Sid Meier's Civilization V

Sid Meier's Civilization V

[BNW] Mass Effect Civilizations
Roadhouse699 8 Jun, 2017 @ 11:16am
A Buttload of suggestions
I want to start off by saying that I can't (and don't) expect you to have the time or desire to do any of what I'm about to suggest.
These are just some ideas that I, an enormous Mass Effect fan, think would make this mod feel more like you were leading a civilization in the ME universe.

1. Move the unique units to the information era
-That's when ME actually takes place - it doesn't really make sense that civilizations we know most about in their spacefaring stage have most of their special units in the pre-computer age. Their should be a lot more replacers of the XCOM Squad, for example.
2. More focus on Naval units
-A lot of combat in Mass Effect takes place in Space, which is basically just a giant ♥♥♥♥ing ocean made out of vacuum. In practically every sci-fi thing, they refer to space forces as the Navy. Submarines should be turned into frigates, destroyers to cruisers, and missile cruisers to dreadnaughts.
3. Universally available units
-This one's pretty simple - for all ME civilizations, the gunship in the base game should be the A-61 Mantis, the Modern Armor should be the Mako, Hammerhead, Tomkah, or Grizzly (since we don't really know what kind of armor most species have in ME)
4. A counter to the Reaper's Sovereign
-Let's face it, what would Mass Effect be without the Good Commander him/herself? Oh, right, we already saw that. I think it'd be pretty cool if each civilization had their own single starting badass, some similar to a giant death robot, others more like a great general that can actually fight.
5. Make Terminus more like Venice
-Omega is more like a city-state than a civilization; hell, the entire Terminus Systems is just a cluster of city-states. It would make more sense if they started with one powerhouse city and expanded through Great Merchants (or pirates, in the case of Omega) absorbing city-states.
Last edited by Roadhouse699; 9 Jun, 2017 @ 4:38pm
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Showing 1-4 of 4 comments
Pluvia  [developer] 10 Jun, 2017 @ 4:47pm 
1. Balance and uniqueness stop this. If you check out the decriptions on the G&K versions it goes into detail about why each race has their specific strengths and weaknesses. There needs to be early, mid and late game civs.

2. A lot of work for pretty much no gain.

3. A lot of work for pretty much no gain.

4. Balance and uniqueness stops this too.

5. Interesing suggestion but I hate Venice. The Terminus should at least be able to do something if you play without City-States I think.

I like your enthusiam but a lot of these suggestions break balance or would cause me to have to go to each and every civ and manually replace their ships or tanks with one that just has a different name. Thanks for the input though.
Roadhouse699 10 Jun, 2017 @ 5:04pm 
Your welcome, and thanks for taking the time to respond. I guess I kind of assumed that Civ V modding was more like modding for bethesda games, which it probably isn't.
Anyway, I get what you're saying in every case. Like I said, I can't expect you to have the desire to do any of this.
Pluvia  [developer] 10 Jun, 2017 @ 10:01pm 
Yeah the modding for civ is super restricted. A bunch of the code was written pretty lazily by developers, and there's redundant bits in it. If I was to replace units I either have to replace all of that unit for everyone or basically do this thing to make it unique for that specific civ but not appear as being unique. Tons of work for little to no gain.

But yeah your balancing ideas, I get where you're coming from and of course I considered doing stuff like that in the planning stages, but frankly there needs to be variation and different points of power for each civ. The Krogan are supposed to be powerful early and shape history by taking out civs and the Geth are supposed to be late game due to growing in numbers. Pushing everything to the late game would be a balancing nightmare and most every civ would have to be completely remade, and there would be a lot of overlap and unoriginal stuff in them.

Thanks again though.
Roadhouse699 11 Jun, 2017 @ 5:06am 
I have to say, it's pretty ♥♥♥♥♥♥♥ ridiculous how complicated modding is in Civ V. The devs made a fairly simple, highly replayable, freeform game and yet they don't think about how good it could be if it was extremely modular?

I guess I've been spoiled by Arma, Skyrim, and Fallout, but ♥♥♥♥, if any game should be easy to mod, it should be Civ V.
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