/r/civmoddingcentral
A subreddit devoted to sharing in the custom and modded content for the Sid Meier's Civilization series.
A subreddit devoted to sharing in the custom and modded content for the Sid Meier's Civilization series.
Important Links | Description |
---|---|
CMC Discord | Our Discord Server |
Civ Modding Monthly | Archive of CMM Publications |
Commonwealth Discord | Commonwealth Modding community Discord Server |
Civ Design Competition | Discord for Design Competition Discussions |
Steam Workshop | Steam Repository of Mods |
Customisation Wiki | Civ Modding Wiki |
CFC | Civ Fanatics Forums |
Modding Resources | Description |
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Civ V Helpline Discord | Support for Civ 5 Modders |
Civ VI Helpline Discord | Support for Civ 6 Modders |
Civ Resource Library Discord | Modding Resources Discord |
Modding Tutorials | CFC Collection of Resources & Tutorials |
Mod Troubleshooting Guide | C15's CMM Troubleshooting Guides |
Civ 5 Mod TSLs Map | Map of the starting locations for Civ 5 Civilization Mods |
Civ 6 Mod TSLs Map | Map of the starting locations for Civ 6 Civilization Mods |
Connected Subreddits | Description |
---|---|
Civ AI Games | AI-only Civ Games |
Civ Battle Royale | Massive 61 Civ Battle Royale |
Civ Hybrid Games | AI game with a unique feature: YOU can alter the game's events. |
/r/civvoxpopuli | Civ 5 Vox Populi Mod Project |
/r/nqmod | Civ 5 No Quitters Mod Project |
/r/Civ | Main Sid Mier's Civilization Hub |
/r/Civ5 | Civilization 5 Hub |
/r/CivVI | Civilization 6 Hub |
/r/civbeyondearth | Civilization BE Hub |
/r/civmoddingcentral
i want trade routes to become faster as the game pogress i want traders to start moving 2 tiles a turn maybe even 3 dm me please
Have you ever wanted to lead Zeus, Hades, or Demeter into a golden age of their own design? Imagine commanding civilizations rooted in Greek mythology, each with unique mechanics, units, and districts inspired by the myths themselves.
I’m currently developing a Greek Mythology mod for Civilization VI, bringing the divine pantheon to life. This project features:
With Civilization VII launching in February, this mod is designed with the future in mind. As gameplay evolves to include mechanics like towns growing into cities, we aim to adapt seamlessly. Our vision extends beyond Civ VI, positioning this project as a forward-thinking and expansive addition to the Civilization universe.
This is an ambitious project, and I’m inviting the community to collaborate or follow along. Here’s how you can get involved:
Once the core civilizations are complete, the project will expand with new leaders, custom scenarios, and even tournament opportunities for the community. The tournament launch may align with Civ VII, featuring cash prizes and a dynamic competition format to celebrate the mod’s growth.
This mod isn’t just a one-off—it’s the start of something bigger. Over time, I aim to expand this into a robust universe of mythological civilizations, blending creativity with strategy for a truly epic experience.
Whether you’re a fan of mythology, a fellow modder, or just curious, I’d love to hear from you. Comment or DM if you want to collaborate, test, or even just chat about the project.
Let’s create something divine together.
Are there any mods that includes a "scale" for the map, and a "compass"? (NSWE)
thats the thing i just startet modding but i want it to put a custom model with animations as the default leaders of the game
Good Day and Thank you,
I am currently building a mod 'collection' through the steam workshop for Civilization VI. I am very familiar with my approach of modifying games through (Skyrim & Total War) in-which I download mod categories and move-on to the next category in as complex way as possible. 9/10 I over due it and I have just way to many mods. But, most of the time there is a pattern I can follow. Example: Skyrim crashes on startup. Simplest solution while time consuming is to disable all mods and go one-by-one. This usually always works.
This method simply does not work for CIV VI. Sometimes it loads just fine through the boot-up and introduction videos. Sometimes it crashes on the main menu. Sometimes when starting to create a new game. Sometimes the game is created.
Now to me this all seems random, With all current mods active (this variable is a constant).
I have tried unsubscribing to the mods thought to crash the game...etc.... I am lost
My thought is it is a ram crash (currently have 64GB installed) not sure what my PC is configured at, I have not changed it, so it stock config for windows 11.
Hey guys! I'm trying to get into civ 6 modding, however I've already met my first hurdle and can't find anyone else posting about it.
When I launch the Development tools, everything seems fine. But when I then click on "ModBuddy", I get the following message: "Cannot find one or more components. Please reinstall the apllication."
I've reinstalled both the development kit and assets multiple times now, but none of it works.
Any ideas?
Hi Civ modding central! I am a very new modder with no experience other than a music pack I made that is too big to be uploaded to steam workshop. i.e, I haven't really gotten my hands dirty in code yet. I am currently trying to make a mod that buffs assyria because they are the first civ I played but as I've grown older I've learned that they suck :(. Right now, I'm thinking of making it so that if they capture a city from somebody and they've eclipsed them in tech, they get a small tech boost instead. However, I do not know how to change this. In game, assyria is given their UA through an xml variable called techfromcitycapture. I've tried finding where they define how this actually works, but I can't seem to find it anywhere. How does base civ 5 know what its XML means? How can I change it? Should I alter the XML somehow? Or do I need to recreate the ability in SQL/LUA? Any help would be appreciated as I don't really know where to go to find resources on this
So I'm trying to make a mod of the leaders of England pack in which Elizabeths leader ability is supposed to give you +2 gold to trade-routes with city-states for every great admiral you recruit after the first one.
I'm everything but an expert in this and while I do have some programming experience this is all very confusing nevertheless.
I have installed civ 6 Modbuddy and have created a project, I'm at the stage where i need to add a File;
How do I do this?
Which File/what type of File do I need to add?
How do I create that file?
And most importantly, what is supposed to be written in the file?
I have tried to look up tutorials etc. but there are seemingly none on Youtube and the countless Forums I checked or the civ wiki entries didn't help at all either. I'm not looking to learn the in depth mechanics of creating mods, I'm just looking to implement this concept
I know that I might be asking for a lot and that my questions are not very specific but nevertheless any help would be appreciated.
Thanks in advance.
I tried out Vox Populi and really, really enjoyed some parts of it. But other parts I really did not like.
Is it possible to only apply the changes I enjoy?
Examples of things I loved:
CBP (i.e. bug fixes and AI enhancement)
Units/Combat overhaul
Civ4 diplomacy options
“War Score” system
Is it possible to only apply these changes, and leave everything else out? Thank you :)
When building a district on a wooded tile, you can place the district and automatically remove the woods (or whatever resource is there) but you don't get the yields from having harvested the resource. I'd like to make a leader who gets some sort of 'chop' bonus when the feature is removed by district/wonder placement.
Is there an event I can use as a trigger?
I've been scrolling through the Civ VI Modding Companion spreadsheet but I'm not sure if FeatureRemovedFromMap works insofar as I don't know how to check whether it was removed by placing a district/wonder or if it was just removed by a builder. I'm new to modding CIV6 so if there's a discord or similar that would be a better place to ask questions let me know.