anansethespider
Warlord
- Joined
- Oct 27, 2016
- Messages
- 288
Hi everyone, my name is Ananse. I am working on a project to dramatically expand the base content of Civ VI without altering the fundamental character of the game. Meaning I'm not trying to make a fantasy mod, or one specific to a particular era of history like Anno Domini...for this mod project, the goal is a finished product that still feels like Civ VI, but with a lot more technologies, buildings, and units to choose from.
That's a really basic summary. If people have questions I'd be happy to go into more detail on design philosophy concerning any of the elements. But before I go any farther let me tell you what I'm working on already...
1. More Expansive Tech Tree - I've put in about 2x as many technologies as existed in the base game, making every era from ancient to information much more fleshed out. Information era, for instance, went from 9 technologies before (one of which was Future Tech) up to 21 techs now. I am still in the process of populating all the new techs with units, buildings, etc. but you can see the scaffolding of the mod in place!
2. Better Balanced Unit Combat - There are a number of situations arising in Vanilla Civ where the choice between units requires very little strategy - you simply spam the best unit available to you at the moment, as many Archers or Knights or Musketmen as you can possibly churn out. I am hoping to address this in two main ways:
A. Checks and Balances - Vanilla gives us the beginnings of a checks and balances system for units, but doesn't solidify it enough. Spearmen are good against cavalry, in theory, but too weak in practice. Melee units have a bonus to anti-cavalry that they hardly ever need because, for the most part, anti-cavalry is too weak. There is a lot of potential here for designing units to be strong or weak against other classes of units. For instance, I am eager to add "defender" units that are stronger on home territory, "shield" units that are less vulnerable to ranged attacks, ranged units with low range and high attack, or high range and low attack. Each of these would make the dynamic between existing units more exciting and challenging.
B. Niches and Unit Diversity - more specialized units that fill roles in different ways. An example is the Soldier, an ancient era melee unit with 35 strength (same as swordsman), no requirements for iron, but much higher initial cost and unit maintenance. Or the Herbalist, an ancient era support unit capable of healing. In Vanilla, if you were building a naval unit in the Ancient or Classical era then it was either a Galley (melee) or a Quadrireme (ranged). In this mod you'll have the additional options of the Bireme, Deceres, and Liburna, each of which fills a particular combat role.
OK, so if you made it this far it means you might be interested. The real point of this post is that I'm looking for other like-minded individuals who are interested in putting in some coding or artistic work toward a mod of this nature. In just the ancient and classical eras alone I've added close to 20 new buildings, units, and wonders, and believe me there's room for more! And of course there's tons of work to be done with leaders, civs, unique units, art assets, and a million other cool effects that I and many others would like to see in the game. Point is, it's too much for one person to do alone! Which is why my main goal at this point is creating a team of people from within the modding community who want to work together to put out something great.
So I invite you, please download the mod in its current form and explore the changes. If you think you'd like to be a part of it, please let me know!'
http://forums.civfanatics.com/resources/jz-tech-tree.25431/
That's a really basic summary. If people have questions I'd be happy to go into more detail on design philosophy concerning any of the elements. But before I go any farther let me tell you what I'm working on already...
1. More Expansive Tech Tree - I've put in about 2x as many technologies as existed in the base game, making every era from ancient to information much more fleshed out. Information era, for instance, went from 9 technologies before (one of which was Future Tech) up to 21 techs now. I am still in the process of populating all the new techs with units, buildings, etc. but you can see the scaffolding of the mod in place!
2. Better Balanced Unit Combat - There are a number of situations arising in Vanilla Civ where the choice between units requires very little strategy - you simply spam the best unit available to you at the moment, as many Archers or Knights or Musketmen as you can possibly churn out. I am hoping to address this in two main ways:
A. Checks and Balances - Vanilla gives us the beginnings of a checks and balances system for units, but doesn't solidify it enough. Spearmen are good against cavalry, in theory, but too weak in practice. Melee units have a bonus to anti-cavalry that they hardly ever need because, for the most part, anti-cavalry is too weak. There is a lot of potential here for designing units to be strong or weak against other classes of units. For instance, I am eager to add "defender" units that are stronger on home territory, "shield" units that are less vulnerable to ranged attacks, ranged units with low range and high attack, or high range and low attack. Each of these would make the dynamic between existing units more exciting and challenging.
B. Niches and Unit Diversity - more specialized units that fill roles in different ways. An example is the Soldier, an ancient era melee unit with 35 strength (same as swordsman), no requirements for iron, but much higher initial cost and unit maintenance. Or the Herbalist, an ancient era support unit capable of healing. In Vanilla, if you were building a naval unit in the Ancient or Classical era then it was either a Galley (melee) or a Quadrireme (ranged). In this mod you'll have the additional options of the Bireme, Deceres, and Liburna, each of which fills a particular combat role.
OK, so if you made it this far it means you might be interested. The real point of this post is that I'm looking for other like-minded individuals who are interested in putting in some coding or artistic work toward a mod of this nature. In just the ancient and classical eras alone I've added close to 20 new buildings, units, and wonders, and believe me there's room for more! And of course there's tons of work to be done with leaders, civs, unique units, art assets, and a million other cool effects that I and many others would like to see in the game. Point is, it's too much for one person to do alone! Which is why my main goal at this point is creating a team of people from within the modding community who want to work together to put out something great.
So I invite you, please download the mod in its current form and explore the changes. If you think you'd like to be a part of it, please let me know!'
http://forums.civfanatics.com/resources/jz-tech-tree.25431/