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Jul 8, 2016 at 15:55 comment added user59192 @DaniPaniz As long as it isn't an MMO, that was solved a while ago. As long as both people install the mod there isn't really an issue, they both decided to use it, so even if it totally broke the game you can blame them. The multiplayer just needs to support matching people with given mods, which might means some checksums.
Jul 7, 2016 at 15:29 comment added DaniPaniz @WilliamKappler , nice suggestion I thought about that. The problem is: if you create a game that is distributed online (e.g. for iOS or Android platforms) and it's a multiplayer game (i.e. every user in a domain shares the same data) then the modding option is not available anymore, unless you come up with a very complex modding strategy (e.g. the super-user of the networks can mod everything) or you let every user to change the details of their own team (but then, how about the characters that you acquire after your original team is created?).
Jul 6, 2016 at 14:46 comment added Anoplexian +1 for the reference and also +1 @WilliamKappler for the comment. Guaranteed if you make it clear who this is (as you said, a strong midfielder with Cristiano Ronaldo's features) and called him C.R. Santos (Cristano's name additive, I'm not sure about Spanish names), someone will eventually make the connection, and mod it in.
Jul 5, 2016 at 16:47 comment added user59192 I'd like to add the suggestion to take the Paradox HOI route. Make the base game mechanically fine but a little questionable in accuracy. Also make it moddable. Someone will inevitably, and in a short period of time, mod in what you legally couldn't include.
Jul 5, 2016 at 15:53 history answered Jesse Williams CC BY-SA 3.0