/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

779 Subscribers

3

[civ general] New GoG Dreamlist is here: Vote for Civ1, Civ2, ToT, CtP1, Civ5 & Civ6!

0 Comments
2025/02/02
07:38 UTC

2

Can the modding API be used to “play” civ? [civ vi]

I’m interested in building some simple Civ AI’s but am not sure if there exists an API to play civ as a player in the game or if I would have to script it at the screen/mouse level (eg via pyautogui). I have Civ V and Civ VI. Has there been any info released about the upcoming Civ VII modding capabilities wrt gameplay?

1 Comment
2025/01/19
01:49 UTC

3

legacy SDK [civ v]

hey folks,

I'm gonna need a legacy version of SDK if I want to mod the game nowadays, but I have no idea how to get my hands on it. can someone help me out with it?

much appreciated.

3 Comments
2025/01/12
16:30 UTC

1

What [Civ V] modded Civilizations feel the most like Vanilla Civs?

Hey everyone, happy new year! I’m looking to get back into Civ V, and wanted to spice up the game with some mods. I’m looking for Civs that “feel” like they could be in the vanilla game. Any suggestions? I’m primarily looking for the following qualities:

  • Simplicity of design, intuitive and unique abilities
  • The feeling of representing a civ as a whole, rather than a certain period
  • Non-overlap with existing civs

From memory, mods that felt like this to me were Tomaketh’s Sumer and Kuikuro, CL’s Inuit and Canada, Urdnot_Scott’s UAE and Georgia, More Civ’s Kilwa and Greece split, and JFD’s Belgium and Bohemia Any other suggestions are greatly appreciated!

3 Comments
2025/01/02
20:58 UTC

1

[Civ BE] Edit road magrail improvement build time and worker build rate via xml

This is a question about Civ Beyond Earth, but it also applies to Civ 5 since they seem to use essentially the same XML files to control game variables.

I want to edit the time required to build roads and magrails. Which xml file controls this?

I'd also like to edit virtues, techs, etc that improve worker build speed, example Helping Hands virtue, Surrogacy tech. Which XML files should I look in?

I also notice the xml files present in the base game install folder are duplicated in a Rising Tide folder. CivBETechnologies.xml can be found in

"C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization Beyond Earth\assets\Gameplay\XML\Technologies\CivBETechnologies.xml"

and in

"C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization Beyond Earth\assets\DLC\Expansion1\Gameplay\XML\Technologies\CivBETechnologies.xml"

Do I need to change variables in both folders or just the Rising Tide folder if I am playing with the Rising Tide expansion?

3 Comments
2024/12/14
03:44 UTC

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

4

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

0 Comments
2024/07/19
02:44 UTC

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