Civ Modders: How difficult is it to convert an existing mod for Steam Workshop?

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Hey folks, I don't know much about modding but I'm curious about how different workshop mods are. Is it very difficult to take a current mod and make it compatible with the workshop? Will the workshop allow any deeper or different modding than has been possible so far?

I just read that workshop support for civ 4 also came with mod tools. Are you expecting those to release alongside workshop support for 7?

I really appreciate the work so many of you have done. I couldn't enjoy the game without mods!
 
Hey folks, I don't know much about modding but I'm curious about how different workshop mods are. Is it very difficult to take a current mod and make it compatible with the workshop? Will the workshop allow any deeper or different modding than has been possible so far?

I just read that workshop support for civ 4 also came with mod tools. Are you expecting those to release alongside workshop support for 7?

I really appreciate the work so many of you have done. I couldn't enjoy the game without mods!
The SDK that was mentioned, those are the modding tools. I don't know enough about modding to answer your other question though.
 
Hey folks, I don't know much about modding but I'm curious about how different workshop mods are. Is it very difficult to take a current mod and make it compatible with the workshop? Will the workshop allow any deeper or different modding than has been possible so far?

I just read that workshop support for civ 4 also came with mod tools. Are you expecting those to release alongside workshop support for 7?

I really appreciate the work so many of you have done. I couldn't enjoy the game without mods!

There is nothing different between a mod on the workshop and a mod on another host, but the workshop may require a stricter formatting of the mod's definition file (the "modinfo") to allow uploading.

So the workshop itself doesn't allow deeper/different modding, but the SDK may.

There was no tools nor workshop for civ4, just the source code of the gameplay DLL, which allowed the "deepest" modding possible. civ5 had some tools and the source code was released later.

civ6 had tools but no source code, and that's is not expected for civ7 either.

Firaxis has not said which tools will be in the SDK for civ7 yet, but obviously the uploader for the workshop will be part of it. IMO it's reasonable to expect also the firetuner (to debug JS, civ6 version of the tool for Lua can already connect with civ7) and an asset editor similar to civ6.
 
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