Thoughts on Civilization IV Modding

So, as I sit here on the cusp of ending two development cycles at the same time, I can look back at the two and clearly see the direction I am going on both.  As with any mod for Civilization IV, it is always hypothetical game of chances, what if’s, and possibilities. With that said, however, I wanted to create two different kinds of games with the mods.  The first mod was born in the early days of my modding experience and included some rather fanciful stuff, while the second mod was based more on more or less realistic boundaries.  I preface that phrase knowing all to well that the game itself lends to weird possibilities such as Lincoln with long bows, Hitler with the jets, or even Solomon with a tactical nuke — that is just the game.

In the first mod, ExtremeMod, I decided to rename it so that it better represents the game at large. Drawing from my RPG of the 1990s, I gave it the name Multiverse.  Rightfully so, it is full of magic, steampunk technology, dinosaurs, psionics, weird technologies, and endless combination of the bizarre.  I also wanted to make the game a resource battle, and thus I placed almost every item and building on the need of owning a particular resource. I also created at least 30 new resources and the appropriate technology and improvements to support it.  Multiverse will grow in the coming years, if I have the chance, to be the pinnacle of fantasy design with new player cultures  (such as the elves, amazons, dwarves, dark forces, and perhaps even a zombie king). It will also have new units, technologies, and experiences.

In my second mod, I wanted to create a game that had a rich source of Unique Units and Buildings, drawing on history to recreate some of the greatest technologies and wonders.  It is not necessarily about having specific resources, but more about experiencing all the different cultures and civilizations in the game.  There are some aspects of the game, most notably combustion units, that require a specific resource (oil), but for the most part it is open to building anything with the minimal number of resources.  This game so far has proven great fun in play testing and I hope the game will continue to grow with new UUs and UBs.   I am finishing up the second test phase of latter half game play, basically starting after the Renaissance.

I also want to specfically thank the designer known as Tsentom for provided me with such a great base to design my game. I love what you have added and have learned so much from you.  I have never met the guy, nor even had a correspondence with him, but feel indebted to him. It has been a scant year since I started modding for the game and I have learned so much — I wonder what another year will hold for me.


August 21, 2011


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