2 months later, what do modders think about modding civ7 ?

Gedemon

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I'm curious about the opinion of other modders about the current state and future hopes for civ7 modding.

Here is mine.

The good

- UI: one of the biggest issue from a player perspective, but, as shown by the number of mods released, it's clearly one of the best feature of civ7 modding.
- Modifiers are still there
- Assets modding is promising, as shown by the ability to load other models for Leaders already

The Bad

those are surely temporary, until the tools are released, and IMO it's part of the result of the game being released too early, I would have expected those to be possible at release, without dedicated tools.

- limited map making: no way to set rivers and elevation, will of course change when the world builder is released, question is when, knowing there are must pressing issues for the Devs.
- assets define hidden, will also surely be unlocked when the tools are out, but same question as above. I'm pretty sure it will move to the "good" then, but I'm also already convinced there won't be SQL artdef this time again. I really miss civ5 for that...
- no gameplay script. some things can be done in UI context, but a lot of exposed functions from civ6/5 are missing. See city renaming impossible for the AI for an example. there is a scenario tag to load some script files, but I didn't manage to activate that context. Quite confident this will be in, and more functions will be exposed in the future.

The Ugly

those are my main concerns, I'm afraid opening the game to so many platforms resulted in more and more technical limitations imposed by the lowest hardware supposed to run the game compared to previous versions of the game, up to civ2/3.

and I hope I'm wrong here.

- reloading between ages transition. I remember when we (modders) discussed the possibility of reloading a game for gameplay mechanisms like season changing the map as a workaround for the engine limitations, and dismissed it because of the impact on the players. And now Firaxis as made a core game mechanism on an engine that can't handle it, instead of changing the engine first. That makes me very uncomfortable about the game's evolution, remembering Gathering Storm issues.
- no tiles texture rendered on X>128 on very large maps, maybe temporary, maybe a hard limit, but as long as it's here, civ7 is the worst of the series for map sizes. Bye civ4/5/6 Giant Earth Map.
- units movement: it's all or nothing, either you pass somewhere without any movement penalty, either you stop on that plot. I can't imagine another reason than a technical limit on the weakest hardware to code movements this way.
 
I‘m not sure if i am a modder, cause i‘m definitely not a Civ7 modder, but a modder for other games at least. You know, it seems to me that i can feel something going on in you. But apart from that, i think you made a good summary about the current situation. I just want to repeat you in my own words:
The good parts are already there, the bad parts can change for better, though it‘s not guaranteed, the ugly parts have a higher chance to stay this way, but it also can change for better (in theory). Nothing more to say other than this: Chances are really high that i personally will not do any Civ7 modding, which is a shame (in my opinion).
 
I don't have nearly your knowledge on modding this version or prior ones. Overall I think the move to JavaScript and DOM was a good one. That would seem to open modding up to a lot more people. Particularly I find there's lots of information on JavaScript and DOM. It wasn't all the helpful to me. I have avoided webpages viewing that as the domain of graphic designers because making it look good is really a critical point. Digging in though it does seem to make dealing with the UI easier since you're not real dealing with yet another GUI framework. GUI's are well defined at this point so every framework is basically the same, but this seems better. I certainly find maybe I shouldn't have so readily dismissed web pages.

Gameplay is largely somewhere over the rainbow to me. Someday I'll dig into the databases and get some understanding of how they work. I view it largely as the domain of game designers and not mine. I'm more into metaprogramming for lack of a better term. 686 scripts with a combined 500K lines is a fun challenge. The biggest annoyance I've found so far are those mysterious and important objects that just appear out there, I think they could have done a far better job. It just seems to me if they could inject into the context they could ejected it into a script file mirroring it even if they don't use it.

There are the various bugs. It seems it doesn't take much to find yet another. Most are trivial, largely an oversight, with no real impact on fundamental operation. I haven't had any crashes to desktop. I've fallen a bit behind on reporting them so I can't complain much. Mostly it's options they didn't use type things, what they do use works. Just from a code perspective it doesn't seem rushed out the door. The JavaScripts that I've looked at seem complete. I don't see frameworks for major functionality that was never implemented. It could be they're just really good at source control so left no trace of major features they abandoned due to deadlines.

