Sid Meier's Civilization V

Sid Meier's Civilization V

__Gaia's Core Mod__
Lyokoheros Jan 3, 2024 @ 7:18pm
How much of a "core" this mod really is?
I know, thate is already topic asking about the differences with the base game (which saddly get NO answer, despite the fact it should be already stated in mod description - and it isn't at least not clearly) but this topic isn't just for asking this question.

Is more of a suggestion...

I mean this is called the core mode right? So shouldn't it be rather pretty much just the api, new tables, lua scripts for new features, dll files etc. so basically the base building blocks, and not necessiraly new or especially changed content (like any changes to game balance or mechanics).
I know many may like the mod as it is, but other may not really like the changes (for example I preffer to only make slight changes, but keep most of the game elements as they are, only slightly modifying them, and mostly add new things, organically build on it, here I get the impresion is actually more leaning towards total conversion - which again some people may like, but others may not) while still wanting the new possibilities which the mod offer to further building on it - in their own way (after all, different players have different expectations from the game and want other things, how much they care of balance or want it changed etc so there's not possible to create a perfect mod for all).

So wouldn't it be more logical to have the "core mod" as the actual core, sort of "engine" for other mods (not only sapiens, but possibly also others) and move the changes and new elements (I mean other than just new tables/options) to other external mods? (Like let's say "Gaia's base rebalance" etc.) It would make it all more modular and I bet will be greatly appreciated.
(Also I think that the changes that allow for cities to have extended working radius - that new addition, as any new table should actually be in the core mod, just the actual use of them in other mods)

Or at the very least there should be some clear way to remove them from mod to have a "clear"(blank slate) version. Now it isn't exactly clear how to do it (especially without breaking anything) - especially for less experience modders.
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Gaia  [developer] Jan 21, 2024 @ 8:46pm 
It's a good question. And yes, I am sure there is a subjective element to it but the idea is that Core Mod provides what in my opinion are essential balance changes and a few important features (which can also be disabled) whilst Sapiens is the content mod so to speak. There will be a guide eventually, but this is very much a "live" mod ... there have been hundreds of updates and thousands of changes since release.
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