What is the first mod you plan to make?

The Kings Raven

Chieftain
Joined
Aug 28, 2016
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I was thinking that as a nice and simple mod to practice on before I get into creating new Civs I would create a mod that adds Fundamentalism as an espionage/military focused government type that appears around the time of Democracy/Communism/Facisim.

And what is everyone else planning?
 
I don't know if it's possible but I'd love to create CIV 1 flavour mod for people with civ nostalgia and who don't like switch to more cartoonish, humorous theme. Such mod would include: changing leaderheads and associated music to more serious (include Napoleon, Stalin and more male leaders). Changing pics in the tech tree, units/buildings naming/icons (f.e. Militia instead of Warrior). Black Terra Incognita.
 
I want to adjust the tech/civic tree, maybe add some more techs. It seems pretty sparse as-is.

I'll have to see how it plays for balance, but I'm leaning towards stronger interaction between the two.

I'd also like to change Eurekas and Inspirations. Instead of giving half of the research for free, I'd increase the rate at which the tech is researched by 100%. If you haven't started the tech yet, this functions the same, but it won't finish the tech if you're half way through, only cut the remaining time in half.

I feel like the tech tree is way too easy to skip through right now.

Finally, I'd like to add semi-requirements. Similar to Eurekas, maybe a tech or civic isn't required to research another but having that tech helps you but not as much as a full Eureka would. For example Celestial Navigation is a dead end tech right now, but maybe having stronger navigation skills impresses the need for better and more sea-worthy ships? Not exactly a full Eureka, but helps you along with research. That's a Eureka type example, as Civ 6 explains it, Eurekas are an impetus to research not actual knowledge (another reason why I don't like giving science for free with Eurekas).

The other type of semi-requirement would be something that actually helps you figure something out. For example, Cartography doesn't require writing right now (lol), so the knowledge of writing would improve your ability to make maps.

Honestly though, that's a horrible example because Cartography should absolutely require writing. It just shows how poor the current tech and civic trees are.

Current ideas for starting to adjust the tech and civic trees are: wheel comes from animal husbandry, not mining. Bronze working comes from pottery and mining, not just pottery. Irrigation comes from mining, not pottery.
For civics, replace code of laws with chieftanship. (Code of laws is formalized much later historically), change international trade to just "trade", make mysticism available earlier with no requirements, add rituals which requires mysticism, add proto-government which requires trade and the discovery of the writing tech.

That's about all I have so far. I'm aiming to flesh out both trees, make the interaction between the two more important and spread the eras out longer. I think culture and technology should interact more heavily than they currently do. Neither has ever existed by itself.
 
Well, I first intend to port over (some of) my Russian leaders (Nicholas II, Ivan IV, and Alexander I), assuming the alt. leader system works as speculated. Or to port over Pius IX (this might be tricky, depending on if the game supports .gr2 models or not). Gameplay-wise, I hope to add a Religion category for Civic slots.
 
My first planned mod : units rescaling and formations.
 
I would personally really appreciate that! Could you make more unit models for units as well? (so like instead of 4 unit models, 12-15 or so)
Yes, that's the plan if possible.

I'm just a bit worried after having seen some of the animations that seems to be designed for one-figure units (see the path of the mobile artillery for example) but may be problematic for multiple figures.

The artistic direction is another concern, not that I don't like it, it's pretty good IMO, but we have hundreds of civ4 and civ5 ethnic units that could be available for conversion at one point and none of them would fit with the civ6 art.

But anyway, we will adapt, it's part of modding...
 
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Civ 6 might be the game to get me back into modding Civ. If it is, then I'll revisit my earlier attempts at a complete and thorough game overhaul. I've still got all the old design documents from my Civ 3 days that can translate over pretty well.

I'll probably start off with a full tech tree overhaul and about 5 civs, and then add civs as I go.
 
I'm going to start making old Japanese civs again, I guess. This time, though, I'm not going to release ten at once, and I'll try and use something other than xml for everything. My current plan is to do Satsuma first.
 
Fix the Machine Gun range by increasing it from 1 to 2.

Why upgrade from Field Guns (50 Melee, 60 Ranged, 2 Range) to Machine Guns (65 Melee, 75 Ranged, 1 Range)? 15 Combat strength does not seem better than 1 range. I just don't understand this thought process by Firaxis. It's bad game design.
 
I think I'll try to get a balance and/or ai tweaks thing going. I'm sure there will be at least some things that can be improved on, and these kind of things tend to improve gameplay a lot.
 
Yes, that's the plan if possible.

I'm just a bit worried after having seen some of the animations that seems to be designed for one-figure units (see the path of the mobile artillery for example) but may be problematic for multiple figures.

The artistic direction is another concern, not that I don't like it, it's pretty good IMO, but we have hundreds of civ4 and civ5 ethnic units that could be available for conversion at one point and none of them would fit with the civ6 art.

But anyway, we will adapt, it's part of modding...

Gedemon, do you think it would be easy to convert Civ 5 unit models to Civ 6?
I would think that you can use the same tools (e.g. Nifskope, gr2 viewer) to export models, then we just need to edit them to make them in line with Civ 6 style.

However, animation looks like a real problem....unless Firaxis will release special animation editor tool.
 
"What is the first mod you plan to make?"

I will first play the unmodded game ...

- Currently I think about modding user-controlled roadbuilding to be available in classic era ...
- I will also have a look at increasing costs for settlers, districts, etc on bigger maps.
- The above mentioned "Field Guns" upgrading to "Machine Guns" seem to be military nonsense. (Almost a reason to not buy the game.) Maybe a cannon with canister shot ammo had a similar close range effect like a Machine Gun, but cannons did also use solid ammo (cannonballs made from stone or metall) which could destroy certain types of fortifications. I would expect Field Guns upgrading to field artillery / howitzer or a similar type of Infantry support gun with range of 3-5 km or more. You might even upgrade it to an Assault Gun (gun/howitzer on armoured chassis).
 
"What is the first mod you plan to make?"

I will first play the unmodded game ...

- Currently I think about modding user-controlled roadbuilding to be available in classic era ...
- I will also have a look at increasing costs for settlers, districts, etc on bigger maps.
- The above mentioned "Field Guns" upgrading to "Machine Guns" seem to be military nonsense. (Almost a reason to not buy the game.) Maybe a cannon with canister shot ammo had a similar close range effect like a Machine Gun, but cannons did also use solid ammo (cannonballs made from stone or metall) which could destroy certain types of fortifications. I would expect Field Guns upgrading to field artillery / howitzer or a similar type of Infantry support gun with range of 3-5 km or more. You might even upgrade it to an Assault Gun (gun/howitzer on armoured chassis).

A volley gun upgrading to something like a mitrailleus/gatling gun sort of thing and on to machineguns proper would be really nice. I plan on a similar path in the mod I'm working on.
 
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