Sorry about that. Every time I get one of those PMs, I realize that I'm "almost done" and that rather than respond, I should just knock the rest off. Then I get into it and it takes more time than I expected. In the past, that's when life has gotten in the way and by the time I get back again, some new amazing feature has been released or I have had an incredible new idea to incorporate.
That said, I have worked for more than eight hours a day on it for much of the last week, and I again believe that I am almost 100% ready. When I release these documents, they will be an almost complete blueprint for this entire mod! Hopefully, the blueprint can be posted in a WIP thread (maybe this one), and then it can be used to request/recruit help to lessen the burden on our couple of modders who have busy lives.
Just to give you a taste, here are some of the fairly established features:
- Emergent (future) Era: incorporated into the tech tree with its own extrapolated history and leaders
- Moral Ambiguity: political correctness and contemporary ethics are no longer imposed or favored by the game which now includes more leaders of ill-repute and tactics such as weapons of mass destruction, narcotic-trafficking, and thought-control
- Elite Units: invest enough promotions in your units and you might receive a unique and powerful version to lead your forces
- Unique Religions: no longer the same, each of the ten religions favors a specific victory and includes its own techs that flesh out its unique tradition
- Rebalanced EVERYTHING: all improvements, units, buildings, wonders, promotions, etc have been examined in both the vanilla game and in numerous mods, then brought together and streamlined into a game that emphasizes specialization, historic accuracy, global diversity, and zero redundancy
Also, some of the most recent additions:
- Specialized Civs: civs are divided into cultural groupings with their own unique buildings, units, wonders, promotions, strengths, and weaknesses in a system inspired by CivRev
- Minor Barbarian Civs: ten unplayable civs at peace with Barbarians to interact with
- Era-Based Civs and Leaders: civs represent specific stretches of time beginning at some point in the past and continuing into the future with one leader per era represented
- Minimal-Duplicate Leaderheads: leaderheads have been chosen based upon a cross-referenced spreadsheet so that no leaderhead appears twice within either a civ grouping or era
- Corporate Techs: each corporation opens up a unique tech that stacks benefits on every corporation you operate and gives you reason to keep them in your own cities first
And a few things that I'm still working on:
- Obsolescence: while adjusting unit and building specializations, I am experimenting to see if obsolescence is necessary at all
- Trait Assignments: (another) recent overhaul of the leader and civ list has left me with the task of restructuring the traits again, which shouldn't take long but will also require them to be reassigned once more
- Music Assignments: each civ will have its own music selected from the existing Firaxis options
- Global Warming: a secret but awesome idea I recently had on how to incorporate climate change, inspired by one of the most famous mods on this site
- Leader Unique Items: every leader will have his or her own unique unit or building, once I sit down and bother assigning them
Bottom line, this thread may show very little, but everything may be about to explode. Thank you for your patience, Zebra and anybody else who keeps waiting and following this; I hope that you will find the results worthwhile.
That said, I have worked for more than eight hours a day on it for much of the last week, and I again believe that I am almost 100% ready. When I release these documents, they will be an almost complete blueprint for this entire mod! Hopefully, the blueprint can be posted in a WIP thread (maybe this one), and then it can be used to request/recruit help to lessen the burden on our couple of modders who have busy lives.
Just to give you a taste, here are some of the fairly established features:
- Emergent (future) Era: incorporated into the tech tree with its own extrapolated history and leaders
- Moral Ambiguity: political correctness and contemporary ethics are no longer imposed or favored by the game which now includes more leaders of ill-repute and tactics such as weapons of mass destruction, narcotic-trafficking, and thought-control
- Elite Units: invest enough promotions in your units and you might receive a unique and powerful version to lead your forces
- Unique Religions: no longer the same, each of the ten religions favors a specific victory and includes its own techs that flesh out its unique tradition
- Rebalanced EVERYTHING: all improvements, units, buildings, wonders, promotions, etc have been examined in both the vanilla game and in numerous mods, then brought together and streamlined into a game that emphasizes specialization, historic accuracy, global diversity, and zero redundancy
Also, some of the most recent additions:
- Specialized Civs: civs are divided into cultural groupings with their own unique buildings, units, wonders, promotions, strengths, and weaknesses in a system inspired by CivRev
- Minor Barbarian Civs: ten unplayable civs at peace with Barbarians to interact with
- Era-Based Civs and Leaders: civs represent specific stretches of time beginning at some point in the past and continuing into the future with one leader per era represented
- Minimal-Duplicate Leaderheads: leaderheads have been chosen based upon a cross-referenced spreadsheet so that no leaderhead appears twice within either a civ grouping or era
- Corporate Techs: each corporation opens up a unique tech that stacks benefits on every corporation you operate and gives you reason to keep them in your own cities first
And a few things that I'm still working on:
- Obsolescence: while adjusting unit and building specializations, I am experimenting to see if obsolescence is necessary at all
- Trait Assignments: (another) recent overhaul of the leader and civ list has left me with the task of restructuring the traits again, which shouldn't take long but will also require them to be reassigned once more
- Music Assignments: each civ will have its own music selected from the existing Firaxis options
- Global Warming: a secret but awesome idea I recently had on how to incorporate climate change, inspired by one of the most famous mods on this site
- Leader Unique Items: every leader will have his or her own unique unit or building, once I sit down and bother assigning them
Bottom line, this thread may show very little, but everything may be about to explode. Thank you for your patience, Zebra and anybody else who keeps waiting and following this; I hope that you will find the results worthwhile.