[GS] I want to create a Custom civ with already existing stuff

John_Atreides

Chieftain
Joined
Nov 3, 2020
Messages
9
I Want to make a Custom Civ

I just need to know how to do this as a Mod. I have All the expansions, including Gathering Storm.
I don’t need to create any art or anything. I’m completely lost in the modbuddy…

I just want to tweak a civ and, if possible, copy it 3 times so I can use it with some friends in multiplayer.
Just use different colours to differentiate them.
(Maybe use different physical avatars like Alexander and another one with a beard)
And if one of them could be a girl, that would be great. Say Jadwiga of Poland would be great.
Although I’m not sure if I would have to tweak their starting location placement scripts for this to work…
I would like to use the mod where human players are placed far from each other as well. Can’t seem to find it on Steam though...

If I can’t multiplayer, so be it. Still, I would want to have at least have 1 Custom civ available.
If I can Only have one civ, I Want its leader to be named Kellick, Leader of the Atreides people.

I was also planning on using other mods with it. Nothing too big, just little things like less difficult placement for wonders, wonders for everyone, start with scout, start with builder, etc.
I don’t plan on using big overhaul mods.
I also wonder If I would have to include the mods I want to use with this custom civ.
Does the mod that includes this custom civ need to include all the characteristics of the other mods I want to use, or can it be compatible?

Also, I would want to tone down (or eliminate completely) the frequency with which we experience Nuclear Power Plant Meltdowns. They Just Happen way too often for it to be fun…
I’m not sure how I would go about it though…
I was thinking maybe making a city building, in the city or in the industrial zone district. (the building would not be a district itself)
It would be called the Nuclear security commission or something.
Building it would put the frequency of meltdowns to zero. It could be unlocked with *********** Tech.

Or maybe there is a mod already taking care of this that I should use?

Names of Each Leaders and Civs :

Leader 1 : Jade
Civ 1 : Mouezilia
Adjective 1 : moueze
People 1 : Mouezes

Leader 2 : Miguel
Civ 2 : Mouezonia
Adjective 2 : mouezo
People 2 : Mouezos

Leader 3 : Djipy
Civ 3 : Kellickia
Adjective 2: kellickian
People 3 : Kellicks

Modified Civ : China
Modified Leader : Qin Shi Huang

Leader Abilities
The First Emperor (Qin Shi Huang)
Fall of Babylon (Cyrus)
Holy Roman Emperor (Frederick Barbarossa)

Civ Abilities
Dynastic Cycle (China)
Grand Tour (France)
Legend of the Five Suns (Aztec)
Plato’s Republic (Greece)
Epic Quest (Sumeria)
Ta-Seti (Nubia)
Free Imperial Cities (Germany)

Civ Unique Unit
Pitati Archer

Mods I would want to use :

Easier Wonder Placement
Author : p0kiehl
created : October 23, 2020
Affects saved games? : yes
Single player? : yes
Multiplayer? : yes
This relaxes the sometimes strict rules of placement for many wonders

No Obsolete Wonders
Author : Angryr
Affects saved games? : yes
Single player? : yes
Multiplayer? : yes
Makes wonders no longer obsolete after any particular era

Removable Districts
Authors : TC, qqqbbb
Affects saved games? : yes
Single player? : yes
Multiplayer? : yes
Makes available city projects which when completed will remove the corresponding district from the city-states
These districts cannot be removed : City centre, Neighbourhood, Any unique Neighbourhood replacements, Wonders

Starting Builders
Author : NoShotz
Affects saved games? : yes
Single player? : yes
Multiplayer? : yes
This mod makes it so you spawn with a Builder in addition to the starting warrior and settler

Starting Scout
Author : NoShotz
Affects saved games? : yes
Single player? : yes
Multiplayer? : yes
This mod makes it so you spawn with a Scout in addition to the starting warrior and settler


Detailed Descriptions of Custom Civ Features :

Leader Abilities

The First Emperor (Qin Shi Huang)
  • When building Ancient and Classical wonders you may spend Builder charges to complete 15% of the original wonder cost.
  • Builders receive an additional charge.
Fall of Babylon (Cyrus)
  • +2 movement for the first 10 turns after declaring surprise war on a major civilization
  • +5 loyalty per turn in occupied cities with a garrison unit
  • Declaring surprise war only counts as formal war for the purposes of grievances and warmongering
Holy Roman Emperor (Frederick Barbarossa)
  • additional military policy slot
  • +7 combat strength when attacking city-states

