Planned Mods

ldvhl

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May 15, 2013
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Hey all -

I'm planning mods for CiVI along the same lines as what I have done for V. I'm going to do a renaming mod for city-states so there's no conflict with mod civs. If there's mercantile city-states that function the same way again, I'll also do a mod that makes sure each mercantile city-state has a unique luxury resource.

I'm also planning on some alternate Government types, primarily focused on anarchism and its various flavors. There will likely be Civics to go along with those governments.

Looking at how ocean luxury resources are modelled and my lack of modelling skill, I doubt I'll be doing my hypothetical ocean luxury expansion.

I'd also like to see Corporation and Climate Change mods since no mentions of those mechanics have been made. I'd likely need to collaborate with someone to get those done, though.

Thanks all!
 
Classical republic has no military slots. What is this runcibility?

So, yeah, Govt. for me, too. Possibly CulDiv will be the first big thing I try to port over - the music, at least, should be portable. But I wouldn't get too ahead of myself, as I've no idea how modding will work, and I will likely need to learn the new rules.
 
I'm considering doing a British civs collection, including the Isle of Man obviously.
 
Given that we've got a (admittedly slightly less than robust) dynamic political system right out of the gate, I might sit down and finally knock out the Interwar Europe scenario I've been thinking about since around 2008. No promises, though.
 
I'm also thinking about a focus on governments and civics, especially fantastic versions. What if I want to follow a God-King or a Technocrat? Something tells me these won't be options by default, and I definitely want to make it one.
 
Colonialist Legacies will likely work to get our existing mods up to snuff for Civ 6 -- look for Super Colonialist Legacies 64!

Other than that, I'll be tossing around the idea of finally implementing Sporting & Colonization for Civ 6.
 
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