/r/civmoddingcentral

Photograph via snooOG

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
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

769 Subscribers

2

[civ vi] Error when launching ModBuddy

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?

0 Comments
2024/08/08
07:07 UTC

6

Yakko's World, but it's [civ v] and mods.

0 Comments
2024/07/19
02:44 UTC

6

[Civ General] SID MEIER'S CIVILIZATION 7 HAS BEEN ANNOUNCED!!!

0 Comments
2024/06/07
13:31 UTC

2

[civ v] How do I modify leader abilities

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

1 Comment
2024/05/14
19:16 UTC

2

[Civ VI] Need help with modding.

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.

1 Comment
2024/05/13
15:06 UTC

2

[civ vi] Are there any mods that would allow me to disable specific techs and civics?

0 Comments
2024/04/29
21:04 UTC

2

[Civ V] Possible to play with only some of Vox Populi’s changes, without using the rest of it?

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

    • “skirmisher” type units
    • “explorer” type units
    • “settler” type units
    • unit & city attack-range changes
    • ships able to move onto forts/citadels
  • Civ4 diplomacy options

  • “War Score” system

Is it possible to only apply these changes, and leave everything else out? Thank you :)

1 Comment
2024/04/24
06:04 UTC

2

What event occurs on feature removal for district placement? [civ vi]

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.

1 Comment
2024/04/22
03:07 UTC

1

[CIV V] Looking for help with compatibility between mods.

Hi, I would like to know where or how to make my mods that add additional civilizations compatible with known mods like Historical Religions, Cultural Diversity or CivIV Trait, for example.

0 Comments
2024/04/17
02:23 UTC

1

Need some modding help [civ vi]

I doubt anyone is gonna answer at this hour but I am gonna post anyway. I need some help creating a custom civ. I have made the civ I want with the existing civilization abilities using civ6blitz.app. I now just want to change the civ name, leader name, civ description, unique ability name, mod description, and mod title. I am not trying to do any of the fancy stuff yet (making custom civ ability, custom unique unit, custom unit or building design, etc.)

I am using Notepad++ but I am not sure if it's the most user-friendly. I have tried modbuddy as well, but it was too difficult to follow paths and understand what I was doing. I have looked at every single custom civ tutorial on forums.civfanatics.com but I messed up multiple times when trying to follow. Thankfully I had backup files.

YouTube isn't much help either. I have followed these 3 tutorials but I was unsuccessful. I have absolutely zero modding experience but I feel like modding for civ 6 is a lot harder to get into than what it's supposed to be.

Any help is appreciated. If there are any tutorials on civfanatics that I missed please share them. Thanks

0 Comments
2024/04/13
05:08 UTC

1

[Civ V] How to add “Discover Tech” action to a custom civ’s unique great scientist?

I’m making a new civ whose unique unit replaces the Great Scientist. It’s all working just fine, except for one problem: this UU cannot use the “Discover Tech” action like a Great Scientist can. The button is not present in the little column of action buttons on the left side of the screen.

It can build an academy just fine - I simply added an entry to the Unit_Builds xml table (or whatever it’s called). However I have no idea how to give it the “Discover Tech” action.

Note: this is primarily for Civ V with DLC

2 Comments
2024/04/06
06:42 UTC

3

[Civ VI] New Australia leaders ideas. Where to start?

I've been playing Civ 6 for a while now, I've enjoyed playing different mods like Civ Expanded and other leader mods. However there is a distinct lack of mods for Australia. I've detailed some ideas for the leaders. I'm thinking making a leader would be easier than making a new civ from scratch. Here are some ideas listed:

Alfred Deakin:

Finest of the Season
30% production towards Harbours, Commercial Hubs and Government Plaza’s and their buildings in coastal cities. Cities on the same continent as the Capital receive 5% boost to food, gold and culture for each tier of government.

