ImmerCiv modpack

UncivilizedGuy

King of the Universe
Joined
May 24, 2012
Messages
1,105
Hello all. I thought I'd take the time to talk about my new creation named ImmerCiv that's under development.

What is ImmerCiv? ImmerCiv is a megamod or modpack that I have been constructing. Currently the title is Resources Gone Wild which is available to play on Steam.

Why am I creating this you ask? Because I love Civ! I have been playing this game since I was a snot nosed teenager back in the 1980's. Put simply Civ has always been my favorite game. I am a huge fan of the large modpacks in Civ 4. Rise of Mankind, Realism Invictus, Caveman2Cosmos are at the top of my list. But Civ 5 just doesn't have one that I have been able to sink my teeth into.

I have never been completely content with the modpacks that are out there. Every one I have ever played I found my self in disagreement with some element of the mods. Like many of you I cram as many mods together as possible from the Steam Workshop. The incompatibility of some mods can be a bummer. My other dissatisfaction comes from the vanilla tech tree. Historical accuracy is important to me.

So over a year ago I sat down and began creating my own tech tree on a spreadsheet. When I completed it I decided to tackle Modbuddy. The only prior modding I knew how to do was changing parameters in the XML. I read some tutorials but could never get my mod to work properly. After a couple of attempts I gave up due to frustration. But the desire to create my mod never really left me. So I spent some time lurking around the forums on this amazing website. My confidence increased and I decided to give it another shot. This time instead of modding the tech tree I decided to make copper into a strategic resource(this always bugged me). This time magic happened. A light bulb appeared above my head. Success! It worked. Resources Gone Wild became my first mod. It definitely has been an uphill battle. There is quite the learning curve to modding especially to a novice like me.

So back to ImmerCiv. I wanted a mod somewhere between Rise Of Mankind and Caveman2Cosmos. My plan is to combine my favorite mods that focus on historical accuracy and make them work together. Resources Gone Wild is just the beginning. I am currently building a much larger tech tree that will hopefully make Resources Gone Wild play better. I want the player to feel immersed in the eras and not blast right through with bee lines. I will be compiling a list of mods to share with everyone that I will attempt to include. There will definitely be more units, buildings, wonders, techs. A restructuring of social policies and religion is also planned.

Let me know what mods you like. I'll take a look at everything. I'm also looking for ideas to make my mod better mod.

Resources Gone Wild - World Trade can be found here:
http://steamcommunity.com/sharedfiles/filedetails/?id=218741006&searchtext=World+trade
 
I generally prefer playing a game focused on resources and trade as opposed to warfare, which is why I really enjoy using your RGW-WT mod. As for additional small mods that shift strategic emphasis from conflict to contact and cooperation, here are a few I like...

These two because they reward construction of buildings as opposed to military expansion: Coastal City Improvements, Improved Water Mill

These three because they make workers more valuable than fighters: Half Price Workers, MegaWorkerUnits, Improvement Upgrades

These two because they give those workers more area to develop: Faster Plot Expansion, Cultural Diffusion

These three because they make all that extra land more useful: MineScience, Reforestation, Workable Mountains

And finally, I like using this mod even though it has nothing to do with resources: Circumnavigate the World. I just enjoy being rewarded for exploration. :)
 
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