A guide to WorldBuilder (WIP)

the Jack

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There was originally something else here, because I had made an embarrassing oversight and couldn't figure out what I had done wrong for several days. Since nobody posted in response to what used to be a 'please help?' post, and I learned some pointers that I think other users might find helpful in the meantime, I decided to convert it into a 'here's some help!' post.

Let me begin by saying I have both R&F and GS and I use Steam, and I am not (yet?) using FireTuner or trying to do any modding proper. I just want to make some custom maps for personal use, and help other users do the same.

Note that I hadn't tried using the WorldBuilder (henceforth WB) before the Antarctic Summer patch, which, along with the GS release-day update, apparently changed a lot of things. I have seen references elsewhere on the forums and around the internet to things that simply aren't that way anymore, which is another reason I decided to convert my post.

Getting started
To use WorldBuilder (WB) you must first enable it, following the instructions in this post. This will cause the WB access button to appear in the Civ VI Additional Content menu.

That will allow you access to WB, and you can start playing around with the mapmaking tools, but a further series of steps are required if you want to actually play a game on a map you create with WB. This is what I'll call the TZ method.

Somewhat confusingly, neither a mod nor a map named TZ anything will show up in either the mods list under Additional Content or the maps list when creating a game. Instead, a map saved as TZ.Civ6Map will, if the map information fields within WB are left at their default settings, show up in the list of available maps when starting a new game as Untitled Map.

This is not the only reason to change those default fields. Leaving them unchanged, for some reason, causes a new Untitled Map mod to show up in the list of mods every time you save over the .Civ6Map file. To correct this bug, simply go to the icon in the top left corner of the WB screen and edit the default map name and description fields to whatever you want the map to show up as.

Note, however, that even though you can change the field settings to whatever you like, you still must save the map as TZ.Civ6Map in order for it to show up in the list of available maps.

Note also that, if you exit WB (or exit the game entirely), WB will not then open your saved map WIP unless you first disable the mod created by the most recent save. IDEK how I figured this one out, but I've tested it in both directions and it seems to hold true.

Advanced Mode
Initially I was not using the Advanced Mode at all. I figured it made more sense to get the hang of Basic Mode first, and also that Advanced Mode would probably introduce more problems when I hadn't already finished troubleshooting base mode. But eventually I tried it out of curiosity, and so far, at least, I have not had any problems with crashes, despite playing on a completed (albeit Tiny) map.

The interface and options with Advanced Mode are different from what's available in Basic Mode. For example, in Advanced Mode, Tribal Villages (Goody Huts) are listed under the Improvements drop-down, and can be either Placed or edited onto a Plot; by contrast, in Basic Mode Goody Huts are in their own drop-down, but can only be Placed, not edited onto a Plot.

Known issues
The only way to have more than one custom WB map available in the Map dropdown when creating a new game is to use the TZ method (see above) to create a separate mod for each custom map.


Help?
I intend to make this a (semi-)regularly updated guide. In particular, I am looking at how Natural Wonder placement works (and doesn't work) in WB, and will be editing this post again with my findings.

I hope to include pointers, and explanations of non-intuitive requirements for using WB, covering all aspects of the utility. Toward that end, I encourage other users to post problems and/or solutions they encounter in their own messing about with WB.

Thanks in advance to anyone who has any additional WorldBuilder questions or tips to contribute!
 
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Thanks Jack for attempting to provide a WorldBuilder guide - I know it's not easy!

I've made some very frustrating mistakes trying create a workable map. It makes you want to throw your hands up in defeat when you've spent HOURS creating map, only to have it not work in game! So far, I've had no success in playing on one of my maps; only the terrain seems to load correctly.

Perhaps you can clarify some things based on your post above?

1) Is the "TZ Method" necessary to save and play a player-created map? If so, the instructions based on the link you provide are confusing; am I to create a TZ file under the "Mods" folder and load those scripts into it (per the link)? It's not entirely clear to me if/how I'm supposed to use those scripts or where they can be found.

