Modder sentiment - is the future bright?

The devs mentioned the moddability will be along the same lines as recent structures (Civ6 and Civ5?). No surprises expected.

While leaders remain tricky, I believe there's a lot of opportunity for adding civs to fill in the gaps in the ages. And it looks like there's plenty of graphical assets to represent a good number of cultural styles.
 
One (of the many) thing(s) I hope for, is that Events will be easy to mod - the triggering conditions, the rewards / choices, etc. It seems potentially pretty easy, yet quite impactful.
*trollface* Only to discover that all events are hardcoded beyond any meaningful modding way. Any attempt for modding events will result in AI crashing and behaving in very unexpacted way. And event modding required SDK, which Firaxis withold to release until 2030s.
 
*trollface* Only to discover that all events are hardcoded beyond any meaningful modding way. Any attempt for modding events will result in AI crashing and behaving in very unexpacted way. And event modding required SDK, which Firaxis withold to release until 2030s.
I don't see that happening. Mods are a big part of Civilization. FXS would be shooting themselves in the foot if they did this
 
My #1 mod request for any of you amazing people that might be looking for ideas... A mod for the policy cards that shows exactly what the result of selecting that policy will be for your empire (like exactly how much it will increase or decrease each yield). Civ6 had a mod for this and it is so incredibly helpful for deciding which policy to slot.

In civ7, I think this would be especially helpful for the crisis policy cards when deciding which one will be the least harmful for your civ.
 
I don't see that happening. Mods are a big part of Civilization. FXS would be shooting themselves in the foot if they did this
Not only Civilization. The Anno 1800 game, out since 2019, has been immeasurably enhanced and extended by Mods. Some merely decorative, some with major changes to the way the game is played, some 'cheats' that simply make some things easier. That kind of vigorous modding community can be a huge part of replayability, as mods can make a new game utterly different in many particulars from the 'official' version.
 
I don't see that happening. Mods are a big part of Civilization. FXS would be shooting themselves in the foot if they did this
And really, Firaxis themselves would likebe adding many of those narrative events as times passes (every new leader or civ needs their person events after all). So for Firaxis to add more themselves, it would be better to have it in a way that is easy for anyone, themselves or modders, to add more.
 
I'm a modder and I can't imagine playing Civ games without mods. They mean a lot to me,

I am confident in a lot of general moddability given that the devs said it's top of mind and that the framework will be similar to Civ 6, which had a very open and flexible system. I'm excited to see what we can do.

I don't usually make modded civs or leaders, but it seems like both of those will be more challenging for modders this time around. For modded civs, there's a need for more graphics/art than ever before, and that's always been a limiting factor for most modders. For modded leaders, 2D leader images or otherwise static models will stick out like a sore thumb in the new diplo setups.

As a long time subscriber to your mods (they are among those I -always- enable), I'm looking forward to seeing what you come up with :hug:
 
I'm planning on making some mods to update the icons and UI if they end up not changing between the previews and release. Specifically, recoloring the Resource icons to reference their FIDSI yields, and redrawing the [+] icons in the tech and civics trees to make it more clear which ones are settlement limit, free codex, or yield-based bonus.
 
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