The mod of mods. An interesting suggestion

See: http://forums.civfanatics.com/showthread.php?t=484263
'praets & keshiks are bad because if you don't have iron or horse you can't build them'
Doesn't happen in C2C, Being Rome doesn't matter if you don't have iron, you can even become the huns!
Admittedly a lot of the cultures they include could be removed, but the system works.
Why don't you like it?
 
No. Otherwise I wouldn't ask about it.

Are you one of these people, and if so, why?

Think of it this way. A mod isn't perfect when there isn't anything left to add, but when there is nothing left to take away. You could add a half thousand more techs and trillions of new units and buildings.

But why? From the standpoint of creating a universal mod based on BTS, you would make sure each new unit, building, tech, and mechanic has a decided purpose and improves the game.

Hence, why LoR and KMOD are both good mods that plenty of people play.

Say, how exactly is C2C´s culture/UU system superior to LoR/BtS?

Every civilization is generic. To create a unique culture, you have to have the right combination terrain, resources, and technology inside the specific city you build the culture.

It is very much an acquired taste and not for someone who wants to play Rome every time they pick Rome.
 
Every civilization is generic. To create a unique culture, you have to have the right combination terrain, resources, and technology inside the specific city you build the culture.

Huh, actually, that doesn´t sound too bad. I like this idea, at least as an optional feature.

It is very much an acquired taste and not for someone who wants to play Rome every time they pick Rome.

Aren´t there tools like MapFinder that would ensure you certain resources in your BFC or something?
 
Huh, actually, that doesn´t sound too bad. I like this idea, at least as an optional feature.



Aren´t there tools like MapFinder that would ensure you certain resources in your BFC or something?

Well, some, many people prefer randomized maps, especially more serious players and me:)

As such you incur the possibility of not receiving iron, but with the C2C system you still have the possibility of a good early UU, even if it's not Praetorians.
 
I could have sworn I included this part, but apparently I didn't.
While remaining a reasonable size.
C2C doesn't achieve that.

The mod of mods will necessarily be bigger than C2C, so I'm afraid your version of it is doomed by its own definition.
 
Necessarily? How so?

If you leave anything out, you are just (necessarily) making another subset mod - no different to all the others, except maybe that it was designed by a committee.

If another BTS-style revision was to come out, I propose the base game might be K-Mod, while other mods (eg. FFH2, RFCE/SoI/etc., LoR...) would be included as separate mods, like RFC and FFH: Age of Ice were included in BTS.

One of the mods included would (necessarily) be one that incorporates all the options (as options*) from C2C, as well as any options that might be in other mods that C2C hasn't incorporated yet :lol: This mod would not include options that were heavily scenario-based such as those involved in FFH or RFC and its modmods.

* By this I mean that, as far as possible, players could opt in or out of all these options in any given game (on this 'kitchen sink' mod). If you have seen the BUG options in C2C, you will have some idea of what I'm talking about.
 
OMFG - your saying the best mod would have to include EVERYTHING by definition???
:lol:
 
OMFG - your saying the best mod would have to include EVERYTHING by definition???
:lol:

I think everyone's definition could be slightly different. I like the approach taken with RevolutionDCM where most features can be selectively enabled or not.
 
Yes but saying it HAS TO include everything is different from saying "my vision of this is X"
 
Well, if your talking a plug~n~play type of format with selectable components, then base it off of K-Mod and use the template from the Redforce mod. It actually has an interesting set up. Selectable components, updates, units, etc. Head over to his thread and check it out.

But playing Devil's Advocate, I wouldn't consider that a full blown mod of mods. I like the mod sure, but if we're talking a full blown expk, then there should be an overall consensus of what it should be.
 
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