[Modding] What Mods will you be creating?

I'm a modder (or will become one) and I'll create...


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Not really quite modding, but i might try making a mobile version of the civilopedia. I always liked checking stuff on civ while playing and that civ 5 civiliopedia website is really hard to use for phones. Plus it doesnt work offline.

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Not really quite modding, but i might try making a mobile version of the civilopedia. I always liked checking stuff on civ while playing and that civ 5 civiliopedia website is really hard to use for phones. Plus it doesnt work offline.

Sent from my LG-H850 using Tapatalk
It's hard to use period because it needs so many spam-adds to pay the bills that it's an endless walk through distracting clutter.
 
Anno Domini will have a Civ 6 version if I can work out how to mod Civ 6 when it comes out!
 
I worked for a while on an Ancient Era mod which never saw the light of day...have wanted to do one for ages, so VI may be the perfect opportunity.

I also would be interested in doing something similar to my "unique policy buildings" except aimed towards government types, with different effects based on what government is active.

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I hope Civilization VI will be a little more easier for new modders to get used to the mechanics in the game to make their own mod, then again it all comes with time and practice. I tried getting a mod going on Civilization V, without touching any modding until 2015, but gave up due to the plethora of files needed and coding to make it work (XML and Lua); never really got into the coding part. I was more used to the interface of Civilization III modding when I fooled around with it as a kid, and later I made bigger mods where I actually got used to adding leaderheads, units, icons, etc. all manually. It took time when I got the game, but I got used to it eventually. With Civilization V, I just jumped into it and I lost the will to continue modding.

At least with a new Civilization being released, I will have the drive to fully get into making a successful mod (hopefully I have time aside from university :lol:) I like modern and current history and take an interest in the politics of today, so I've always wanted to make a detailed mod that allowed players to play modern countries and adapt all the current conflicts and political issues in the game on a giant world map. Or maybe add a civilization like Canada, for once... ;)
 
Looks like I won't need to do the color-code part of CCSMM for VI since that's the default now. I'll still want to make the CSs more obscure though so they don't get in the way of mod civs.
 
I once suggested on the forums that when you found a religion, you should have to give it one negative effect, such as losing the benefits of one randomly-chosen luxury resource (like how Judaism would prohibit the use of Crabs, and Islam would prohibit the use of Wine), or having food production halt one turn out of every x turns to represent that adherents of that religion observe a period of fasting. I thought it would be an interesting touch to have to make that decision of which malus to put on yourself and have to alter your strategy to incorporate it. I think it's probably safe to assume they haven't actually put anything like that into VI, so I might take a stab at modding it in myself.
 
Sounds like a neat idea to me. I wonder if it might be better to have the malus be randomly assigned so you can't game it - e.g., pick the "no wine" one when there's no wine in your borders.
 
I once suggested on the forums that when you found a religion, you should have to give it one negative effect, such as losing the benefits of one randomly-chosen luxury resource (like how Judaism would prohibit the use of Crabs, and Islam would prohibit the use of Wine), or having food production halt one turn out of every x turns to represent that adherents of that religion observe a period of fasting. I thought it would be an interesting touch to have to make that decision of which malus to put on yourself and have to alter your strategy to incorporate it. I think it's probably safe to assume they haven't actually put anything like that into VI, so I might take a stab at modding it in myself.
  • I doubt Firaxis will implement such a system unless they've taken a really hard return with civ6 to the civ4 approach of Cost/Benefit like they had with civics. Most people who are likely to play a game aren't devoted hardcore strategy-game-fanatic enough to really like negative effects to something as a 'Cost' for a 'Benefit' -- they seem to much rather want a 'Cost' to be if you choose X then you can't choose Y.
  • This is also why I think Firaxis had no random events or disasters in Civ5 -- they aren't actually as popular with the average player as one might think.
  • I know I generally shut off all the random events mechanics in most games I've ever played, because they always seem terribly imbalanced and prone to punish the human to far too excessive a degree. One of my all-time favorite games (Master of Orion 1) was prone to ridiculously game-killing random events, which once I learned the trick on how to shut them off, I always did.

You'd most likely have to make the system you are outlining, even though none of the 'maluses' you outlined are all that severe, and would actually serve to balance out a bit some of the bonuses you get for having been lucky enough to found. Though I'm not sure how happy I'd be to get one of those as a result of AI prophet-spamming :)

I was once going to release a mod that made each Religion essentially have a pre-defined "Trait", but I put the project on the shelf because Tomatechk's multiple religion-adding mods, which would have more than quadrupled the amount of work needed to release such a system. I was going to have each Religion allow their version of a 'Holy Wonder' only the founder could construct, each religion had a set of effects such as one would spawn up to five defensive units at any one time when invaders attacked, each religion would have a 'small world wonder' that any city following the religion could try to construct before someone else did, each religion would allow special versions of various unit-types spread throughout the tech tree to be trained in cities following the religion, etc. The system worked without errors, it was just the daunt of the extra added religions that shelved the project. Well, that and figuring out how to make the AI able to effectively use such a system.
 
Sounds like a neat idea to me. I wonder if it might be better to have the malus be randomly assigned so you can't game it - e.g., pick the "no wine" one when there's no wine in your borders.

That's an interesting thought. I had already decided the resource chosen by that particular malus should be random for exactly that reason, but I like the idea of having the malus itself be randomly chosen.

  • I doubt Firaxis will implement such a system unless they've taken a really hard return with civ6 to the civ4 approach of Cost/Benefit like they had with civics. Most people who are likely to play a game aren't devoted hardcore strategy-game-fanatic enough to really like negative effects to something as a 'Cost' for a 'Benefit' -- they seem to much rather want a 'Cost' to be if you choose X then you can't choose Y.
  • This is also why I think Firaxis had no random events or disasters in Civ5 -- they aren't actually as popular with the average player as one might think.


