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Added links to base ruleset template in docs
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@ -92,3 +92,4 @@ You have a working mod, now it's time to go wild!
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- Expand the abilities of your civ by adding new [uniques](uniques.md)
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- Add new civs, buildings or units
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- Expand into other game objects by exploring the rest of the [mod file structure](Mod-file-structure/1-Overview.md)
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- Try creating a base ruleset [from this template](https://github.com/yairm210/Unciv-minimal-base-ruleset)
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@ -13,7 +13,7 @@ The game only knows how to recognize existing definitions, so you can't add *new
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There are three main kinds of mods:
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- **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 - for example, [creating a new Civilization](Making-a-new-Civilization.md)
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- **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.
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- **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. [A minimal example can be found here](https://github.com/yairm210/Unciv-minimal-base-ruleset) as a template to build off of ("Use this template" green button in top right, "Create a new repository")
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- **Ruleset-agnostic mods** - these do not contain any ruleset-related jsons, but instead contain other affects. Audiovisual mods (including tilesets, unitsets, and UI skins) and map mods are in this category.
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Creating and editing mods from your phone is NOT RECOMMENDED - it's *much easier* using a desktop device!
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