![]() ![]() There's nothing necessarily wrong with that, but it's not the only way that it could be done and I'm interested in exploring how a deeper economic system would function in a game like Civ. ![]() In Civ 6, (and previous Civilization games) economy is loosely modeled. Because of the scope, I may not have all my ideas organized and so I might edit this post to consolidate and reorganize my thoughts to better present them. This Overhaul aims to tackle a number of aspects of the game: economy, tile yield, amenities, and more. If there are any interested in working with me or that have any experience modding Civ games, that would be much appreciated. Openly accepting anyone that wants to work on this with me) to work to make this mod a reality, at least for my own peace of mind, but I hope there are others out there that would appreciate playing this as well. I fully want ( I've started looking into developing the simplest aspects of this mod concept. I'm a software developer by profession, but I've never worked on a Civ 6 mod before. This is the amalgamation of a number of ideas I've been toying with for a while.
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