/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

780 Subscribers

1

mod request dont mind paying a little for it [civ vi]

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

0 Comments
2024/11/23
10:53 UTC

2

[Civ General] Greek pantheons coming. to a CIV near you!

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:

  • The Underworld (Hades): Loyalty-focused, with mechanics like the Necropolis district and units such as the Fates, embodying Hades' role as ruler of the dead.
  • Gaia (Demeter): A balance of faith, culture, and science, offering a flexible playstyle centered on harmony with the earth.
  • Olympus (Zeus): Power-driven domination with thunderous gameplay mechanics befitting the king of the gods.

Looking Ahead: Civilization VII Compatibility

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.

Where You Come In

This is an ambitious project, and I’m inviting the community to collaborate or follow along. Here’s how you can get involved:

  1. Feedback: Your insights on balance, mechanics, or general ideas are crucial for refining the gameplay.
  2. Testers: When a playable version is ready, I’ll need beta testers to help fine-tune the mod.
  3. Artists: I’m looking for talented 3D modelers and visual artists to bring leaders, units, and assets to life. Currently, I’m working with placeholders, but there’s so much potential to create a truly immersive aesthetic.
  4. Coders/Modders: If you’d like to collaborate on the technical side, I’m open to sharing the backend workload via GitHub.

Future Plans

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.

The Vision

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.

Interested?

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.

https://preview.redd.it/onjy9togt81e1.jpg?width=1024&format=pjpg&auto=webp&s=8c01337acc2c0b53a7d3fe26faba647293af9d8f

https://preview.redd.it/i2213o1jt81e1.jpg?width=1024&format=pjpg&auto=webp&s=829dbbb64cea109b36d4194a5b56c0bef6840cfa

https://preview.redd.it/3jkcn8zlt81e1.jpg?width=1024&format=pjpg&auto=webp&s=454f406af3a88d7a1ad2dfca2a620c7fb1a67ed9

https://preview.redd.it/nil0n12qt81e1.jpg?width=1024&format=pjpg&auto=webp&s=dbd640ab28379cf718c13e8388711a44b29ffbdd

2 Comments
2024/11/16
10:44 UTC

2

[civ v] Mods for map (scale and compass?)

Are there any mods that includes a "scale" for the map, and a "compass"? (NSWE)

1 Comment
2024/11/12
03:07 UTC

1

[civ iv] How do i put a 3D model and animations in my custom leader

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

0 Comments
2024/10/17
21:35 UTC

2

Help CIV VI: Very Inconsistent Crashes at Various Points [civ vi]

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.

2 Comments
2024/10/17
16:20 UTC

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

5

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

0 Comments
2024/07/19
02:44 UTC

8

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

0 Comments
2024/06/07
13:31 UTC

3

[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

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