This is actually interesting. Because no one would be forced to play as Byzantium - it would just be another available option - just like the new game speeds. I mean, the Civ is already present. And I don't think anyone would mind being able to do diplomacy with Byzantium...I think there should also be a way play the Byzantines in both 3000BC and 600AD Starts
(Because they are one and the same. So it wouldn't be possible to have both Celtia and Byzantium in the same scenario, without adding a new Civ. Which of course is another option, but then there is a thing called "the slippery slope".)Well, I'd like to view this as "our plans".But making them a "full" civ means to make them a lot stronger. Despite I think it's a good thing (Celtia is WAAAY too weak, Byzantium is only ~3x weaker than in reality) it's altering the gameplay and it's against your plans. But as a(n additional) map- great thing!
I agree on this. Maybe including changing code to improve mechanisms that Rhye's clearly intended to be there, but had difficulty implementing(like euro settlement of India etc.).I agree that this should be bug fixes and improving the code. If you want more features, make a modmod.
Also, more people could actually take the time to learn something as easy as Python. I mean, c'mon! We're basically a community of game designers here and people don't even wanna learn how to do things for themselves.![]()
Oh, I can help you there.I actually want to learn python. (not for the legacy, but also for some private mods I'm creating) Could you give me some advice. (Useful tutorials etc.)
Check my signature for a entry point. Once you get into it, there will be no stopping you. (Modding RFC is connected with its own particulars though, but we can get to that once you know some of the basics.)I think those are pretty much the same thing. Because you could design mod-mods that can be installed modularly, so that one doesn't break the other. Well, its the idea anyway.I think making all the extra's for the mod shouldn't be separate modmod, but just modular things. Like a module that adds just a 2nd UU for each civs of a 2nd UB. So you can choose if you want to add it or not.
(instead of 100%)This is actually interesting. Because no one would be forced to play as Byzantium - it would just be another available option - just like the new game speeds. I mean, the Civ is already present. And I don't think anyone would mind being able to do diplomacy with Byzantium...
I believe that I already tried this myself. Are you certain...?We actually don't even need to make it playable for diplo to be possible. Simply set MinorNationStatus to 0; it would still be unplayable, but diplo would be possible. I don't understand why Rhye never did this.
This are XML mods, right? I don't think you need to augment them with any Python.Well, I made a private mod which in every civ has a 2nd UU and UB.
I also included a mod where every civ has a unique national wonder.
...
I can try to make a module of this.
I believe that I already tried this myself. Are you certain...?
I love it! But: there is no Korean civ in RFC! Is this RFC-compatible? And, what is more important, RFCM-compatible?
[EDIT]: And UNW are too powerfulAnd for sure unbalanced.
)This are XML mods, right? I don't think you need to augment them with any Python.