Civ Abilities

Dynastic Cycle (China)
  • Gives a bigger boost from Eurekas and inspirations compared to other Civs.
Grand Tour (France)
  • +20% Production toward Medieval, Renaissance and Industrial era wonders.
  • Tourism from wonders of any era is doubled.
Legend of the Five Suns (Aztec)
  • Spend Builder charges to complete 20% of the original district cost.
Plato’s Republic (Greece)
  • One extra wildcard slot in any government.
Epic Quest (Sumeria)
  • Every time you capture a barbarian outpost, you get a Tribal Village reward.
Ta-Seti (Nubia)
  • +50% Production toward Ranged units.
  • Ranged units gain +50% combat experience.
  • +1 Production for Mines over strategic resources
  • +2 Gold Gold for Mines over bonus and luxury resources.
Free Imperial Cities (Germany)
  • Each city can build one more district than usual (exceeding the normal limit based on population)


Civ Unique Unit

Pitati Archer (Nubia)
  • Nubian unique Ancient era unit that replaces the Archer.
  • Stronger than the Archer with extra Moves Movement.
  • Upgrades to Crossbowman.
Pitati Archer Stats
  • Common Abilities
    • -17 Range Strength VS District Defenses and Naval Units
  • Special Traits
    • Higher Melee Strength ( 17 vs 15 )
    • Higher Range Strength ( 30 vs 25 )
    • Higher Movement ( 3 vs 2 )
    • Range: 2
    • Sight: 2
    • Higher Production Cost ( 70 vs 60 )
    • Tech Unlock: Archery
    • Tech Upgrade: Machinery (crossbowman)
 
I Want to make a Custom Civ

I just need to know how to do this as a Mod. I have All the expansions, including Gathering Storm.

Great - I think it is always positive to see new modders, or potential modders, on the forum. Welcome!

Creating a new, custom civilization is a great 'all-encompassing' starting point for your first mod - mainly because it covers plenty of ground in terms of learning core components. As you'll know, a civilization essentially consists of a race of people (this is pretty much the civilization's name, some flavour text and an ethnic identifier - that's it), a leader, some unique abilities tied to each of the civilization and the leader, some unique units and some unique infrastructure. To write it out as a list, it's a nice, short list. Alas, to code it all in does require a level of input that is a bit longer. It's not impossible, but for a first-time-modder, it won't be a two-minute job either.

I don’t need to create any art or anything. I’m completely lost in the modbuddy…

You're correct that you don't technically need to create - or integrate - any new artwork to have something functional. Most first-time-modders find the artwork the time-consuming bit to get working, so if you're happy to take a minimalist approach to this step, that'll help. However, you go on to say:

(Maybe use different physical avatars like Alexander and another one with a beard)

This would require creating some new artwork. It's not insurmountable, I just thought I'd mention that what you're describing above is new artwork.

I just want to tweak a civ and, if possible, copy it 3 times so I can use it with some friends in multiplayer.
Just use different colours to differentiate them.

Unfortunately, starting from an existing, in-game civilization is not something that can be immediately achieved. The starting point would be to 'code a copy'. Personally, for the comparative effort involved in 'coding a copy', I would just attempt to make your own custom civilization from the get-go. You can, of course, use components from the game to simplify this task. You might also want to try the template I uploaded as a starting point:

https://forums.civfanatics.com/resources/custom-civilization-modbuddy-template.28386/

This is aimed at newcomers to modding, so within the ModBuddy project you'll find each file is comprehensively annotated. It's designed as a step-by-step walkthrough - it'll take some time, but if you follow it closely, you'll end up with a completely custom civilization. Hell, if it makes it easier for you, you can just use the 'example' civilization as the base and tweak names/flavour text/colours to create your three variants. You'd end up with a copy of a custom civilization, rather than a base-game civilization - but it may suit your requirements.

If I can’t multiplayer, so be it. Still, I would want to have at least have 1 Custom civ available.

Assuming all others have your mod installed, multiplayer should generally work.

I also wonder If I would have to include the mods I want to use with this custom civ.
Does the mod that includes this custom civ need to include all the characteristics of the other mods I want to use, or can it be compatible?

