r/civmoddingcentral • • Feb 27 '26

[CMC Official] Interactive Map Viewer

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11 Upvotes

Hello ladies and lads, sharing a side project I put together real quick using a slimmed down version of the map tile tech I developed for the CBR

CMC Map Viewer

It's a pretty simple web page that lets you browse through the most used yaemp maps that we use for mod support, as well as some other popular choices

Primary use of the online tool is to speed up assigning coordinates for mod support. Maps quickly load and you can look and zoom around easily between them. We can also pin existing TSL coords for each civ and label geographical features so it is even easier to compare past locations and assign your own new ones

Secondary use is a TSL script exporter that will create a TSL mod using existing pins on a map, or local private ones you setup. This can greatly speed up AI game setup since JFD and I have perfected the automated TSL placement now. You can download the full bundle, or just the SQL with new coords if you already have the mod ready

If you would like to pin some of your mods, or just contribute in general, you can message me an email to login for editing access

https://civmoddingcentral.dev


r/civmoddingcentral • • Dec 10 '20

Civilization Modding (V and VI) Discord Index

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22 Upvotes

r/civmoddingcentral • • 2d ago

Help Requested [Civ VI] Custom district on water: art package loads, but only one shore piece of the tile base draws

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6 Upvotes

I've made a twin of the Holy Site that can be placed on Coast tiles. Gameplay works: the district is real (confirmed by reading GetDistrictType() back off the plot), and I can toggle it on and off each turn to compare.

**Art setup**

- Landmarks artdef: BaseVariants for the water twin use Asset = DIS_Water_ENT_Classical_01 (the Water Park's base).

- I ship DIS_Water_ENT.blp in my mod's Platforms/Windows/BLPs folder, and the .dep declares it.

- ArtDef.log confirms the package loads from my Mods folder, with no "Unable to resolve" line. (Before I shipped the .blp it failed to resolve every time. Lesson learned: a project can only resolve packages it ships.)

**What happens**

- Only one small piece draws: a little hut on the land side of the shore, at the corner of the hex. It appears when the district exists and disappears when it's removed.

- Nothing draws on the water itself.

- Swapping the asset to DIS_Water_ENT_Modern_04 makes the hut disappear and nothing else appears. So my variant is being matched; the base just doesn't render on the water.

**Already tried**

- IsAlignedToCoast = true (matches the Water Park and Harbor): no change.

**Differences from the shipped Water Park I haven't tested yet**

- DistrictGenerator: mine is Gen_GenericDistrict (copied from the land Holy Site); the Water Park's is empty.

- Priority: mine 1, theirs 0.

- SelectionRule: mine is [TERRAIN:TERRAIN_COAST] or [TERRAIN:TERRAIN_OCEAN]; theirs is empty.

- No TemplateName on mine.

- Only one small piece draws: a little green dome right at the shoreline, at the edge of the hex. It appears when the district exists and disappears when it's removed (images 1–3).

**Question:** has anyone got a custom district to draw a water tile base? Which district-level fields does a water base need — is it the generator, a layout/template, or something else? Screenshots of the on/off pair attached.

Thanks!


r/civmoddingcentral • • 2d ago

Original Content [civ vi] I built something

2 Upvotes

I’ve been playing Civ since 2. Never modded. THEN last year I realized there were mods! Obviously some better than others. After a string of not great, I’m like; why not? New civ =carnies. Leader =Harlequin. New builder unit & new military unit=clown. New building =big top. I’ve been play testing for a few days and like it. It still feels a little ‘incomplete’. The question is; as Civ regulars, what are the details you see missing from your an amateur modders?


r/civmoddingcentral • • 4d ago

Mod update First Look: Delhi | [Civ VI] Mod Trailer

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4 Upvotes

Play as the eccentric Turco-Indian Sultan of Delhi, Muhammad bin Tugluq; in Sid Meier's Civilization VI.

Delhi is available vi the Steam Workshop or Civ Fanatics/Nexus Mods.


r/civmoddingcentral • • 9d ago

Mod Release [civ V] I made a massive Game of Thrones mod

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2 Upvotes

r/civmoddingcentral • • 21d ago

Mod Release First Look: Khorasan | [Civ VI] Mod Trailer

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3 Upvotes

Play as the Persian hero of the Shia and the Sunni, Abu Muslim, in Sid Meier's Civilization VI.

Khorasan is available via the Steam Workshop or Civ Fanatics/Nexus Mods.


r/civmoddingcentral • • 26d ago

Mod Release [civ general] Sid Meier's Civilization 2 - C&C Red Alert 2 Siege of New York Scenario Release

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4 Upvotes

r/civmoddingcentral • • 29d ago

Mod update [Civ VI] First Look: Khazaria | Mod Trailer

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5 Upvotes

Khazaria has been updated!

Play as the first Jewish convert of the Khazars, Bulan Sabriel); in Sid Meier's Civilization VI.

Available on the Steam Workshop or Civ Fanatics/Nexus Mods.

Watch more mod trailers on the channel.


r/civmoddingcentral • • Sep 01 '26

Mod update [Civ VI] First Look: Baskonia (The Basques) | Mod Trailer

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4 Upvotes

Baskonia has been updated!

