Moderator Action: Closing this thread, please see the updated version thanks to PlotinusRedux : here
The organization of that file has changed a bit, here is what I've noted so far...
the Mod id must be unique, you can generate one (like for civ5) with a GUID generator, if two mods are installed with the same Mod id, one will be ignored.
Under <Components> you can use those tags:
The setting section is used to update the DebugConfiguration.sqlite DB that can be found in ..\Documents\my games\Sid Meier's Civilization VI\Cache
The <UpdateDatabase> tag used in <Components> update the DebugGameplay.sqlite DB
AFAIK <RuleSet> is not required, but without it your mod will be activated by default, the use of a rule set may allow some... things I guess... maybe compatibility between mods.
Ask your questions here, I may not have the answers, but I hope some people have or that we'll find them by testing and testing and testing (I've done a lot to get that, and also a bit of search for strings in the game's files)
The organization of that file has changed a bit, here is what I've noted so far...
HTML:
<Mod id="11111111-1111-1111-1111-111111111111" version="1">
<Properties>
<Name>Name of your mod</Name>
<Teaser>Short Description</Teaser>
<Description>LOC_DESCRIPTION</Description>
<Authors>Your name goes here</Authors>
<SpecialThanks>My name goes here :)</SpecialThanks>
</Properties>
<Components>
<UpdateDatabase>
<Properties>
<RuleSet>YOUR_RULESET</RuleSet>
</Properties>
<Items>
<File>YourRulesChange.xml</File>
<File>YourRulesChange.sql</File>
</Items>
</UpdateDatabase>
<GameplayScripts>
<Properties>
<RuleSet>YOUR_RULESET</RuleSet>
</Properties>
<Items>
<File>YourGameplayScripts.Lua</File>
</Items>
</GameplayScripts>
<ImportFiles>
<Items>
<File>YourImportedFile</File>
</Items>
</ImportFiles>
<UserInterface>
<Properties>
<Context>InGame</Context>
</Properties>
<Items>
<File>YourUI.xml</File>
</Items>
</UserInterface>
<LocalizedText id="YOUR_TEXT">
<Properties>
<RuleSet>YOUR_RULESET</RuleSet>
</Properties>
<Items>
<File>YourModTexts_Text.xml</File>
</Items>
</LocalizedText>
</Components>
<Settings>
<Custom id="YOUR_SETTING">
<Items>
<File>YourConfig.xml</File>
</Items>
</Custom>
<Map>
<Properties>
<Name>Your Map Name</Name>
<Description>Your Map Description</Description>
</Properties>
<Items>
<File>YourMap.Civ6Map</File>
</Items>
</Map>
<LocalizedText id="YOUR_SETTING">
<Items>
<File>YourTextsRelatedToSettings_Text.xml</File>
</Items>
</LocalizedText>
</Settings>
<LocalizedText>
<Text id="LOC_DESCRIPTION">
<en_US>Long Description of your mod</en_US>
</Text>
</LocalizedText>
<Files>
<File>YourRulesChange.xml</File>
<File>YourRulesChange.sql</File>
<File>YourGameplayScripts.Lua</File>
<File>YourModTexts_Text.xml</File>
<File>YourConfig.xml</File>
<File>YourTextsRelatedToSettings_Text.xml</File>
<File>YourImportedFile</File>
<File>YourMap.Civ6Map</File>
<File>YourUI.xml</File>
<File>YourUI.lua</File>
</Files>
</Mod>
the Mod id must be unique, you can generate one (like for civ5) with a GUID generator, if two mods are installed with the same Mod id, one will be ignored.
Under <Components> you can use those tags:
- UpdateDatabase
- LocalizedText
- ImportFiles (like a map script)
- GameplayScripts
- UserInterface
- Custom
- Map
- Custom
- LocalizedText
The setting section is used to update the DebugConfiguration.sqlite DB that can be found in ..\Documents\my games\Sid Meier's Civilization VI\Cache
The <UpdateDatabase> tag used in <Components> update the DebugGameplay.sqlite DB
AFAIK <RuleSet> is not required, but without it your mod will be activated by default, the use of a rule set may allow some... things I guess... maybe compatibility between mods.
Ask your questions here, I may not have the answers, but I hope some people have or that we'll find them by testing and testing and testing (I've done a lot to get that, and also a bit of search for strings in the game's files)
Last edited: