If you have everything planned out, just start where you want to start.
I would say start with XML. Civs, Techs, Units, etc. can all be easily modded using the XML.
Stuff like magic should probably wait until later since there really isn't a built-in "magic" feature in Civ4. You'll have to fake something into being magic (like promotions), use another mods "magic" code, or implement one yourself.
Try doing units for starters. Here's a good tutorial:
As I find XML to be easier, it might be nice to get that under your belt before you go with a more difficult Python endeavor. Once you have a good foundation for your mod (it "feels" like your mod rather than Civ4) then maybe do magic then.
On the other hand, you might want to try to magic first and see if what you're thinking about is possible or easy to make in the first place. If not, then you might want to rethink how the mod is laid out.
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