Why are there so many less mods for Civ 5 than 4?

I think I agree with bouncymischa that a lot of it boils down to what can be modified graphically and how easy it is.

I worked on the Civ IV Dune Wars mod off and on since 2009, and it think it's fair to say it's one of the most comprehensive total conversions of Civ IV. There is however quite a long list of things that things that we did with the Civ IV graphics engine that aren't possible in Civ V, most notably:

1) Removing the oceans to create a sand sea that units could walk across.
2) Heightmap editing of terrain: Turning Hills into Sinks (valleys) and Mountains into Hills then re-adding Peaks as impassable features.
3) Editing visual effects to make Sandstorms, Spice Blows, Chemical Trooper gas attacks, Sonic Tank attacks, etc.
4) Creating any number of terrain types as required each with their own graphical style. Using this to create areas of Spice in the sand sea.

Spoiler :

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The scope to turn the Civ V earth into another world is quite limited (unless you have the tools and access to things that the Beyond Earth dev team had!). Compare this with Civ IV where you had Final Frontier, FFH2, Dune Wars, Planetfall, Mars Now... someone even mod-modded FFH2 into a dungeon crawler with multiple maps. I'll be surprised if Firaxis ever match the modability of Civ IV.

There is also a chicken-egg problem with non-real-world total conversion mods - you need quite a large amount of artwork to get the project going, but without an established project graphical artists might not be too motivated to create art for it. Also these total conversions take a lot of work. FFH2 took 3 years of solid work from quite a large team of designers, coders and artists. Dune Wars was also a team effort of 4 or 5 people at times. A lot of Civ V mods seems to be the work of individuals or small teams in general meaning it is much harder to realise a grand vision.

Also EVERYTHING graphical is easier (and therefore more enjoyable and fun) in Civ 4. You can rekin units and see the changes instantly in Nifskope. With Civ 5 you have to edit the model file to do a reskin and you can't see the results without using the pretty useless Nexus 3D Viewer, or Blender or the game itself.

I only started working on what became Nexus Buddy 2 in Spring 2013 to try and start to get to a place where reliable modification of CiV 3D assets was possible. There have been numerous breakthroughs and much is now possible from editing 3D Leaders to animations.

When Civ 4 modding was at its peak and Civ 5 was first released there was a much larger number of graphic modders with Blender skills. Sadly very few of these made the switch to Civ 5 and those that did have mostly disappeared. I do wonder whether if we'd had the tools and techniques we have now back in 2010 that might have been different.

I really do wish more people would have a go at 3D graphics modding. I knew nothing prior to 2009 and everything I've learned I've learned from CFC, internet searching, YouTube tutorials, etc. The lack of these skills is clearly a huge bottleneck as bouncymischa point out. As much a I would personally love to be able to fulfil the many outstanding requests in the Unit Requests thread I just don't have the time.

Hopefully Firaxis will take more of an XCOM2 approach with Civ VI and build it to support rather than frustrate graphical modders and allow non-graphical modders to make graphical changes. For example why not have a simple to use 3D Leader making tool that works just like the XCOM2 character customization? A basic stock of attire from different historic eras would probably allow uses to create 90% historic leaders and modders could add additional items if they had the skills.

Anyway, I think that Civ V modding seems to be very alive and well, and with a few more people taking on the challenge of skilling up in the graphical side we could see more total conversions emerge in the future.
 
Hi for all.
The english language not my strong side, so...

IMHO, the FIRAXIS make Civ 5 more "Locked for modding" to simly not have in future competitors in face of modders. Eah, look at Warcraft 3 and that story with DOTA.

With no competitors they still sell small DLC (most of them in quality like most mods - add 1 or 2 civilizations and small amount units and wonders) and earn more money for easy task.
If the make Civ 5 more friendly moddable, the modders make Civ 5 even better then Civ:BE.

PS. Add espionage like in Civ 4 and "hidden nationality" - this my dream. But i`m some 3D (for Wc 3) Artist and no have skill to coding. Only xml and "divide and copy-past part of LUA\SQL and pray, maybe it work for you".
I often stopped in modding even XML - in some point they make strange decision - like remove ability to buildings provide +%(for example) Faith grow (This work in G&K and not in BNW, why they delete this?) in the city. And without lua or sql coding you only can add plain number faith to bulding can produce. Awful, they bind us in many-many way`s.

PSS.Greed is NOT good, FIRAXIS!
 
I often stopped in modding even XML - in some point they make strange decision - like remove ability to buildings provide +%(for example) Faith grow (This work in G&K and not in BNW, why they delete this?)
They never 'deleted' it when they released BNW because it was never possible in G&K. Faith and Culture have never been implemented by Firaxis in any % Modifier XML-tables that are now, or have been in the past, part of the Civ5 Buildings-XML Schema.
 
Sorry about, that is. I remember, this was a part of GAK or GEM mod. Youre right.

Anyway, the most game developers make they game "mod locked" - like make "new" file format (in real just particulary rar or zip archive with no compression) or use exotic formats, dont`make editing programm`s and manual`s, not publicing plugins for work with 3D graphic`s and so on.

DLC-oriented developing is a our fee for internet availability for more people.

If some time ago a bug in release version of game that ruin game process, will be ruin all developer`s company (to even bancrupt!), now the developer just say "We upload patch to fix it" and continues economy on beta testers, coders etc.
 
Hello. I was a fan of Civ III and Civ IV, and I haven't played Civilization games for a while because I was too busy in college. I bought this game some time ago due to Steam sales and I just started to play it. And I found that there is a shockingly decline of the modding community. I remembered that there were a lot of scenario makers for Civ III. Actually, it is 13 pages of civ III scenario versus 4 pages of civ V scenario in this forum. And the most disappointing thing is that there's no more great mod project such as Rhye's and Fall of civilization and Fall from Heaven II. I really miss them and their modmods. And I'm curious about what happened to the modding community?
 
I'll refer you to this thread
 
Not sure how relevant this is (or correct) but I've tried some mods - for instance Events & Decisions and found in the end the possibility of a late game bug that would crash the game sort of took the edge out.
Maybe modding runs into some stability issues & that has turned people off?

Another highly anticipated Mod - the Into The Renaissance Deluxe got shelved because of stabilty problems - so its possible that civ5 just isn't particularly easy to do complex modding.
 
Moderator Action: "What happened to the modding community" merged into "Why are there so many less mods for Civ 5 than Civ 4" in Creation & Customization
 
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