Multiple mods can be compatible with one another and be loaded alongside one another. The key thing is to ensure that any mod that makes use of new code, introduced by a mod, loads after that mod. But it's unlikely for your first mod that you will be drawing on code from other mods. Assuming the other mods do not explicitly apply things to specific civilizations, you can - in most cases - assume that a custom civilization will work just fine.

Also, I would want to tone down (or eliminate completely) the frequency with which we experience Nuclear Power Plant Meltdowns. They Just Happen way too often for it to be fun…
I’m not sure how I would go about it though…
I was thinking maybe making a city building, in the city or in the industrial zone district. (the building would not be a district itself)
It would be called the Nuclear security commission or something.
Building it would put the frequency of meltdowns to zero. It could be unlocked with *********** Tech.

Or maybe there is a mod already taking care of this that I should use?

This is probably able to be modded - but my template won't get you there, as it is designed with just a new civilization in mind. Custom buildings are not the most difficult thing to mod - the challenging part will be configuring your Modifiers correctly.

For a bit of theory, the following two links are really useful to explain how modifiers work and how they can be used:

https://forums.civfanatics.com/reso...ter-1-creating-and-attaching-modifiers.25683/
https://forums.civfanatics.com/reso...iers-effects-collections-and-arguments.25868/

I haven't quoted the rest of your post as I'm not really in a position to create your custom civilization for you - but I'd be happy to try and help you if you wanted to have a go and then get stuck. If you do go down that route and try and use my template, the key thing you need to know is that in order to attempt to run your mod, you need to Build it via ModBuddy and then enable it in-game. If it works, great. If it doesn't, you'll then want to go and find your Database.log and Modding.log files and come back here and share the errors along with your zipped-up mod and we can troubleshoot it.
 
Wow Thx a lot for that reply, I'm really grateful you took the time, Thank you so much!

Can I just ask if it's possible then (in the spirit of keeping things as simple as possible) to just make some kind of copy paste in xml (I think that's what it's called...)?
Like just copy other civs' abilities xml text into a new copy duplicate of Qin Shi Huang?
I think I remember being able to do that in previous civ games...
Can we do that with civ 6?
 
So, you absolutely can - but you need to know where to look...and the depth/volume of what you're copying, along with the spread of that data across numerous different files within the base-game, means that it isn't as simple as opening one file called 'QinShiHuang.xml' and copying it top-to-bottom.

The sensible way to make a copy of a base-game civilization that you can then modify as you see fit would be to start with, for example, my template (I'm using that as the example source as I know it - I am sure others out there exist). If you follow the 'How do I use it?' suggested approach (https://forums.civfanatics.com/resources/custom-civilization-modbuddy-template.28386/) but, rather than define new things, look-up China's existing things and reference them instead, you'll fairly quickly build a duplicate. The beauty of referencing base-game material is that you only need to reference things - meaning that there are plenty of parts included in the template that you can strip out. It's worth noting that the majority of my template uses the SQL format, not XML - but in my opinion, it's no more difficult to copy the right strings from the XML and put them in the right place in SQL than it is to build your own XML file. The trick is knowing how it works, where to look and how to apply what you find. I'll try and describe a simple, illustrative example (using my template files and the base-game) below.

Also, it's been a while since I looked at Civilization VI files so my finer understanding of XML isn't as natural - I won't even try and guide you step-by-step through an XML-based approach. I am fairly sure there are XML-based templates, though, that you may find easier to follow as they'll more closely resemble the base-game files.

Step 1. Basic navigating between ModBuddy and base-game files (and first code-comparison).

Assuming you have downloaded the template located at https://forums.civfanatics.com/resources/custom-civilization-modbuddy-template.28386/ and opened it in ModBuddy, navigate to the Civilization_Config.sql file. This contains some of the core building blocks that define a civilization that the game can recognise.

The first part of useful code starts on line 17 and is as below:

Code:
INSERT INTO    Types
            (Type,                            Kind                    )
VALUES        ('CIVILIZATION_MC_OLMEC',        'KIND_CIVILIZATION'        );

This instruction tells the game that we want to add a new row to the database table called Types. We're adding a new entry called CIVILIZATION_MC_OLMEC which is of the Kind KIND_CIVILIZATION.

If you hop on over to the Civilizations.xml file (which is part of the base-game, for a Steam/Windows client it'll be under something like C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization VI\Base\Assets\Gameplay\Data) and open it, you'll see the following:

Code:
<Types>
        <Row Type="CIVILIZATION_AMERICA" Kind="KIND_CIVILIZATION"/>
...

