Jacob Applehoof
Chieftain
- Joined
- Nov 1, 2016
- Messages
- 2
So I'm not unfamiliar with mods, but most of what I'll be saying is coming from a college student and gamer, NOT a dev or modder. As such, if I say something impossible or stupidly complicated, disregard it. 
As for this mod, I can see it being a wonderful thing that changes a lot. Specifically, I hope to see some pre-ancient tech that's slow and methodical. Even with time advancing at a quick pace, you could add some resources to the maps and have tech slower to form tens of thousands of years before 4000BC. This could be a good point to expand, since the IDEA of border expansion via cities is rather rudimentary. I was thinking barbaric resources such as berries and fertile soul (as well as mining resources that physically poke from the ground and allow rudimentory mining before tech can advance it.) Barbaric units and primitive diplomacy could be really nice to see in action.
Now I'm not sure if coding allows, but is it possible to make a resource that provides a simple yield output (like mining giving production), that has an unknown random element that further tech could uncover it as genuinely useful or pointless? For instance, barbarians finding shiny white metal might only be able to build with it, but as modern technology grows, they learn it is actually aluminum! I never liked the idea of "researching nukes gives the magical ability to see shiny green uranium". Why can't there be 2 types of radioactive elements in the ground...useful uranium and uselessly, poisionous Polonium or Francium? That way when you're hunting for valuable resources early-game and come upon mystery painful (radioactive) rocks in the barbaric era, it's a random moment where you could be wasting time unknowingly gathering Polonium in an attempt to steal Uranium pre-Nuclear tech. Could work for all of the post-ancient resources. Gold!? Nope, it's useless Pyrite. Oil? Not likely! It's clearly tar. It would add a massive level of strategy. Risk and reward since Civ6 added the ability to permanently remove a resource. It could even be a diluted color until you research it. Simple grey rock (color-blinding you since you're omniscient and SHOULDN'T know what Uranium looks like) until tech reveals it to be useful or useless.
I'll be thinking up other ideas, but I hope this kinda stuff is possible!

As for this mod, I can see it being a wonderful thing that changes a lot. Specifically, I hope to see some pre-ancient tech that's slow and methodical. Even with time advancing at a quick pace, you could add some resources to the maps and have tech slower to form tens of thousands of years before 4000BC. This could be a good point to expand, since the IDEA of border expansion via cities is rather rudimentary. I was thinking barbaric resources such as berries and fertile soul (as well as mining resources that physically poke from the ground and allow rudimentory mining before tech can advance it.) Barbaric units and primitive diplomacy could be really nice to see in action.
Now I'm not sure if coding allows, but is it possible to make a resource that provides a simple yield output (like mining giving production), that has an unknown random element that further tech could uncover it as genuinely useful or pointless? For instance, barbarians finding shiny white metal might only be able to build with it, but as modern technology grows, they learn it is actually aluminum! I never liked the idea of "researching nukes gives the magical ability to see shiny green uranium". Why can't there be 2 types of radioactive elements in the ground...useful uranium and uselessly, poisionous Polonium or Francium? That way when you're hunting for valuable resources early-game and come upon mystery painful (radioactive) rocks in the barbaric era, it's a random moment where you could be wasting time unknowingly gathering Polonium in an attempt to steal Uranium pre-Nuclear tech. Could work for all of the post-ancient resources. Gold!? Nope, it's useless Pyrite. Oil? Not likely! It's clearly tar. It would add a massive level of strategy. Risk and reward since Civ6 added the ability to permanently remove a resource. It could even be a diluted color until you research it. Simple grey rock (color-blinding you since you're omniscient and SHOULDN'T know what Uranium looks like) until tech reveals it to be useful or useless.
I'll be thinking up other ideas, but I hope this kinda stuff is possible!