If the above questions are answered, perhaps the next couple are moot:

2) The resources I placed on my map do not show up. Is there a reason for this? Also, if resources can be placed, should I attempt to mess with the resource count (perhaps suggest a good number - I've defaulted to using 3).

3) Civilizations do not start where I would like them to start. In the map I created, I specifically place civilizations on certain spots, but when the map is used, civilizations are not placed on the chosen spots, not even randomly. The program places them in totally different locations. If you could clarify how to place City States as well, that would be, that would be great.

Again, thank you so much for taking the time to explain what I feel shouldn't be such a complicated ordeal (it really takes away from an otherwise solid game and I'm not sure why the developers haven't come up with a solution).
 
Hi, Mac1977, and thanks for your questions! Hopefully I can answer them satisfactorily.

It sounds like you must have found the other mod for playing user-created maps; I haven't tried using that one, so I'm afraid I can't help you troubleshoot it. My recommendation is that you uninstall that other mod entirely, or at the very least disable it, as I expect it would conflict with the mod created using the TZ method, and from what you say it sounds rather buggier.

The Civilization modding community is blessed with modders from around the world who bring different perspectives and ideas. Unfortunately they sometimes also bring language barriers. Let me see if I can paraphrase tazpn314 for you:

1. Create a folder at the path C:\Users\[your username]\Documents\My Games\Sid Meier's Civilization VI\Mods\TZ

2. Create a new text document in this folder and name it TZ.modinfo.

3. Copy and paste the following text into that file, and save it again now that it's no longer blank:
Spoiler :

<?xml version="1.0" encoding="utf-8"?>
<Mod id="FC885C5B-DF9B-441B-8F6D-B009CAA0D003" version="1">
<Properties>
<Name>LOC_MOD_TITLE</Name>
<Teaser>LOC_MOD_TEASER</Teaser>
<Description>LOC_MOD_DESCRIPTION</Description>
<Authors>LOC_MOD_AUTHORS</Authors>
</Properties>
<Settings>
<Map id="TZ_MAP">
<Properties>
<Group>TZ_Maps</Group>
<Name>LOC_TZ_MAP_NAME</Name>
<Description>LOC_TZ_MAP_DESCRIPTION</Description>
</Properties>
<Items>
<File>TZ.Civ6Map</File>
</Items>
</Map>
<Custom id="TZ_SETTINGS">
<Items>
<File>TZ_Config.xml</File>
</Items>
</Custom>
</Settings>
<LocalizedText>
<Text id="LOC_MOD_TITLE"><en_US>TZ</en_US></Text>
<Text id="LOC_MOD_TEASER"><en_US>A simple test.</en_US></Text>
<Text id="LOC_MOD_DESCRIPTION"><en_US>This is a basic test</en_US></Text>
<Text id="LOC_MOD_AUTHORS"><en_US>TZ</en_US></Text>
<Text id="LOC_TZ_MAP_NAME"><en_US>TZ Map</en_US></Text>


4. Create a second blank text file in the TZ folder and name it TZ_Config.xml -- be sure to use the exact filenames I C&P'd from the other thread, as otherwise this won't work.

5. Fill that text file with the following code, and re-save:
Spoiler :

<?xml version="1.0" encoding="utf-8"?>
<GameInfo>
<RuleSets>
<Row>
<RuleSetType>RULESET_TZ</RuleSetType>
<Name>TZ</Name>
<Description>TZ Description</Description>
<SupportsMultiPlayer>0</SupportsMultiPlayer>
</Row>
</RuleSets>
<RulesetDomainOverrides>
<Row Ruleset="RULESET_TZ" ParameterId="Map" Domain="TZ_Maps" />
</RulesetDomainOverrides>
</GameInfo>


6. Start up Civ 6 and enable the mod called TZ.

7. Go into C:\Users\[your username]\Documents\My Games\Sid Meier's Civilization VI\Saves\Worldbuilder and copy the file TZ.Civ6map into the same \Mods\TZ folder where you saved the two files full of code. (Note that the other thread is somewhat vague as to when the TZ.Civ6Map save will show up, and I don't recall for certain, but I think this is when you'll be able to find it; if not, try proceeding another step or two and checking again.)

