Any word on when the workshop will be added to Steam.

While I agree with your post, I want to add that a different approach would be even better: internal implementation of a mod site, e.g., mod.io or actually civmods. That way, people on other gaming platforms can also benefit. Steam workshop has a tendency to block many mods from other platforms, because creators often don‘t bother to make mods available on other places then. If the mod platform is suited for different gaming platforms, it’s a win-win imho. But of course, more work for FXS. I tend to believe that they originally opted for an internal platform, but now go for Steam because they couldn’t make the internal platform work in time.
Bethesda did it, but community mod managers are still better, because that's the area where community puts a lot of resources, which company just can't afford.
 
Thanks for the clarifications. I always assumed SDK meant something like Source Development Kit, I didn't know it could be so different.

Are you saying that it's currently just as possible to modify art assets with a mod here as it would be with workshop? If so, why haven't we seen any art mods? Maybe I'm misunderstanding.

Also why do people call it CFC? I came here anonymously for years off and on, but now I can't shut up! I think it's because I've never been "in" at release, despite playing all the mainline games including DOS.

SDK means "Software Development Kit", it's the collection of tools used to make edit game, we won't have full access to all the tools, of course, but some of the (in-house) tools made public for civ5/civ6 are the same ones the devs are using.

Steam, as CFC (CivFanatics Center) are hosting mods, Steam is not a part of the SDK (the uploader to steam is) and do not influence what's in a mod (or not)

Assets are not accessible directly for edition, they are packed in files, that even include the art definition in civ7 (while in civ6 that part was directly available in text files, allowing, for example, rescaling or switching elements of units/buildings/improvements), that's why there is no mods adding new 3D assets. Note that 2D assets are already possible, as is replacing some existing 3D assets by another (see leaders mods using units/great people assets)

We're going to need the assets editor from the SDK to be able to add assets or edit existing ones, and mods made that way could be uploaded on any host (steam workshop, CFC, Nexus, etc...)
 
I strongly disagree here. Mods provide good variety, but:
1. The majority of players don't use mods
2. Modders are usually good with coding and tweaking, but graphic and audio assets are not their strong side. Most mods with civs previously were using static images for leaders, as far as I know, so they can't compete with official leaders.
For example, Paradox is known for both DLC monetization and modding support. None of their games have failed due to mods.
 
Didn't they say they would activate the Steam workshop in one of their announcements? I am pretty sure I saw that in one of the roadmaps for April/May.

We all know the launch failed in an epic way but damn, at least let the modders and users utilize the god damn workshop already. Let them actually "finish" the game, and let users easily use Steam to integrate the mods.

Stop suggesting third party software or some program for it, that's not the point. Workshop is workshop, no reason try to compete with that. You want to use your own software? Fine, but do not expect regular users to find your software and use it.

Activate the workshop.
 
Didn't they say they would activate the Steam workshop in one of their announcements? I am pretty sure I saw that in one of the roadmaps for April/May.

We all know the launch failed in an epic way but damn, at least let the modders and users utilize the god damn workshop already. Let them actually "finish" the game, and let users easily use Steam to integrate the mods.

Stop suggesting third party software or some program for it, that's not the point. Workshop is workshop, no reason try to compete with that. You want to use your own software? Fine, but do not expect regular users to find your software and use it.

Activate the workshop.

I want the workshop too but I want you to check out https://civmods.com/

It's perfect. Simple, elegant, it keeps your mods organized and up to date, and you can search for new mods on CFC.

It automatically detects what you already have too. Maybe nothing but workshop will do for you but this is kind of better than workshop.
 
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The thing about civmods is I have to trust someone I have no idea about. Probably they are some nice CivFanatic somewhere, but I don't really know them but have to install their software on my PC.
 
Didn't they say they would activate the Steam workshop in one of their announcements? I am pretty sure I saw that in one of the roadmaps for April/May.

We all know the launch failed in an epic way but damn, at least let the modders and users utilize the god damn workshop already. Let them actually "finish" the game, and let users easily use Steam to integrate the mods.

Stop suggesting third party software or some program for it, that's not the point. Workshop is workshop, no reason try to compete with that. You want to use your own software? Fine, but do not expect regular users to find your software and use it.

Activate the workshop.
I suspect steam workshop support is probably a bit more complicated than just pressing an 'activate the workshop' button
 
I already have that civmod software, it's 'better than nothing' kind of thing for the time being. No way it can replace the Steam workshop. It's hilarious that some people advocate for a replacement for something that's in-place for like, years? Civ6 had Steam workshop, I did not use some random software or whatever.

There is a reason why there is Steam workshop in the first place. We cannot just keep using third party software for every game we have. Not willing to discuss why Steam does this better tbh. I think it's pretty clear why Steam has become world's best gaming community/platform. It provides a lot of facilities, one of them is the workshop which Civ7 is "still" missing to this day, even though they announced they would activate it around April/May-ish.

No one says it's as simple as pressing a button. It wasn't probably so simple for Civ6 either. Yet, it was there.

It's been some time since Civ7 released. The fact that I am suggested some third party software to deal with the mods is telling something.