The game itself seems a bit rushed. They seem to be missing an age. They didn't implement religious warfare, it's just a missionary zergfest. That why I only play antiquity. It hard to say if that's due to rushing out the door or planned DLC for the future. There just doesn't seem to be much as far as abandoned paths in the code. Mostly I see TODO right there where they should have done it and doing it would have taken less than typing that comment.
 
I'm not much of a modder but I've enjoyed being able to make a couple of new civs. I modded civ 6 a little so I knew the modifier system and that it's not as flexable as it looks at first. There's a partial functionality for assigning visuals to units but needs to be improved and extended to constructables.

no tiles texture rendered on X>128 on very large maps, maybe temporary, maybe a hard limit, but as long as it's here, civ7 is the worst of the series for map sizes. Bye civ4/5/6 Giant Earth Map.
How many civs were on those maps?
 
64 slot max including all type of "players" (civ+barbarian+minor civs)

edit: AFAIK, this is also the limit for civ7
 
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When you say barbarians do you mean the hostile IPs generated during a crisis?

barbarian slot(s) were for civ 4-5-6, hostile IP in civ7 use the same type of slots as normal IP (aka minor civs or city states code-side)

Spoiler :

Code:
[2025-03-30 00:49:36]    Initializing player from config:
[2025-03-30 00:49:36]    Player 0: Civilization - CIVILIZATION_NEPAL (698539159)  Leader - LEADER_CATHERINE (-767424053), - Level - CIVILIZATION_LEVEL_FULL_CIV, SlotStatus - Human
[2025-03-30 00:49:36]    Player 1: Civilization - CIVILIZATION_GREAT_BRITAIN (676355605)  Leader - LEADER_ADA_LOVELACE (218420113), - Level - CIVILIZATION_LEVEL_FULL_CIV, SlotStatus - AI
[2025-03-30 00:49:36]    Player 2: Civilization - CIVILIZATION_SIAM (-1978460632)  Leader - LEADER_ASHOKA_ALT (-1162603287), - Level - CIVILIZATION_LEVEL_FULL_CIV, SlotStatus - AI
[2025-03-30 00:49:36]    Player 3: Civilization - CIVILIZATION_BUGANDA (832153492)  Leader - LEADER_HATSHEPSUT (-534209228), - Level - CIVILIZATION_LEVEL_FULL_CIV, SlotStatus - AI
[2025-03-30 00:49:36]    Player 4: Civilization - CIVILIZATION_MEXICO (1116401420)  Leader - LEADER_AMINA (-801992137), - Level - CIVILIZATION_LEVEL_FULL_CIV, SlotStatus - AI
[2025-03-30 00:49:36]    Player 5: Civilization - CIVILIZATION_MEIJI (-294972420)  Leader - LEADER_TECUMSEH (-893459533), - Level - CIVILIZATION_LEVEL_FULL_CIV, SlotStatus - AI
[2025-03-30 00:49:36]    Player 6: Civilization - CIVILIZATION_AMERICA (-1651108180)  Leader - LEADER_HARRIET_TUBMAN (841686004), - Level - CIVILIZATION_LEVEL_FULL_CIV, SlotStatus - AI
[2025-03-30 00:49:36]    Player 7: Civilization - CIVILIZATION_RUSSIA (185445610)  Leader - LEADER_NAPOLEON (-821829555), - Level - CIVILIZATION_LEVEL_FULL_CIV, SlotStatus - AI
[2025-03-30 00:49:36]    Player 8: Civilization - CIVILIZATION_PLACEHOLDER_CITYSTATE (861373409)  Leader - (null) (-1), - Level - CIVILIZATION_LEVEL_CITY_STATE, SlotStatus - AI
[2025-03-30 00:49:36]    Player 9: Civilization - CIVILIZATION_PLACEHOLDER_CITYSTATE (861373409)  Leader - (null) (-1), - Level - CIVILIZATION_LEVEL_CITY_STATE, SlotStatus - AI
[2025-03-30 00:49:36]    Player 10: Civilization - CIVILIZATION_PLACEHOLDER_CITYSTATE (861373409)  Leader - (null) (-1), - Level - CIVILIZATION_LEVEL_CITY_STATE, SlotStatus - AI
[2025-03-30 00:49:36]    Player 11: Civilization - CIVILIZATION_PLACEHOLDER_CITYSTATE (861373409)  Leader - (null) (-1), - Level - CIVILIZATION_LEVEL_CITY_STATE, SlotStatus - AI