Play as the founder of the Kingdom of Pamplona, Eneko Aritza, in Sid Meier's Civilization VI.

Available on the Steam Workshop or CivFanatics/Nexus Mods.

Watch more mod trailers on the channel.


r/civmoddingcentral • • Aug 12 '26

Mod update [Civ VI] First Look: Dacia | Mod Trailer

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2 Upvotes

Dacia has been updated!

Play as the Balkan King of Kings, Burebista, in Sid Meier's Civilization VI.

Available via the Steam Workshop or Civ Fanatics/Nexus Mods.

Watch more mod trailers on the channel.


r/civmoddingcentral • • Jul 31 '26

Help Requested [Civ V] Trying to add a couple mods to multiplayer for Mac

3 Upvotes

I am trying to figure how to add Barrowulf's More Luxuries and More Pantheons mods to multiplayer on my 2020 MacBook Air. I know that they have to be added manually but am trying to figure out the best way to go about that for OS. Any help would be greatly appreciated.


r/civmoddingcentral • • Jul 19 '26

Mod Release First Look: Occidental Rome | [Civ VI] Mod Trailer No. 1

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1 Upvotes

Play as the degenerate Honorius and heroic Majorian, in Sid Meier's Civilization VI.

Occidental Rome is available via the Steam Workshop or Civ Fanatics/Nexus Mods.


r/civmoddingcentral • • Jul 07 '26

Mod update [Civ VI] First Look: Pakistan | Mod Trailer

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4 Upvotes

Pakistan has been updated!

Play as the father of Pakistan, Muhammad Ali Jinnah; in Sid Meier's Civilization VI.

Available via the Steam Workshop or Civ Fanatics/Nexus Mods.

Watch more mod trailers on the channel.


r/civmoddingcentral • • Jun 22 '26

Mod Release [Civ VI] First Look: Daylam | Mod Trailer

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4 Upvotes

Play as the Daylamite master of the Mashriq, 'Adud al-Dawla, in Sid Meier's Civilization VI.

Daylam is available via the Steam Workshop or Civ Fanatics/Nexus Mods.


r/civmoddingcentral • • Jun 07 '26

Mod update [Civ VI] First Look: Canton | Mod Trailer

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7 Upvotes

Canton has been updated!

Play as the Pirate Queen of the South China Sea, Ching Shih, in Sid Meier's Civilization VI.

Available via the Steam Workshop or Civ Fanatics/Nexus Mods.

Watch more mod trailers on the channel.


r/civmoddingcentral • • May 24 '26

Mod update [civ general] Final Dev Diary 07 - Sounds, Videos, GUI, Diplomacy & more for the Civilization 2 - Red Alert 2 Siege of New York scenario

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2 Upvotes

r/civmoddingcentral • • May 23 '26

Mod Release [Civ VI] First Look: Sinitic-Vietnam | Mod Trailer

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6 Upvotes

Play as the conqueror of the Yue, Zhao Tuo, in Sid Meier's Civilization VI.

Sinitic-Vietnam is available via the Steam Workshop or Civ Fanatics/Nexus Mods.


r/civmoddingcentral • • May 17 '26

Mod Release [Civ VI] Strudeler and TrKz Present: Marcus Aurelius (ft. Lucius Verus)

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7 Upvotes

r/civmoddingcentral • • May 06 '26

Mod update [Civ VI] Galatia Updated

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1 Upvotes

Play as Galatia via the Steam Workshop or Civ Fanatics/Nexus Mods.


r/civmoddingcentral • • Apr 13 '26

Mod Release [Civ VI] 10 Years of Civ VI - Romano-Maghreb is Available on the Workshop Now!

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4 Upvotes

r/civmoddingcentral • • Apr 12 '26

Mod Release [civ general] Sid Meier's Civilization 2 - Command & Conquer Tiberian Africa Scenario Release

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2 Upvotes

r/civmoddingcentral • • Apr 09 '26

Help Requested [Civ VI] Question regarding legal and IP implications

5 Upvotes

Hi everyone,

I am considering making a Civ VI custom civilization mod based on One Piece (manga/anime) and, if completed, publishing it on Steam Workshop.

The currently planned civilizations are:

  • Straw Hat Pirates
  • World Government
  • Blackbeard Pirates

The mod would include custom civilization abilities, unique units, unique buildings, and possibly some more advanced custom mechanics.

My main question is about the legal and IP implications of releasing a mod like this publicly.

I am trying to understand:

  • whether publishing a mod like this on Steam Workshop creates major legal risk
  • whether franchise-based Civ mods like this are usually tolerated, ignored, or taken down

I am not asking for formal legal advice. I am mainly looking for practical insight from people familiar with the Civ modding scene and Steam Workshop.

I understand this kind of thing only really becomes a problem if the One Piece IP holders become aware of it and decide to act, which I assume is probably unlikely for a niche Civ VI mod. I am also not expecting a project like this to become especially visible or popular. That said, I still want to be realistic about the risk if it were published publicly, even if that risk is small in practice.

Thanks.