(SOM) Saga of Man

UncivilizedGuy

King of the Universe
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May 24, 2012
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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.
 
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Technology and Civics
Change eras to the Universal Era system used by world historians.
Eras: Prehistory, Ancient, Postclassical, Early Modern, Modern, Late Modern, Contemporary, Future

Tech Changes
Calendar replaces Astrology
Manufacturing replaces Apprenticeship
Fortications replaces Castles
Optics replaces Mass Production
Naval Architecture replaces Square Rigging
Classical Mechanics replaces Metal Casting
Metallurgy replaces Ballistics
Chemistry replaces Industrialization
Physics replaces Chemistry
Mass Production replaces Advanced Flight
Ballistics replaces Advanced Ballistics

Civic Changes (I'm fairly satisfied with the Civics. I don't expect to change much)
Proselytism replaces Mysticism
 
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More units hopefully

Of course but this depends on other modders. Creating units is beyond my modding abilities unless I reuse existing models. Although I can add them if other modders create them.

The outline in the intro is my immediate plan until other modders come up with cool stuff.
 
I'm having troubles with the mod working as I cant do anything for the production tab on my first turn. Iv'e read the guide on steam workshop for getting the mod to work but still having the same problem
 
I'm having troubles with the mod working as I cant do anything for the production tab on my first turn. Iv'e read the guide on steam workshop for getting the mod to work but still having the same problem
This is actually a civ 6 thread. Most people who had that issue were using Macs. I’m currently working on an update for my Civ5 mod. When it’s done I will start a new thread.
 
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