Blog post number one, about project number one, in an entirely new field for me as a person and professional.
… it feels tingly.
But, on to the serious stuff!
I’ve decided to start dabbling in some modding for Sid Meier’s Civilization V. Writing up XML pages and Lua scripts can be challenging, especially when there is a lot I don’t know about the inner workings of the engine, but I’m managing to make a fair amount of progress.
For now, the project is a mod that almost completely revamps the current tile improvement system, allowing for the user to build a new set of improvements that range from pure single-yield chains with low gains to initially costly dual-yield chains that cover most of the basic city statistics.
(Let’s face it, a trading post providing production makes sense; people would be busy around trading areas, and it would be easier for the traders to create their wares where they can sell them.)
Each chain can be started off with an initial building, that the worker can place on the relevant tiles, that steadily progresses to more rewarding improvements that will have varying rewards for the strategic city-planner.
Mom’s the word! In infancy, I’m struggling with writing in an improvement that replaces one of the vanilla sets and actually appears in game, so this is far from complete. I’ll be keeping this blog posted!