Privus API is an add-on/library for Sid Meier's Civilization VII that aims to create a simple and unified modding API in order to signficantly ease the modding development process (especially when it comes to UI) and solve a few major problems with the traditional modding process in Civilization...
Intro
Hello! This is Community Extension, an open source DLL patch for Civ VI that stretches the limits of what this game is possible of.
Have you ever had an idea for a mod, but then quickly realized that what you were trying to do was straight up hardcoded and immediately gave up hope after...
Ok so i'm playing in a custom gamespeed where research percent is 200%, BUT i put multipliers to the cost of techs increasing for each era, so Industrial Era Techs require 10000 Science, now i'd like it if spies were a little faster, as they are even slower than in marathon, taking 80 turns to...
While developing the map scripts for Scrambled Arctic Ocean and AEP Earth, which are radial maps, I stumbled upon a bug with the Map API.
Map.GetPlotDistance() doesn't work correctly, so instead of producing nice circular ice shelves it was producing hexagonal ones.
Here's the correction/fix...
Just starting out with modding civ and I was wondering if there was any API documentation anywhere other than the startup projects.
Is there no official doc references?
I have seen people piecemeal the modinfo schema but is that consolidated anywhere or is it only spread across the Modding...
Hi all,
I would like to use CIV VI for scientific research and I need an API for interacting with the interface (or gathering data on automated play simulations)
Is there something similar that it could help?
Thanks a lot.
I'm a backend developer with great passion for Civ. I have been playing it since the first version came out and "just one more turn" has kept me awake quite a few nights. I made a similar thread on Reddit and I was referred to this forum.
I have never been fond of the multiplayer system, which...
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