Yes, the title is not lying. I am indeed making a fork of C2C, called New Horizons. It is both a fork in design and development philosophies, both of which I have had my issues with over the past few months. Ill endeavor to explain my reasons here and hopefully not anger anyone too much.
Design
The thing that attracted me to C2C in the first place was that it was the biggest mod out there, with the most stuff in it. This was back in V14 or so, when I switched from AND, which was at that point only mostly dead (although that is enough for Miracle JosEPh and a couple others to resurrect it apparently
). I liked the immense variety of stuff that was in the mod, and how games could go on forever (which can be a problem as well, but Ill touch on that later). When I first joined the team I mostly agreed with the design decisions, and had a relatively different mindset about the mod design in general. The change started with the Azure incident. I saw then what could happen from unbridled design with little or no development controls implemented and the damage it could cause. That blew over for the most part, but changed my way of thinking about the mod. In my opinion, too much effort has gone into just adding more and more stuff into C2C without seeing if it actually makes things fun, because when it comes down to it this is a game, and we play it to have fun. A side effect of this has also been the development issues we have had, but that is going off on a tangent somewhat. I feel that C2C is coming fast to the point where it will collapse under its own weight, not from a technical viewpoint, but from a gameplay and balance viewpoint. Simply put, with the Combat Mod, and ever more changes to limit options in the game (more early
, complex traits to name a few), it is becoming clear to me that C2C is on the wrong track. And I feel that the best solution to that is to make a fork with a different design philosophy.
My Design Philosophy:
My design philosophy for New Horizons will be both simple and complicated. I want to only make things that add to the fun of the game at the same time they add to the complexity. For instance, the Crime effects on Traits do add a good amount of complexity to the mod, but dont make it any more fun, as they are counter-intuitive and punish you out of the blue. The same complexity could be added in a way that both makes sense to the average civ player on first sight and is rewarding and fun, while still serving the same balance goals.
One major change you will notice in New Horizons is that all Farm and Mine buildings auto-build. This exemplifies the design philosophy of New Horizons. I have kept the same content, but made it so that it does not need to be microed, something that is not fun, but instead makes a player choose his city sites more strategically, something that is more fun. You get the same bonuses and balance, but one is more enjoyable. It rewards the player for good city founding placement, instead of punishing them with more micro.
What This means for the Future:
I will do some more stuff for C2C (finish Airplanes for one) still, and merge that into New Horizons. I will also work on Koshlings new project when we get that started, as it seems like the most long term goal. But in the short term I will primarily focus on New Horizons, and merge stuff in C2C that I like into it. Id also invite people to work on New Horizons by PM, as I am pretty sure I am not the only one who feels this way.
I hope this wont be taken angrily or bitterly, I have laid out my reasoning as plainly as possible.
For all interested, you can see (and soon download) New Horizons here.
Design
The thing that attracted me to C2C in the first place was that it was the biggest mod out there, with the most stuff in it. This was back in V14 or so, when I switched from AND, which was at that point only mostly dead (although that is enough for Miracle JosEPh and a couple others to resurrect it apparently


My Design Philosophy:
My design philosophy for New Horizons will be both simple and complicated. I want to only make things that add to the fun of the game at the same time they add to the complexity. For instance, the Crime effects on Traits do add a good amount of complexity to the mod, but dont make it any more fun, as they are counter-intuitive and punish you out of the blue. The same complexity could be added in a way that both makes sense to the average civ player on first sight and is rewarding and fun, while still serving the same balance goals.
One major change you will notice in New Horizons is that all Farm and Mine buildings auto-build. This exemplifies the design philosophy of New Horizons. I have kept the same content, but made it so that it does not need to be microed, something that is not fun, but instead makes a player choose his city sites more strategically, something that is more fun. You get the same bonuses and balance, but one is more enjoyable. It rewards the player for good city founding placement, instead of punishing them with more micro.
What This means for the Future:
I will do some more stuff for C2C (finish Airplanes for one) still, and merge that into New Horizons. I will also work on Koshlings new project when we get that started, as it seems like the most long term goal. But in the short term I will primarily focus on New Horizons, and merge stuff in C2C that I like into it. Id also invite people to work on New Horizons by PM, as I am pretty sure I am not the only one who feels this way.
I hope this wont be taken angrily or bitterly, I have laid out my reasoning as plainly as possible.
For all interested, you can see (and soon download) New Horizons here.