will be implemented in the third Mod Pack, which most likely won't be released before January, so enough Time to gather the necessary Ideas and Suggestions from you to implement before I finish the first two Packs, so I can immediately start working on it after that.
I'm not knowledgeable enough about History to feel comfortable implementing any of these Mechanisms on my own without consulting others who might be well-versed in History to know what would work and what wouldn't, how the fictional Progressions should happen or how the Cultural Pressure should work (I want it to be as realistic as possible). So I'm asking you guys to share your thoughts about this, if you have already a Concept/Design of such a Mechanic, or would like to think about one, feel free to post the details here, and if you want to go a step further and help me research/design the progressions of the Civs I would be very happy about that. Thank you!
(I noticed that a lot of People recently got interested in Cultural Changes in a Game (the Spark of Humankind has set Fire), so this is the chance for you guys to suggest/discuss such a Mechanic for Civ VI
)
Note:
- You can be as creative as if suggesting things for a new Civ Title. We don't have to stick to the Game's Design. It's a Mod.
- I won't make Culture Changes ala Humankind's Random Cultures.
- As this Pack's Theme is Empire Management, it won't include an Ideology Systeme, since this latter has more to do with Diplomacy, which is a theme for another Pack. But feel free to share your thoughts about an Ideology Systeme if you like.
- Things that have to do with Empire Management/Culture, but can't be modified: Tourism/Loyalty Pressure on/from (a) specific Civ(s). Which doesn't allow for dynamic Tourism or Loyalty Pressure.

Given that these Mod Packs require a lot of Time to be finished, I decided to release them similar to how the NFP Packs were released: one Mod Pack each 1.5/2 Months, with the first one comming in October. Each Pack has a clear Design/Theme/Objective, and most of the Mechanics of the Packs are already designed, they just need to be coded and polished. (More Infos will come when the First Mod is released)
The Theme of the 3rd Pack is Empire Management, and I'm currently struggling with a Mechanic that I want to Include in that Pack, which is "Rise and Fall of Civilizations". I had a Conversation with @Boris Gudenuf who Suggested " 'Alternative Progressions' . . . with 'internal' changes like the Dynasties/Leaders with different Uniques attached or available". I really like this Idea, however, it would be a huge work to design all the progressions for all the Civs and much more work to code all of that. Especially since the Goal of this Mechanism is to allow for dynamic Progressions, so just including IRL cultural changes wouldn't suffice for this, but aternative/fictional Outcomes of Cultural Changes are necessary (like Aztecs Conquering Portugal/Spain).
As you can see, even if it's a simple Concept, it's clearly a huge undertake that requires a lot of work/research and Time. So I'm not really sure how to tackle this, because I really want to have a Culture changing Mechanic included in this Mod Series.
Therefore, I wanted to ask you, the Civ Community, what would be of more interest to you:
- a dynamic Rise and Fall of Civs Mechanic (which will take the route of fictional Progressions as well as having the IRL Progressions of Civs),
- hardcoded Culture change (such as Rome>Byzantium (but what about Greece?)) that happen after each/2/3 Era(s) (I'm not a Fan of this tbh),
- a Dynasty Systeme that allow for picking a Civ Dynasty from a pool after each/2/3 Era(s),
- a Cultural Pressure mechanism that affect/get affected by the Authority/Stability of an Empire, with Pressure being exerted with Culture as well as Conquest (culture presence of previous owner/conquerer), and Trade.
- an Ethnicity Mechanism that makes each Citizen have a lineage/ancistery (or nation), ( Yes, this isn't a Culture changing systeme, but something that expands the Culture Mechanism - admittedly, I can't see how this can be Fun/interesting to play with),
- (if you have another Idea please tell me in the Comments)...?
So I would like to know which Mechanism of the above (or do you rather want a combination of some of these Mechanisms?) you are more interested in (and why), how would you like it to be implemented/how would it look like/work in Civ VI, and how should it interract with the existing Mechanics (or potential new Ones), such as the Loyalty Systeme.
As mentioned above, this Mechanic will be implemented in the third Mod Pack, which most likely won't be released before January, so enough Time to gather the necessary Ideas and Suggestions from you to implement before I finish the first two Packs, so I can immediately start working on it after that.
I'm not knowledgeable enough about History to feel comfortable implementing any of these Mechanisms on my own without consulting others who might be well-versed in History to know what would work and what wouldn't, how the fictional Progressions should happen or how the Cultural Pressure should work (I want it to be as realistic as possible). So I'm asking you guys to share your thoughts about this, if you have already a Concept/Design of such a Mechanic, or would like to think about one, feel free to post the details here, and if you want to go a step further and help me research/design the progressions of the Civs I would be very happy about that. Thank you!
(I noticed that a lot of People recently got interested in Cultural Changes in a Game (the Spark of Humankind has set Fire), so this is the chance for you guys to suggest/discuss such a Mechanic for Civ VI

Note:
- You can be as creative as if suggesting things for a new Civ Title. We don't have to stick to the Game's Design. It's a Mod.
- I won't make Culture Changes ala Humankind's Random Cultures.
- As this Pack's Theme is Empire Management, it won't include an Ideology Systeme, since this latter has more to do with Diplomacy, which is a theme for another Pack. But feel free to share your thoughts about an Ideology Systeme if you like.
- Things that have to do with Empire Management/Culture, but can't be modified: Tourism/Loyalty Pressure on/from (a) specific Civ(s). Which doesn't allow for dynamic Tourism or Loyalty Pressure.
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