Sid Meier's Civilization VI

Sid Meier's Civilization VI

Anthrology: Andalen Empire (v5)
14 Comments
AzLion 14 Jun, 2024 @ 8:49pm 
The music of this Civ is so beautiful. I couldn't even rage quit although I was losing.
Rickey023 19 Sep, 2023 @ 3:19pm 
Do you guys do commissions to create more civilizations and leaders?
Firefox 19 Sep, 2023 @ 1:20pm 
Love your other civs, but could you please make a version of this mod that doesn't require additional DLC?
leeboX 4 Sep, 2022 @ 1:43pm 
Where I can find a music for your mods?
Luviam 17 Apr, 2022 @ 1:54pm 
Bit of a suggestion. What about bird people, that are focused around aviation?
RedWillow1917 18 Nov, 2021 @ 1:06pm 
What song did you use for the Khenra Coalition?
DRAGONLuksis02CZ 10 Nov, 2021 @ 3:29pm 
please do Dragon Empire OwO
Citrakayah 3 Oct, 2021 @ 6:28pm 
How long did it take you guys to learn how to mod, starting from scratch?
RedWillow1917 26 Sep, 2021 @ 2:33pm 
Weird request, can you make a mod that adds various political idealogies as Religions? Including the weird ones if you can?
Pacs 26 Sep, 2021 @ 3:48am 
Thank you for the in-depth response. It's great that you can be communally building this series of mods together with your game group, that's something really unique. I imagine one of your "end goals" would be to have a custom map and city-states to play a heavy conversion game of Civ in your game world, though I know that would take a LOT of effort. Looking forward to see what's next!
♤ fek  [author] 25 Sep, 2021 @ 5:19pm 
@Pacs - Some of the results are very heavily influenced by existing lore from our games - like Arvonax's meteors and the Khenra holy mines. Other mechanics were an opportunity to take existing worldbuilding snippets and really flesh them out into tangible, concrete forms - like the Khenra Sahmeg and the Caephoran Kite Towers.

The character art is mostly stuff we've already made (or commissioned) from our campaigns. The remaining artwork is stuff we've done by hand, sometimes from scratch, and sometimes with the help of guides and templates from the rest of the modding community. The music is royalty-free stuff we've licensed from the usual places (audiojungle/premiumbeat, etc), doing our best to fit the mental images we already had of each civilization from the campaigns.

Anyway, I'm super glad you're enjoying these! We've got a few more civs in the works, hopefully ready for some playtesting soon!
♤ fek  [author] 25 Sep, 2021 @ 5:18pm 
@Pacs - Absolutely!

This was a group effort - something we've been wanting to do for a long time! The first step was just learning the modding process, getting familiar with the tools, and fumbling around until we had a rough understanding of how things work. This has been a long and ongoing process - we're definitely still learning the ropes!

After getting our bearings, we basically set up a big ol' google doc where we all nominated various civilizations and leaders from our campaigns, and started brainstorming ways to translate each culture/leader into gameplay mechanics. We playtest along the way, often scrapping, tweaking, or improving certain features once we get a feel for their balance and "fun factor." We typically make sure our most experienced players each take a few cracks at each new civ to see how it handles, then adjust as we go.
Silentshadow 25 Sep, 2021 @ 10:50am 
I'd like to echo what Pacs was saying. Excellent Mod! Really love the idea of the guild branch improvement you made. Gives me tons of inspiration.
Pacs 25 Sep, 2021 @ 8:55am 
This is an idea I had for my own RPG setting! I figured that incorporating the unique characteristics of my own civilisations into the mechanics of Civ would be a fun exercise in fleshing out what actually makes them tangibly different.

Could you tell me a little bit about the process you went through, and if you had a similar experience to what I was imagining? Thanks for making this series of mods, it's really given me inspiration!