[2025-03-30 00:49:36]    Player 12: Civilization - CIVILIZATION_PLACEHOLDER_CITYSTATE (861373409)  Leader - (null) (-1), - Level - CIVILIZATION_LEVEL_CITY_STATE, SlotStatus - AI
[2025-03-30 00:49:36]    Player 13: Civilization - CIVILIZATION_PLACEHOLDER_CITYSTATE (861373409)  Leader - (null) (-1), - Level - CIVILIZATION_LEVEL_CITY_STATE, SlotStatus - AI
[2025-03-30 00:49:36]    Player 14: Civilization - CIVILIZATION_PLACEHOLDER_CITYSTATE (861373409)  Leader - (null) (-1), - Level - CIVILIZATION_LEVEL_CITY_STATE, SlotStatus - AI
[2025-03-30 00:49:36]    Player 15: Civilization - CIVILIZATION_PLACEHOLDER_CITYSTATE (861373409)  Leader - (null) (-1), - Level - CIVILIZATION_LEVEL_CITY_STATE, SlotStatus - AI
[2025-03-30 00:49:36]    Player 16: Civilization - CIVILIZATION_PLACEHOLDER_CITYSTATE (861373409)  Leader - (null) (-1), - Level - CIVILIZATION_LEVEL_CITY_STATE, SlotStatus - AI
[2025-03-30 00:49:36]    Player 17: Civilization - CIVILIZATION_PLACEHOLDER_CITYSTATE (861373409)  Leader - (null) (-1), - Level - CIVILIZATION_LEVEL_CITY_STATE, SlotStatus - AI
[2025-03-30 00:49:36]    Player 18: Civilization - CIVILIZATION_PLACEHOLDER_CITYSTATE (861373409)  Leader - (null) (-1), - Level - CIVILIZATION_LEVEL_CITY_STATE, SlotStatus - AI
[2025-03-30 00:49:36]    Player 19: Civilization - CIVILIZATION_PLACEHOLDER_CITYSTATE (861373409)  Leader - (null) (-1), - Level - CIVILIZATION_LEVEL_CITY_STATE, SlotStatus - AI
[2025-03-30 00:49:36]    Player 20: Civilization - CIVILIZATION_PLACEHOLDER_CITYSTATE (861373409)  Leader - (null) (-1), - Level - CIVILIZATION_LEVEL_CITY_STATE, SlotStatus - AI
[2025-03-30 00:49:36]    Player 21: Civilization - CIVILIZATION_PLACEHOLDER_CITYSTATE (861373409)  Leader - (null) (-1), - Level - CIVILIZATION_LEVEL_CITY_STATE, SlotStatus - AI
[2025-03-30 00:49:36]    Player 22: Civilization - CIVILIZATION_PLACEHOLDER_CITYSTATE (861373409)  Leader - (null) (-1), - Level - CIVILIZATION_LEVEL_CITY_STATE, SlotStatus - AI
[2025-03-30 00:49:36]    Player 23: Civilization - CIVILIZATION_PLACEHOLDER_CITYSTATE (861373409)  Leader - (null) (-1), - Level - CIVILIZATION_LEVEL_CITY_STATE, SlotStatus - AI
[2025-03-30 00:49:36]    Player 63: Civilization - CIVILIZATION_NONE (-1515294427)  Leader - (null) (0), - Level - CIVILIZATION_LEVEL_NONE, SlotStatus - AI
 
- units movement: it's all or nothing, either you pass somewhere without any movement penalty, either you stop on that plot. I can't imagine another reason than a technical limit on the weakest hardware to code movements this way.
This was a design decision to get around the Civ VI issue of units having movement left but no valid targets, I can't find it now but Ed said it was Sid himself who suggested this!
 
Yes, I remember they said that Sid had the idea, which is surely a good one in their context (small maps, potential mobile version, etc...)

but in the context of modding...

edit: I mean they could have left the code allowing cost per type of tiles, but the only reference in the DB doesn't seem linked to something in gamecore (ie it has no effect)

that's a fundamental simplification which in itself is maybe not important, but added to everything else it lowers a lot my expectations for civ7 (which is maybe not a bad thing either, can only be pleasantly surprised, and won't lose time developing something based on future expectations)
 
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won't lose time developing something based on future expectations)
That summarized civ 7 for me: The things they though were most important are really well done (for the most part) and the things deemed not important are lacking. I'm a person who prefers to concentrate on the former.
 
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