Hello world. MODs question

dcvandiver

Chieftain
Joined
Dec 30, 2016
Messages
4
Hi everyone,

I like playing a couple of different mods in Civ5 and would like to know if anyone has plans on carrying them over to Civ6. Can't remember the exact names of the mods right now.

The two mods I like playing are the prehistoric era mod and the future era mod together. They make for a long game when they slow the years per turn down, but I really like the extra techs to research and the units, buildings, and tile improvements they add.

I really appreciate the mods that the community creates, they add so much to these games. Thanks for all you do.
 
Well, I am adding prehistoric and plan to add techs buildings, etc throughout and through future era's, in the Balancer mod. The mod is still in the infancy stages though, and very little art has been added for the new techs for example.

Currently, I split up the Ancient era into the Stone Age and Bronze Age, with the Iron Age following on, this is the the beta I am working on now.
 
Hey,

I checked out the mod for a little while, and so far it looks like it will be exactly what I am looking for. Can't wait until you get all the features ready. For now I put everything back to standard. Will look at it again.

Great work.
 
Thanks, if you have any feedback I would love to hear it.
Hey Elucidus,

I was able to sit down and play pretty much a full game with your MOD version 1.8. Overall I really like the new Tech tree and unit improvements.

Here are some of the things I saw, you probably are aware of them already, but...
Since some of the World Wonders were moved to districts or City Center, some of the Great Engineers that add production to wonders do not work anymore.
The Tech Tree needs to be setup so that to advance through the eras you have to complete all the techs, so that it is not possible to "fast track" without completing some of the ancient techs.
Tech Tree and Civics Tree needs to be balanced together so you are not researching something like Dry Farming during the Middle Ages.
And, as you mentioned in the MOD notes, the year in the game. Kind of strange to be entering the Industrial Era in the year 3500 AD.

Thanks for your work on this MOD, and providing players with some great additions to the game.
 
Thanks for the feedback. I really appreciate it.

Thanks for the notes, some of those issues have been addressed in the current beta, I would be happy to send you a copy.

I am currently building out the game further, I plan to rework the civics tree in phases as I complete the relevant tech tree, currently I am finishign up the design for the iron age, and I will begin planning the civics tree up through that point.

I would like to send you the newest for 0.19 beta. It isn't currently public.
 
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