The above is the XML-equivalent of the SQL. Both do the same thing and, in our mod, we are essentially appending an entry to the list the base-game will already have read initially when loading the database. So we're adding CIVILIZATION_MC_OLMEC to the list of civilizations the game recognises.

To aid you in duplicating your civilization of choice, you'll want to find the Chinese civilization in this list (it is referenced as CIVILIZATION_CHINA) and copy that reference. Back in ModBuddy, create a uniquely-named civilization reference in place of CIVILIZATION_MC_OLMEC. Something like CIVILIZATION_CHINA_2, or CIVILIZATION_CHINA_DUPLICATE. Why? Well, because you are actually creating a new civilization - it just resembles base-game China.

So you might end up with:

Code:
INSERT INTO    Types
            (Type,                            Kind                    )
VALUES        ('CIVILIZATION_CHINA_2',        'KIND_CIVILIZATION'        );

That is the important first step - your initial definition of your civilization. Note: even if you wanted to make an exact copy, in terms of look, feel and function, as China through ModBuddy, you'd need to make the Type string unique. Because the instruction is to insert this value into the database table alongside the existing ones and it must be unique. If you just used CIVILIZATION_CHINA here, along with the INSERT command, it'd fail and throw up an error as that entry already exists.

--

Step 2. Further base-game replication in ModBuddy.

So far, we've defined the civilization, but that doesn't really achieve anything. We're not actually instructing the game to use our CIVILIZATION_CHINA_2 anywhere. Within our Civilization_Config.sql file (in ModBuddy), scroll down to line 34. You'll see the following code:

Code:
INSERT INTO    Civilizations
            (
            CivilizationType,
            Name,
            Description,
            Adjective,
            StartingCivilizationLevelType,
            RandomCityNameDepth,
            Ethnicity
            )

VALUES        (
            'CIVILIZATION_MC_OLMEC',
            'LOC_CIVILIZATION_MC_OLMEC_NAME',
            'LOC_CIVILIZATION_MC_OLMEC_DESCRIPTION',
            'LOC_CIVILIZATION_MC_OLMEC_ADJECTIVE',
            'CIVILIZATION_LEVEL_FULL_CIV',
            5,
            'ETHNICITY_SOUTHAM'
            );

Here, we start to build up some characteristics for the new civilization we wish to create. It's laid out as numerous rows, but the key thing here are the commas separating each value. Again, we're inserting a new entry into the game's database, this time into the Civilizations table.

Here, we're going to do some more find-and-replace to build up our mock-China. The first value, CivilizationType, needs to use the unique value we set earlier: CIVILIZATION_CHINA_2. The Name, Description and Adjective are all descriptive/visible text. In my template, they're referencing strings that are defined within the template, but here - for the first time - we're going to go and grab some actual base-game data to use instead.

So, back in the same base-game file from step 1 - Civilizations.xml - we want to find where the equivalent entry is for CIVILIZATION_CHINA. Remember we copied the reference in step 1? Search for the next occurrence of that exact reference. It should bring you a little further down, at line 143. You should see something that looks like the following:

Code:
<Row CivilizationType="CIVILIZATION_CHINA" Name="LOC_CIVILIZATION_CHINA_NAME" Description="LOC_CIVILIZATION_CHINA_DESCRIPTION" Adjective="LOC_CIVILIZATION_CHINA_ADJECTIVE" StartingCivilizationLevelType="CIVILIZATION_LEVEL_FULL_CIV" RandomCityNameDepth="10" Ethnicity="ETHNICITY_ASIAN"/>

If you take the strings of text/numbers for each value (Name, Description, Adjective, StartingCivilizationLevelType, RandomCityNameDepth and Ethnicity) from Civilizations.xml (base-game file) and replace the equivalent strings in Civilization_Config.sql (ModBuddy file), you're essentially copying the China base-game civilization. You should end up with:

Code:
INSERT INTO    Civilizations
            (
            CivilizationType,
            Name,
            Description,
            Adjective,
            StartingCivilizationLevelType,
            RandomCityNameDepth,
            Ethnicity
            )