8. Go back to Civ 6's Main Menu and select Single Player > Create Game > Advanced Setup.

9. You should see the custom map option under the Map dropdown, among the usual options such as Archipelago, Continents, TSL Europe, etc. If not, double-check your steps.

10. Go back to the Mods menu and start up WorldBuilder. You may be able to open up the map you already made and save it over the TZ map-save-file, and that may make your resource and start location edits show up when you try playing from the map, or you may have to start from scratch.

11. Remember that only the map you save as simply "TZ" will show up in the list of Map options when starting a game. You can save different iterations within WB and have them 'wait their turn' to be opened up and saved as TZ, but only that one map will show up, unless you create a whole new mod for each new map you want to save. (Doing that is beyond the scope of my guide, unless someone better versed in coding can contribute instructions.)

12. Don't forget my tips in the top post about disabling the mods before opening WB, etc.

I haven't had any problems with resources re-allocating or with start locations I set being ignored, so I'm hoping you'll have the same experience once you switch mods.

One problem I have had was with city-states not showing up, but I have a theory that that's due to my having chosen a Duel-size map which may disable city-state placement. I still need to test that out.

Bonus: I found a video on YouTube that walks the viewer through both enabling WB in the first place and also getting the TZ method mod fully installed. Click here for the video by ZeusMoltar9. Note that this video was made before the Gathering Storm update, so a few things are slightly different -- in particular, the WB button in Additional Content used to be at the upper left, and nowadays it is at the upper right -- but all of the actual steps for both processes are unchanged. The visuals in the video will just be different. WB also had its menus changed around since the video was made, so things won't necessarily be in the same places when you get WB working now as ZeusMoltar9 was demonstrating, but AFAIK you should still be able to do all the same things he did in the video, although some things are now Advanced-Mode-only. Hopefully people will find the video helpful!

Thanks again for participating!
 
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Thanks for this guide!

I just stated playing with World Builder.

One mistake I made at the beginning was having all my mods enabled when I created a new map. That was a problem later when I disabled some. It is best to only have the necessary mods enabled when you create your map. You can also use DB Browser to remove the dependencies from the map file.

Natural Wonders are a bit tricky especially when you use Terra Mirabilis. It helped to have their descriptions open in one window and the TM_Placement DB table open in DB Browser to figure out the terrain requirements..

My BIG question: How do we randomly generate resources when we play the map rather than placing them all manually once?

One other thing. I used a program called OnTopReplica which allows you to overlay a window like Google Earth over World Builder. You can set the opacity so that you can see a map while you place your terrain. I also put placeholders on Google Earth that aligned with snow tiles so I could pan around and keep the windows aligned.

Farther Zoom is also essential.
 
Hi,

I followed every steps you wrote down in this comment. I was able to make the mod/map, it shown up in the additional content list, I enabled it, although it wrote that it doesn't shows compatibility. but when I tried to play the game (all the 3 necessary files, .modinfo, .xml, and the map are in the mods/tz folder), but nor in the ruleset, neither in the maplist I wasn't able to choose it, it simply wasn't there. what can be the problem?

thanks for your help in advance!
 
Hey guys,

I've just started using WB. I have R&F with no mods installed. I made a map and am unable to save it. There is just no option to "save map" like in the tutorial vid (
). What I see is this:

upload_2020-3-15_14-42-45.png


There are no options for Map Name, Map Description or Mod Name like in the tutorial:

upload_2020-3-15_14-44-12.png


Appreciate any help, thanks!
 
Hello people. I am hoping someone out there can help. The world builder button no longer shows when I open Additional Content. It did when I originally got the game, and followed the steps prescribed for accessing the WB, and all was fine. Then I stopped playing the game for a bit, and recently when I went in to play and use the WB the button was no longer there. I believe I have everything up-to-date. I have GS and R&F. I subscribed to a few civilization mods, but that should not affect whether, I see the WB button or not, right?
 
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