  • This, unfortunately, is probably true. I like random events, myself; I don't even mind ones that hinder me as long as they aren't so huge they end up being game-breakers. No random event should ever make victory either a foregone conclusion or impossible, but little boosts and hindrances here and there, I enjoy. I liked having the feature in Civ IV (not to mention EUIV, which I've more recently gotten into), and I always play Civ V with the Events and Decisions mod for just that reason.

    The maluses I have in mind are, by design, not very severe. I don't want any of them to make it so that whoever uses the mod is now screwed because they founded a religion and got a malus that completely cripples them. (Say, a Pacifism malus that prohibits them from building units. That would just be insane.) I just want little things that they'll have to work around on their way to victory. I'm no designer, so maybe I'll find I'll actually need bigger maluses than the ones I have in mind in order for it to work. It will take a lot of play-testing to get the balance right in any case.
 
This is far too ambitious a project for any individual, and I'm not sure I'm the right person to lead it, but I'm sketching out a design document for an Alpha Centauri total conversion in the spirit of Planetfall. Starting premises:

1) SMAC is "about" modern-era ideologies struggling in a world they weren't designed for, literally and metaphorically - how their traditional struggles play out against that backdrop, how they actively shape it, creatively respond to it, and get overwhelmed by it.
2) Unique, nonzero-sum win conditions for each Colony based on the ideology of its associated Faction - for instance, the Stepdaughters preventing a certain threshold of environmental damage being reached. It should be logically possible for no, or all seven, or almost any combination of players to win; they are still driven to conflict, of course, by the existence of scarce resources and by the fact that optimizing for one thing entails not optimizing for another.
3) Separating pop Faction identity from Colony Faction identity using the Religion chassis. With Faction features at the base (city) level keying off of citizens rather than player, tradeoffs arise between a loyal population and a diversely capable one.

Hopefully the full draft will make a compelling case for why these, and adapting some other mechanical chasses from recent iterations present in VI, could be the foundation for something both thematically resonant and strategically interesting, even if some of the details have to be extremely hazy at this point. (If and when I do finish said draft, would it be more appropriate in this thread or one of its own?)
 
This is far too ambitious a project for any individual, and I'm not sure I'm the right person to lead it, but I'm sketching out a design document for an Alpha Centauri total conversion in the spirit of Planetfall. Starting premises:

1) SMAC is "about" modern-era ideologies struggling in a world they weren't designed for, literally and metaphorically - how their traditional struggles play out against that backdrop, how they actively shape it, creatively respond to it, and get overwhelmed by it.
2) Unique, nonzero-sum win conditions for each Colony based on the ideology of its associated Faction - for instance, the Stepdaughters preventing a certain threshold of environmental damage being reached. It should be logically possible for no, or all seven, or almost any combination of players to win; they are still driven to conflict, of course, by the existence of scarce resources and by the fact that optimizing for one thing entails not optimizing for another.
3) Separating pop Faction identity from Colony Faction identity using the Religion chassis. With Faction features at the base (city) level keying off of citizens rather than player, tradeoffs arise between a loyal population and a diversely capable one.

Hopefully the full draft will make a compelling case for why these, and adapting some other mechanical chasses from recent iterations present in VI, could be the foundation for something both thematically resonant and strategically interesting, even if some of the details have to be extremely hazy at this point. (If and when I do finish said draft, would it be more appropriate in this thread or one of its own?)
I would say such a 'draft proposal' for a total conversion level mod would be better as its own thread. But I think you want one of our friendly and helpful moderators to give 'official' advice about how to proceed once you are ready to post such a thing. Hopefully one of them is giving these posts a read on a regular basis and could post advice as to what you ought to do when you are ready to post such a 'document'.

Although given there's been no discussion or announcement on how the civ6 modding forum will be organized, they might not know as yet what the desired procedures will be once Civ6 is released and this forum transforms from Hopes Wishes and Dreams V6 to actual Nitty-Gritty Civ6 Modding.
 
If I get back into modding, which I probably will, I'll be making some more historic civs for the game, like I did before. I may also make some buildings, or wonders. I'm already laying out some designs for some civs. :goodjob:
 
Lets say it off the bat for now
I want to make Indonesian Civ, since I had a very strong feeling that they will get left out this time
And, maybe I'll make obscure ones to International standards, so that when Civ VI actually features something out of this region, there wont be any double civ

I think, lets hope its no longer a wacana this time
 
I just want to make mods based around random times I find interesting. 30 Years' War, Industrial Revolution, Middle Age Byzantium, Sengoku Jidai, all the good stuff.

Also one with mechanics that revolve around the concept of concerts (like the Concert of Europe), the balance of power and great powers, even involving power vacuums.
 
Oh 1st thing is to scale down the wonders. Some are way to big on the map
 
I'm gonna be making civs, and enjoying watching Civ 6's modding world develop. I felt as though I missed out on a lot by coming into the community so late, and so I'm excited to watch everything unfold from the beginning. But in the end, I'll probably just end up testing other people's mods for them :p
 
I made a mod about the Hundred Years' War for Civ 4. It's still downloadable on ModDB. I redid it when Civ5 came about but pulled it because some update or other ruined it. I never got back to it since I lost interest in Civ5 modding and went to mod other games.

I might do a Hundred Years' War mod for Civ6 too, just to have some fun and stay with the tradition. :D
 
Apart from making artwork for a variety of people (as usual) I'll take a stab at creating a set of "serious" icons for techs and civics. To me they currently look a bit too simplistic and Civ Revolution-y. They could use some Age of Discovery treatment, to be in line with the new way of showing fog of war. :)
 
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