Sumerian Bara Husband
Chieftain
- Joined
- Jun 11, 2018
- Messages
- 15
I should preface this by saying that I have no experience modding Civilization VI, but I have a few specific goals for my dream mod. If anyone can direct me to some good resources to help me learn, and/or you're interested in helping me put this mod together yourself, I'd love to talk to you in the comments.
The basic concept of this mod is first to overhaul the religious gameplay of Civ VI by rebalancing pressure and missionaries, rebalancing the beliefs and pantheons, and creating a dynamic adoption and reformation system for religion, to better model the way that religion has shaped history in the real world, and also how different cultures have shaped the religions that they have adopted; Second, to overhaul the loyalty system and introduce pressures to make it more difficult and less rewarding for players to continuously expand their empire, and reward players for investing into the development of their core territory.
I want to accomplish these goals by introducing the following systems to the game through this mod:
Reformation:
*The ability to Adopt a religion founded by a neighboring civilization in order to improve relations with them, automatically converting a portion of your population (or cities) to their religion.
*The ability to Reform a religion that you have adopted (effectively creating a new religion that has a "child" relationship), changing its beliefs, and possibly maintaining favorable diplomacy with your parent religion, while avoiding a situation where Adopting a religion could put a neighbor in a position to win more easily by religious victory.
*Unilaterally improving or buffing existing religious beliefs so that they provide more visible and actual power considering the large early game investment that must be made in order to earn one.
Revolution:
*Introducing Cultures: Within a Civilization, only a certain number of Cities within a certain distance of the Capital will have the base culture of a Civilization. Cities founded outside of these close, initial cities will automatically develop a new culture, causing them to provide reduced non-food yields, with cities developing a new culture based on how geographically situated they are.
*Introducing States: Cities with the same culture can be grouped together into States, creating a semi-autonomous administrative unit, similar to Puppeted Cities in Civ V. Cities within a State will manage their own production, and provide a better portion of their empire yields - faith, gold, culture, and science - than if they were directly controlled.
*Introducing Autonomy and Independence: States will have a certain level of Autonomy, providing better yields the more autonomous they are, but also becoming more disloyal to the capital the more Autonomous they are. Upon accumulating a certain amount of Independence, a State may make certain demands of its parent civilization, up to becoming a totally independent breakaway state, or force its parent civilization to fight a war against it.
Ultimately, the purpose of this mod would be to make changes to the two things about Civilization that I see as pretty lackluster - the religious gameplay, and the internal politics of your civilization. Other Grand Strategy Games I've played (though Civ is less that, and more of a 4X game - I see them as essentially related) have strongly emphasized internal politics in a way that I really like, which end up actually making the management of my empire more interesting and entertaining. Having internal threats and external ones balanced against each other creates a specific kind of gameplay that I would love to see in Civilization VI, and I want to give it my best shot by creating a mod that does just those things.
The basic concept of this mod is first to overhaul the religious gameplay of Civ VI by rebalancing pressure and missionaries, rebalancing the beliefs and pantheons, and creating a dynamic adoption and reformation system for religion, to better model the way that religion has shaped history in the real world, and also how different cultures have shaped the religions that they have adopted; Second, to overhaul the loyalty system and introduce pressures to make it more difficult and less rewarding for players to continuously expand their empire, and reward players for investing into the development of their core territory.
I want to accomplish these goals by introducing the following systems to the game through this mod:
Reformation:
*The ability to Adopt a religion founded by a neighboring civilization in order to improve relations with them, automatically converting a portion of your population (or cities) to their religion.
*The ability to Reform a religion that you have adopted (effectively creating a new religion that has a "child" relationship), changing its beliefs, and possibly maintaining favorable diplomacy with your parent religion, while avoiding a situation where Adopting a religion could put a neighbor in a position to win more easily by religious victory.
*Unilaterally improving or buffing existing religious beliefs so that they provide more visible and actual power considering the large early game investment that must be made in order to earn one.
Revolution:
*Introducing Cultures: Within a Civilization, only a certain number of Cities within a certain distance of the Capital will have the base culture of a Civilization. Cities founded outside of these close, initial cities will automatically develop a new culture, causing them to provide reduced non-food yields, with cities developing a new culture based on how geographically situated they are.
*Introducing States: Cities with the same culture can be grouped together into States, creating a semi-autonomous administrative unit, similar to Puppeted Cities in Civ V. Cities within a State will manage their own production, and provide a better portion of their empire yields - faith, gold, culture, and science - than if they were directly controlled.
*Introducing Autonomy and Independence: States will have a certain level of Autonomy, providing better yields the more autonomous they are, but also becoming more disloyal to the capital the more Autonomous they are. Upon accumulating a certain amount of Independence, a State may make certain demands of its parent civilization, up to becoming a totally independent breakaway state, or force its parent civilization to fight a war against it.
Ultimately, the purpose of this mod would be to make changes to the two things about Civilization that I see as pretty lackluster - the religious gameplay, and the internal politics of your civilization. Other Grand Strategy Games I've played (though Civ is less that, and more of a 4X game - I see them as essentially related) have strongly emphasized internal politics in a way that I really like, which end up actually making the management of my empire more interesting and entertaining. Having internal threats and external ones balanced against each other creates a specific kind of gameplay that I would love to see in Civilization VI, and I want to give it my best shot by creating a mod that does just those things.