I rest my case.
 
I‘m not advocating for third party software (although I cherish civmods and I got used to modding before Steam existed). But doesn‘t Steam Workshop sound very odd when you consider how much focus was put on launching on multiple platforms and keeping the game in sync (mostly) with patches (long term)? In my eyes, Steam workshop can just be a bandaid for PC/Linux/Mac users, but not the eventual solution if the aspiration is to be a true multi-platform game. But hey, good solutions are expensive and require a lot of resources, Steam Workshop is in contrast a low hanging fruit and will make the largest share of players reasonably happy (unless they like to play MP outside of fixed same platform groups). Hence, going that route when time and money is tight is totally understandable.
 
Yeah, good mod support is incompatible with the DLC model of essentially selling what would have used to have been mods.
Civ V and Civ VI also sold single leader/civilization DLCs for the first year after release. I don't know why people think that this is new to Civ VII.

Bethesda did it, but community mod managers are still better, because that's the area where community puts a lot of resources, which company just can't afford.
Factorio has a built-in mod manager and it works great. You can add, delete, update, enable, and disable mods from within the game. You can search for mods and read about them. The mod manager automatically handles dependencies, too. All of the mods are hosted on Factorio's website, so you can also browse and install them while not in the game.

I've always wished that more games would do this instead of relying on Steam Workshop. That way, mods work for all (PC) versions of the game.

It provides a lot of facilities, one of them is the workshop which Civ7 is "still" missing to this day, even though they announced they would activate it around April/May-ish.
When did they make this announcement? Do you have a link to it? I only remember a "coming soon" announcement.
 
Civ V and Civ VI also sold single leader/civilization DLCs for the first year after release. I don't know why people think that this is new to Civ VII.
I'm not sure why you think I was talking only about Civ7?
 
I already have that civmod software, it's 'better than nothing' kind of thing for the time being. No way it can replace the Steam workshop. It's hilarious that some people advocate for a replacement for something that's in-place for like, years? Civ6 had Steam workshop, I did not use some random software or whatever.

There is a reason why there is Steam workshop in the first place. We cannot just keep using third party software for every game we have. Not willing to discuss why Steam does this better tbh. I think it's pretty clear why Steam has become world's best gaming community/platform. It provides a lot of facilities, one of them is the workshop which Civ7 is "still" missing to this day, even though they announced they would activate it around April/May-ish.

No one says it's as simple as pressing a button. It wasn't probably so simple for Civ6 either. Yet, it was there.

It's been some time since Civ7 released. The fact that I am suggested some third party software to deal with the mods is telling something.

I rest my case.

Your points are compelling, but third party software will still have a place. In a game like Skyrim, known for its incredibly diverse mods, Steam Workshop is either not allowed or not technically able to offer things like Skyrim script extender. You must use Nexus mods and Nexus Mod Manager for the best ones.

Don't get me wrong, I love Steam. I used workshop for all my Civ 6 mods. One day the workshop may be allowed (?) to offer the deeper mods and I'll be happy to use it for that when the day comes.
 
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It's hilarious that some people advocate for a replacement for something that's in-place for like, years? Civ6 had Steam workshop, I did not use some random software or whatever.
mod.io is good, works in-game, could allow mods for consoles AFAIK

No one says it's as simple as pressing a button. It wasn't probably so simple for Civ6 either. Yet, it was there.
took some months, we (modders) need a tool to be able to upload the mods on steam, it wasn't ready at civ6 release either.

It's been some time since Civ7 released. The fact that I am suggested some third party software to deal with the mods is telling something.
Steam workshop has limitations, honestly an alternative that does some things better is good to have.
 
Because V and VI had really good mod support, so your statement wouldn't make any sense otherwise?
Civ5 did, in my opinion, and I thought that Firaxis learned their lesson from making it too good. Civ5 is besting civ7 at concurrent players on PC thanks to Vox Populi, which was as high quality as any Firaxis-made expansion.

In Civ6 it was not possible to make leader and civ mods at equivalent quality to what Firaxis could make, same as Civ7 so far. Unless you know something I don’t know.
 
In Civ6 it was not possible to make leader and civ mods at equivalent quality to what Firaxis could make, same as Civ7 so far. Unless you know something I don’t know.
We never got the DLL source, but otherwise, Civ VI had better modding tools than Civ V. There's no reason that you couldn't make leaders just as good as the ones that Firaxis made.
 
We never got the DLL source, but otherwise, Civ VI had better modding tools than Civ V. There's no reason that you couldn't make leaders just as good as the ones that Firaxis made.
Do you know why nobody ever did? I only ever saw reskins of existing leaders.
 
Do you know why nobody ever did? I only ever saw reskins of existing leaders.
Which is the same that FXS did after some base models. ;-)

Jokes aside, I don't know whether that was impossible or just multiplied the workload. Sukritact could confirm, probably.
 
Do you know why nobody ever did? I only ever saw reskins of existing leaders.

It's a lot of work, involving multiple different aspect of modding, but Sukritact made some very, very good leaders for civ6.


 
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