There are many things about modding C3 which are yet to become clear. For example, everyone here is probably aware a new release of two new nations and 5 new units, if I recall correctly, is coming out in about 11 days. This brings to the foreground the issue that the current official modding method does not hook new code into the program but replaces whole files at load. For example, my little Expensive Diplo Units mod will not automatically get the new nations and units in it. I would have to do one of two things to upgrade it. Either I would have to; (a) Find the new code in the new unit.script file and copy it into the appropriate place in my modded unit.script file; OR (b) Take a copy of the new unit.script file, place it in my Expensive Diplo Units folder location and do all my mod changes again. While a mod is simple, neither process is hard. But once a mod gets complex and extensive either process could be a nightmare without a file compare utility to help one through it. So, as well as learning modding, I am pondering what protocols I will need to set up so that I don't lose previously modded changes and so that new patches to the game get put into my mod as well, provided I want those changes in my mod of course. But I would certainly want new nations and new units (but rebalanced maybe) imported into any mod. Any thoughts on this issue anyone? To give an idea of the complexities and ramifications involved in an extensive mod, here first are just some parameters for just one unit. UNIT Version Life Food Wood Stone Coal Iron Gold BuildTme Damage Pause AttkMin AttkMax Material CanKill SwordDef PikeDef BulletDef ArrowDef CannonDef GrapeshtDef Shield Vision Walk 17thpikeEu C3 Vanilla 95 22 0 0 0 20 0 150 8 ? ? ? Body Body,Fence 2 2 5 1 7 255 0 2 24 OC Mod1 350 66 0 0 0 30 0 300 14 31 30 150 Body Body,Fence 5 1 5 75 10 50 5 2 24 Okay, that did not format correctly but you get the picture. Then, there are hundreds of these units each with dozens of their own parameters beyond what I show above (though these are some of the main unit parameters to change in a balancing mod). Then there are nation definitions and parameters, building definitions and parameters, upgrade definitions and parameters, formations definitions and parameters and others I have probably forgotten for the moment. This is before adding in more menu options and morale, fatigue, friendly fire and like issues which require new programming. You can see that the permutations and combinations in a full mod multiply out to the several thousands. This is all doable. It is like any intricate model making. It requires time and a meticulous approach. Where it would become an unmanageable problem however is if all this has to be restated after each patch. Thus, I think would have to take approach (a) above. That is, "Find the new code in the new unit.script file, and probably, several other files, and copy it into the appropriate places in my modded files. This will require more file compare utilities and skills than I currently have. Again, however, I hope for this to be doable in the long run. Any thoughts or ideas on this issue are welcome.