Kevin Rudd:

Steady hands

Receive a Diplomatic Policy slot when completing the Civil Service and, Diplomatic Service, as well an Economic Policy slot with Banking and, Economics. Receive the Inspiration for Conservation and Environmentalism. Receive double yields and great people points from city projects. When in bankruptcy, every population in the capital produce 1+ gold and 1+ production.

Bob Hawke:

Designing the Nation

Unique Governor, Paul Keating with Economics. 50% production to Commercial hubs and their buildings. All Commercial hubs and their buildings produce 1+ Culture and 1+ Amenity.

Paul Keating:

Establish time: 10 Turns.
Loyalty: 1+
1,1 – Medicare: 20% Food and Growth modifier in the capital, 5% in other cities. Units heal 5+ per turn regardless of fortification.

1,2 – Australia Acts: The first envoy sent to city states count as two. Earn 1+ Diplomatic Favour for each city-state you suzerain.

2,1 – Float the Dollar: Extra Luxury Amenities provide Amenities to cities, powered buildings in Commercial Hubs and Industrial Zones provide double yields civilisation wide.

3,1 – Advance Australia Fair: 10+ Damage to Free Cities. 10+ Loyalty to the city Paul Keating is established in.

3,2 – New Parliament: The Capital Receives double yields from all districts and their buildings.

Gough Whitlam:

The Great Reformer

May change policy cards and governments or revolts at any point with no cost. Access to unique projects Medibank and Free University. Campus Districts grant 1+ appeal to all tiles in and around. Denouncing another Civilisation grants only half grievances. Inspirations grant 60% of the civic needed.

Medibank – Requires at least 6 cities with 10 population each. | This project produces 30% food and -15% gold whilst being completed in this city. Once completed, all cities receive a permanent 20% growth and food bonus. Cities with 20+ populations earn 1+ Science per population.

Free Universities – Requires at least 6 cities with campus districts and 5 population. This project produces 15% science and 15% culture whilst being completed. Once completed, Population in all cities produce 0.5+ culture and 0.5+ science.

Any advice on where to start or what to do would be amazing ^^.

0 Comments
2024/03/20
13:50 UTC

2

[CIV VI] Converting and running an SQL file instead of existing XML file doesnt work

Hi guys, just want to check why the SQL file, which I created by translating a mod's existing XML file, doesnt run? Is there something like a filecheck that is not visible in the mod's / workshop directory? I've ensured that I reference the correct file because just by changing the file extension from .sql to .xml, I can see that the values are inserted. I have also tried running just 1 line and a simple insert statement to ensure that I am doing the sql right, but the changes still doesnt appear on the debuggameplay table.

For context, the existing xml file works just by itself, but not compatible to other mods. The insert isnt working when paired with other mods. So thats why i am trying to update it.

0 Comments
2024/03/09
19:31 UTC

2

[Civ VI] What's the trick to run SQL statements against the DLC schema?

Based on Expansion2_Policies.xml, there's a RequiresDarkAge field in Policies. However, I don't see that field when I browse DebugGameplay.sqlite, and if I put a command like this in my mod:

UPDATE Policies

SET GovernmentSlotType = 'SLOT_ECONOMIC', PrereqCivic = 'CIVIC_EARLY_EMPIRE', PrereqTech = NULL, RequiresDarkAge = 0

WHERE PolicyType = 'POLICY_CORVEE';

...I get "[Gameplay] ERROR: no such column: RequiresDarkAge" in the Database.log file. It looks like my code is being run against the base game schema, but I want to be able to adjust which policies are limited to Dark Ages and which are not.

I thought I could fix this by adding Gathering Storm as a required DLC in the project properties, but that doesn't seem to make a difference. What's the trick to ensure that your mod content runs after the DLC content?

Thank you!

7 Comments
2024/03/02
22:01 UTC

2

[Civ General] Getting Sid Meier's Civilization 1&2 + Test of Time back into digital stores - 2 Year Update

0 Comments
2024/02/25
06:57 UTC

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