Mods which you'd like to see in the future

Krajzen

Deity
Joined
Oct 23, 2013
Messages
3,917
Location
Poland
This thread is gonna be quite practical, don't you think? Especially if you don't expect something insanely complicated.

UI mods are an obvious one, though that game has so systematically awful UI that it warrants simply slapping one gigantic overhaul on the top of it

As for mod civs, I'd wait impatiently for the Andean civ line, Aztecs, Ottomans, Byzantium, HRE, Goths, Gauls, Scythians and earlier Japan. Reason: all those civs would be fantastic "connectors" for a lot of other civs, thus I'd gave them the first priority. Also: modern Native American civ.

I was wondering how hard is leader modding going to be in this game, as that could partially alleviate the complaint of same people of "I'd prefer historically fitting leaders". On one hand it would be only a leader graphic and relatively simple ability. On the other hand idk how hard would be graphic modding in this case, seeing how diplomacy screen looks.

A mod type which could see an enormous demand would be more era goals (non religios cultural goals in the second era etc), the ability to mod that is going to be the great question.

By the way, how long did it take for civ6 to launch its steam workshop?
 
Extended Age length and more Techs seems important to me. Techs are very cheap (compared to Civics) and Future Tech gives a lot of Age progress.

Watching the vids on Youtube always makes me feel like Antiquity and Exploration end to soon (and likewse, Modern concludes too quickly because of how easy it is to win via Culture).
 
Please add a mod to edit map in game. With city placement being more limited than ever by stupid restrictions like you can't settle on resource tiles and can't settle of navigable rivers (WTH? That's MOST metropilis in the real world) AND the need to put more stuff on the map than ever before.

The ability to 'fix' the map has now become essential
 
I said a mod that adds more flavor dialogue to certain leaders though I do not know how it will be implemented
Agreed. It's surely not that much effort to write tons of variant lines. I wish the Devs would include it in an update. In Civ 5 the AI had responses while friendly and hostile for almost every occasion, plus some lines for repeating options (Eg. "We've been over this before".)

It was very immersive, I hope something like that could be a mainstay.
 
A mod that prevents the AI from recklessly colonizing everywhere is something I desperately need right now. It’s not appealing to see disjointed empires where every city is at each end of the continent. I can’t believe I actually miss the loyalty mechanic.

I also need a mod that lets me remove some redundant Independent Peoples. It completely breaks immersion to have two Munichs in the same game. If their intention was to create a Bavarian IP, then there’s no need to include Munich in Prussia’s city list.

A mod that adjusts some victory paths to make them more challenging would also be great. I always win the Scientific Victory in Antiquity without even trying.

Lastly, a mod that makes the AI more aggressive, especially those designed to be militaristic. In my last Antiquity game, Rome was right next to me and never declared war—not even once. Come on... it’s Rome. I want to actually feel threatened by an expansionist, warlike neighbor.

These are the things that come to mind for now, but there’s definitely more. When I think of something else, I’ll post it here.
 
A mod that prevents the AI from recklessly colonizing everywhere is something I desperately need right now. It’s not appealing to see disjointed empires where every city is at each end of the continent. I can’t believe I actually miss the loyalty mechanic.
Agree, but hopefully they won't need to resort to mod, and it will just patched. I don't think they need a loyalty mechanic per se, but the AI should rank settlement locations by which ones they could protect the easiest, to prevent them from simply settling lucratively and ignoring the obvious security risk of forward settling your opponent 🤷
 
A mod that adjusts some victory paths to make them more challenging would also be great. I always win the Scientific Victory in Antiquity without even trying
Each of the Legacy Paths ought to have their own difficult slider. It would be easy to make, seeing as they’re all just about collecting a fixed number of things or accruing points. Collecting too many Codices? Just crank up the threshold, and now you have to get all of them!
 
Agree, but hopefully they won't need to resort to mod, and it will just patched. I don't think they need a loyalty mechanic per se, but the AI should rank settlement locations by which ones they could protect the easiest, to prevent them from simply settling lucratively and ignoring the obvious security risk of forward settling your opponent 🤷
I think there could be a cultural influence area mechanic or something similar. If you establish a city too far from your cultural influence zone, it would have reduced happiness and a high chance of becoming an Independent People or even being culturally assimilated by another civ.

Of course, this mechanic could be exclusive to Antiquity or have a stronger effect in that era, since the Exploration era forces players to colonize distant lands.
 
Unit stacking mod like there was for Civ 6, so you can place range and infantry in the same spot.

A mod that allows you to buy 2 units per city in the same turn, like Civ6 with the encampment district.

Increased embarked unit movement, essential for larger maps with lots of water. Since a +2 base movement mod doesn't work on embarked units. I'm not sure how to changed it, I think it's hard coded base value in the game.

Mod that allows modern ships to fire back at aircraft, idk ships can't defend against air attacks. They did in Civ 6.
 
Back
Top Bottom