Sid Meier's Civilization VI

Sid Meier's Civilization VI

75 ratings
Community Extension
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Type: Mod
File Size
Posted
Updated
68.070 KB
29 Jun @ 7:41am
3 Jul @ 10:21pm
2 Change Notes ( view )

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Community Extension

Description
Civilization VI: Community Extension
This mod is currently in beta. Report bugs on the issue tracker[github.com]. You can also contact me directly or on the steam workshop page. I prefer if you do it on the issue tracker though.
Visit the wiki![github.com]
FAQ
What does this mod do?
This mod exposes new tools for modders to use by editing Civ VI's base code.
How does this mod edit the base code?
In essence, the game will load a custom dll, which then in turn loads the GameCore DLL and makes changes to it. If you want to learn more, join the Civilization VI Modding Helpline[discord.gg] and ask me there. (My username is wildw)
Can you implement X feature?
Probably. Open a feature request on the issue tracker[github.com]. The more precise you are with your request the more likely I'll be able to implement it.
Is this mod compatible with Mac/Linux?
No. It's possible to port parts of it, but it's just too far out of scope right now.
Can you fix the asset limit bug?
Probably not. I can try at some point, but if it were easy it would have been done by Firaxis already.
License
This project is distributed under AGPL 3.0. That means that all derivative works of this project must be open source and distributed under the same AGPL 3.0 license. This is to protect the modding community from bad actors and encourage collaboration. The only way this community can grow is if we work together.
Support
[ko-fi.com]
31 Comments
GaussTheWizard 4 Jul @ 8:35pm 
A Civ script extender? Oh shitttttttttt
UzukiShimamura卯月 4 Jul @ 3:32am 
@WildW His work should be helpful for you but better not to copy it since what he did is hardcoding new constants into the functions about city plots. It might be better to read the parameter in the GlobalParameters table and de-hardcode parameters used in functions. His mod released was so simple that it should not be hard for you to decompile it and understand what he did.
WildW  [author] 3 Jul @ 10:38pm 
@UzukiShimamura卯月 Thanks for the nice words! I do take requests for bug fixes and I can look at those. I don't want to replace the work that PhantomJ_M has done though so I'll reach out to them about it first. DLL mod compatibility is indeed possible with something I know they're currently working on, but whatever their progress on it is remains unknown to me.
WildW  [author] 3 Jul @ 10:27pm 
UzukiShimamura卯月 3 Jul @ 3:32am 
Definitely one of the best works in civ6 modding! I would be happy to see some bugfixes (e. g. Great work yield modifier not stacking, or the hardcoded 3-hex city range limit) integrated in this mod since it will be a little bit harder to maintain dll-mods compatibility. Hope this one to be the must-have of all modders and players!
Komodo Bebop 3 Jul @ 2:42am 
Any mods so far that use this?
Justin 2 Jul @ 9:33pm 
thanks for uploading
DaniAngione 2 Jul @ 8:33am 
Amazing, great work!

About the asset limit, I think it's more like a matter of them never caring about it rather than it being hard and they never fixing it... But we'll see. Best of luck to whoever decides to tackle it!
CypRyan 2 Jul @ 6:32am 
Incredible!!