Cyphose
y tho
- Joined
- Feb 1, 2016
- Messages
- 181
The Test of Time
Beginning Stages of WIP | No Testable Downloads Available
Overview
The Test of Time is a mod focused on modifying (and adding to) existing Civilizations to make them more thematic and distinct from one another while attempting to preserve their initial niche within the base game (i.e. ideally maintaining their general playstyle). Generally, this is done through the modification of a given Civilization's unique abilities, buildings, units, etc. The mod's namesake, is of course, the challenge to build a Civilization that will stand the test of time.
...But what does "standing the test of time" mean?
...But what does "standing the test of time" mean?
Background
The genesis of the mod came from a thematic issue I had with Civilization V in general: for presenting so many choices in civilizations and leaders that are diverse in history and culture, too many times the uniqueness of the Civilization was lost as the game progressed and, as a whole, any particular in-game Civilization felt... same-y (with some exceptions). This was likely done in the pursuit of game balance, as diversifying Civilization effects and abilities too much raises balance issues very quickly, and it's understandable that the base game sacrificed, perhaps, a bit of diversity in exchange for balance. Luckily, Firaxis was also kind enough to provide tools with which we can exact our own fantasies...
And so we come to The Test of Time, an analysis and examination of what makes a Civilization worthy of its place in the game and in history, and a subsequent execution of delivering on that fantasy so that one can, indeed, build that Civilization that, after so long, has stood the test of time and made its mark on history.
And so we come to The Test of Time, an analysis and examination of what makes a Civilization worthy of its place in the game and in history, and a subsequent execution of delivering on that fantasy so that one can, indeed, build that Civilization that, after so long, has stood the test of time and made its mark on history.
Focus
As of the time of making this post, the mod is heavily a WIP. Not only is this an ambitious project for a relatively new modder such as myself, but it also comes with the added hassle of researching and developing themes for each Civilization so that I can best deliver a unique playstyle. Some pass with minor changes, others are completely re-done. Combine this with the fact that coming up with all of these ideas on my own is most likely beyond my abilities... I'm partly posting this to open up the forum and allow input when necessary, because while I don't have an issue with it being a one-man project, I sure know my limitations.
So far, here's the checklist for what I aim to do:
So far, here's the checklist for what I aim to do:
- Develop a consistent phrasing/wording scheme with that can be used in the tooltips of units, buildings, abilities, etc. This is mostly for clarity's sake, but also to satisfy my own obsession with consistency. So far, this is being done in a side-project of mine, Improved Tooltips, the system for which will be used for The Test of Time, but will also be released separately as an optional answer and consistency pass to the tooltips of the base game, because I think the base Civ5 tooltips are pretty terrible.
- Research given Civilizations for historically distinct characteristics to narrow down possible abilities, buildings, units, etc.
- Expand and rebalance (as necessary) a Civilizations' bonuses to fit a particular theme. Often, the themes the base game was going for (but didn't necessarily execute well) will suffice, but not always. This rebalancing will be accomplished by adding to or changing the Civilization's uniques--their ability, units, buildings, etc. Note that in order to deliver on a distinct Civilization, many of these will be boast quite a bit of strength and be potentially gamechanging in many aspects; this is intended, and while it may be a bit rough before examining balance tightly, is necessary to make sure each Civilization is distinct from any other.
- Add additional mod support where relevant. Simply due to the nature of the mod, it will thankfully, by default, be compatible with many other mods (since it's simply a rebalance of existing Civs). However, there may be necessary changes based on an overlap with mods like, say, Events and Decisions or 3+4UC that use buildings or Decisions to simulate something similar to what I add. We'll cross that bridge when we get there.
Credits
So far, only me. If you want it in list form:
- Cyphose (me)