Sephi
Deity
- Joined
- Jan 25, 2009
- Messages
- 3,259
While civ6 is not as moddable as 4 or 5 you can still make legendary mods. Part of the fun of modding is to find creative ways around the limitations and make the most of the tools given to you. Humankind and Oldworld both provide limited ability to modify existing code hopefully we get something similar for civ7.
Modding Feature | Civ3 | Civ4 | Civ5 | Civ6 |
Balance existing content | ||||
Add moar content that is similar to existing content | (a few limitations because of bugs or hardcodings in the graphic engine) | |||
Delete existing content | ||||
Add new game mechanics | possible, with limitations and workarounds | possible, with less limitations and workarounds | ||
Add code using script language and callbacks | ||||
Modify existing code | ||||
Modify UI | ||||
Delete existing code | ||||
Improve AI or modify AI behavior | (the default AI is way more competetive than civ5/6 though) | limited with weights and callbacks | ||
Huge centralized modding community | ||||
Modular modding | not used widely | |||
Steam workshop Integration |