Brand new Modding Tools
In the Febuary update named Australian Summer Update, Civilization VI finally got its modding tools. A promised, the Dev Tools give Players the ability to create and upload Mods onto the Steam Workshop. Naturally the entire Civilization Fanbase exploded at this opportunity and created mods for everything. Here I wanted to list the 3 Mods which I have found most useful.
Unique District & Civ Icons
These two are separate Mods, but they improve on the Icons of the game. District Icons replaces a Civ's Unique district's icon with a more relevant one to clearly state they are different. I really like this small touch, however I personality thought it would be something the Developers would have done anyway. Better Civ Icons again replaces some of the Civ's Icons with something more iconic towards their culture. Also it changes some of the City States Icons too.
I really liked this one for the amount of variety that it provides. This mod adds 11 new resources to the Game, each uses the already supplied Farms, Lumber Mill and Mines. But to me they add a large amount of variety to the game when you are looking for something new to try.
The Kingdom of Hyrule
I really couldn't have not mentioned the Zelda Mod! Its not completely out there in ways of unique buildings etc. but I really just enjoy creating my own version of Hyrule, the unique building is the Fairy Fountain and the Unique Unit is the Hero of Time.
back in 2016, Nintendo announced their new console. The Nintendo Switch was rumoured for months to be a hybrid console which was a mixture between a handheld like the 3DS and a traditional console like the Xbox.
My personal opinion on the Switch is pretty high, i feel it is somewhat that is beyond a gimmick like the Wii's motion controllers. This still has motion controls in a more refined form, but also it functions as an actual console.
I, like many thousands of people cried when they saw the first look at the Switch (Video Below)
I've been playing Starbound again for awhile, just casually. But it made me revisit my old Modding Page, back from 2014. I'd released my Mod only a few days into the release so I had a pretty good head start. I slowly gained downloads upto roughly 2000 I think. Its not much, but it was the people who i'd discovered. There were regular commenters on what I was doing all the time. I use to post pictures of little objects and features i'd be putting in.
But for some unknown reason i'd left the Mod when I was hitting an all time high. Right now i'm curious on what would have happened if i'd continued on. Maybe it would have slowly gotten bigger and more expansive? maybe even involving me transferring it over to Steam Workshop.
But then maybe it would have amounted to nothing and my Mod crashed down. But alas we will never know.
Part of me wants to pick up the Mod again and restart it, giving small little objects and additions to make the game slightly more personalized. I want to start programming again and try to expand what I know. Maybe this is the way to return?
HexCiv is what evolved from CivBoard a few weeks ago. It shares the same concepts as CivBoard but instead of Provinces it has a Hex-Map. I decided on this due to it being much easier have have a more strategic game instead of a simple map. I'll pick up Provinces again eventually, once i find myself needing a new concept. But for the present it is on the shelf.
I designed this System for my University's GameJam, where groups of people designed a Game in the space of a 3-4 days. However i was actually working alone for most of it since we had a 3D Model and an Essay due in that week, so many people from First Year didn't bother. But i felt this was my time to at least show what i can do when i put my full heart into it. What i created, became HexCiv. But i did make a major mistake with the Game, due to time constraints and me simply... forgetting, i accidently forgot to set out rules for both taking over other Player's Towns and also setting up a System for Players to interact with one another. Both of which gave me a heartattack when i realised.
How is HexCiv different from CivBoard?
The most noticeable difference is the use of Hexagons instead of my idea of a more realistic map with provinces and counties as tiles. i felt this idea was more organic and supplies a more natural and relatable game but to me the aspect of strategy and pace wasn't enough. So i switched to Hexagons.
Another difference is the entire Storyline which is introduced in the Base Game, an epic tale of an evil Emperor who has plunged the world into a dead Winter. It is then up to the Players to ether battle amongst themselves or unite together and defeat the Emperor to bring the Dream of Spring to the World once again.
This Storyline is of course optional, none of it pressing the Players to defeat the Emperor, this is because i wanted to encourage the Players to interact with each other and just see how they ether destroy each other or join together.
Is it Customizable?
I created a 7 Page Guide to the Game specifically for the GameJam but i intend on creating a Guide for the Game which can be easily changed and added to. I build the GameJam Guide around the Base Game Campaign "The Children of Winter" so there are alot of names and titles which are redundant outside of the Campaign.
Personally i'd like to greatly expand on the Leader System, adding more than just a Trait like "King's Greed" but having a selection of Traits where each Leader can have up to 3 Traits and 2 Minor Traits.
Possibly the worst title in the universe. Clearly describing the game as Civilization on a Board.
Generic Kingdom Building Strategy System is a Pen & Paper game which is based around the player ruling a Kingdom and aiming to take over the other provences. My main inspiration was Europa Universalis or Crusader Kings II, by the Player not placing buildings or moving individual people, but by building things onto a single provence much like Civilization's Cities.
I'm attaching the current unfinished version of the System below if you want to have a look. I want to use this system and create lots of Scenarios and unique experiances much like D&D.Co do but still allow the Players to completly go off on their own and make their own.