Updated Mods (markdown)

Yair Morgenstern 2020-12-27 13:49:10 +02:00
parent 30dfcce599
commit aa113f8a7a

@ -6,12 +6,12 @@ Unfortunately, the game only understands code, so mods are our way to give a deg
Mods can *add, replace and remove* basic game definitions, such as units, nations, buildings, improvements, resources and terrains.
Games loaded with these mods will function according to the mod definition.
The game only knows how to recognize existing definitions, so you can't add *new* unique abilities to nations/units/buildings/etc, only to play around with existing ones
The game only knows how to recognize existing definitions, so you can't add *new* unique abilities to nations/units/buildings/etc, only play around with existing ones
There are two kinds of mods:
- Base Ruleset mods - these replace the entire existing ruleset - tech tree, units, policies, nations etc - to give an entirely different experience than the base game. These generally require quite a bit of work, but give a whole new experience, and so are the most popular.
- Extension mods - these add new nations/units/buildings/resources to a base ruleset - can be either to the default ruleset, or to a base ruleset mod
- Extension mods - these add new nations/units/buildings/resources to a base ruleset - can be either to the default ruleset, or to a base ruleset mod. Easy to do and probably the better place to get started.
## Mod components