UncivilizedGuy
King of the Universe
- Joined
- May 24, 2012
- Messages
- 1,106
Well, my wheels have already been spinning about Civ6. Saga of Man is a mod I created for Civ5 with the intention of correcting historical inaccuracies and adding fulfilling content. This time around I plan on taking a more minimalist approach and correct things that are only really bothering me. I learned how easy it is to screw up game balance in Civ5. Here is a summary of what I plan on adding to my Civ6 version of SOM:
Technologies and Civics- A minimalist reconstruction of the Tech and Civics tree. Replacing many techs and civics with more historically important techs. More prerequisites for techs to reduce bee lines.
Boosts- I love the idea but I would like to come up with boosts that are more satisfying and realistic.
Strategic Resources- Add more prerequisites for units.
Commodities- It looks like I will be doing this differently in Civ6. Basically I would like to see some important man made "resources" or luxuries. My current plan is to add new Great Merchants that produce them.
Buildings- Add more infrastructure buildings.
Policies- My favorite feature of Civ6 is the new Government, Policies, Civics system. I will be taking a close look at polices to see what can be added or renamed. Probably add a Slavery Civic and maybe a Slave unit (captured civilian) if I can.
Wonders- In Civ5 I added many cool and important wonders that other modders have created. Civ6 appears to be much different. If other modders create new wonders I may add them. But in the mean time I will rename them as needed to make them more generic.
Indigenous Tribes- Adding a variety of ethnic Barbarian units. I don't like the term Barbarian because its derogatory nature and its use towards groups of people that are different or misunderstood.
Units, Quality of Life mods, additional content: Art isn't really my thing. When other modders create new units and cool stuff that make sense then I will add them. The same goes for other types of mod components. Like I said I don't want to screw up game balance so everything will be scrutinized closely before I incorporate them.
Technologies and Civics- A minimalist reconstruction of the Tech and Civics tree. Replacing many techs and civics with more historically important techs. More prerequisites for techs to reduce bee lines.
Boosts- I love the idea but I would like to come up with boosts that are more satisfying and realistic.
Strategic Resources- Add more prerequisites for units.
Commodities- It looks like I will be doing this differently in Civ6. Basically I would like to see some important man made "resources" or luxuries. My current plan is to add new Great Merchants that produce them.
Buildings- Add more infrastructure buildings.
Policies- My favorite feature of Civ6 is the new Government, Policies, Civics system. I will be taking a close look at polices to see what can be added or renamed. Probably add a Slavery Civic and maybe a Slave unit (captured civilian) if I can.
Wonders- In Civ5 I added many cool and important wonders that other modders have created. Civ6 appears to be much different. If other modders create new wonders I may add them. But in the mean time I will rename them as needed to make them more generic.
Indigenous Tribes- Adding a variety of ethnic Barbarian units. I don't like the term Barbarian because its derogatory nature and its use towards groups of people that are different or misunderstood.
Units, Quality of Life mods, additional content: Art isn't really my thing. When other modders create new units and cool stuff that make sense then I will add them. The same goes for other types of mod components. Like I said I don't want to screw up game balance so everything will be scrutinized closely before I incorporate them.
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