VALUES        (
            'CIVILIZATION_CHINA_2',
            'LOC_CIVILIZATION_CHINA_NAME',
            'LOC_CIVILIZATION_CHINA_DESCRIPTION',
            'LOC_CIVILIZATION_CHINA_ADJECTIVE',
            'CIVILIZATION_LEVEL_FULL_CIV',
            10,
            'ETHNICITY_ASIAN'
            );

Really and truly, this kind of approach is all there is to it. It's far more text-heavy in this instructional post than the work involved in actually doing it - once you understand how to navigate. The key principles include identifying the common, unique string that will appear in all the relevant code (so for China, CIVILIZATION_CHINA is a pretty good place to start - as most things defined elsewhere as belonging to China use this reference to be tied to that civilization). Remember, in our mod, we're using a unique string (CIVILIZATION_CHINA_2), but we're tying all of the base-game strings to it - hence, we get an exact copy that will exist side-by-side with the original China civilization in-game.

Another core principle is basically that there's an equivalent of everything you see in my template within the base-game files; in fact, there are numerous entries (an equivalent one for each base-game civilization, in most cases) and these should act as your source material for referencing and learning how to construct it. Of course, the template already has everything arranged, so you can just substitute as you go.

One thing I haven't mentioned here is that, if you use the template and follow the process I've begun to describe above, you'll actually be left with loads of redundant code that you don't need. As an example, we've already made redundant (in step 2) the following descriptive text strings: LOC_CIVILIZATION_MC_OLMEC_NAME, LOC_CIVILIZATION_MC_OLMEC_DESCRIPTION and LOC_CIVILIZATION_MC_OLMEC_ADJECTIVE. You could safely go and find those in Civilization_Localisation.sql and delete them. The ones we're referencing exist in the base-game and that's what will show when we load our mod.

If you need more than the above to allow you to get going, please feel free to message me - I can try and help more. I would say that in creating a replica of a base-game civilization, from the template, the biggest challenge is likely to be stripping away unneeded code - rather than find-and-replaces (once you get the hang of it).
 
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Wow! Thank You!
I think this is the way I will go!
But I don't know how to get started in modbuddy to get this working, am I missing something, I'll have to reread you...
Do you know how to figure out which parts are the Leader traits and civ abilities?

BTW... Are there people you can hire to take care of this for you?
I know you're not supposed to get paid for modding a game you don't have the rights to, but I figure this is just gross incompetence on the part of Firaxis/2k that nobody can actually make this work easily and conveniently.
Unless they are a wiz like you that is...

I'm gonna give this a shot for a while and i'll come back to you

Thank you so much for taking the time to talk to me
You're Awesome!
 
Wow! Thank You!
I think this is the way I will go!
But I don't know how to get started in modbuddy to get this working, am I missing something, I'll have to reread you...

You're not necessarily missing anything - I didn't spell out the steps on how to get as far as ModBuddy in my post. Broadly speaking, to use ModBuddy you need to download Sid Meier's Civilization VI Development Tools from the Steam Library (and yes, that is the only source from which you can get it - I don't believe it's available via Epic Games). Then run it and select ModBuddy from the splash screen.

With ModBuddy launched, click on File --> Open --> Project/Solution. Then browse to wherever you downloaded (and extracted) my MC_MasterTemplate to and select the MC_MasterTemplate.civ6sln file. This will load the template project into ModBuddy.

Please note, ModBuddy is basically a code editor. Stripped right back, it's not complex - it'll show you your project's folder/file structure on the left and the contents of your open file (i.e. code) on the right.

With the project loaded, browse into the 'Core' folder and double-click Civilization_Config.sql. This should open that file on the right-hand-pane. At this point, you should be able to follow my earlier post, step-by-step.

You'll want to open the base-game XML files in another piece of software. I personally use TextPad, but any text-editor capable of reading XML data will do. Even good ol' Notepad.

John Atreides said:
Do you know how to figure out which parts are the Leader traits and civ abilities?

I mean, yes - I do. But to be blunt I had to spend time to 'figure it out'. That involved looking around in base-game files, learning, making notes, failing, asking questions on here, etc. But, for me, I was interested in learning modding and so that was not a chore - it was an enjoyable process of discovery/learning.

The advice, as per my last post, on the process by which to do this is to step through the template. The key principle to know is that wherever you have something like:

Code:
INSERT INTO TableName

...then you will find an entry somewhere in the base-game XML that probably looks like:

Code:
<TableName>
<Row Attribute1="StringOfText" Attribute2="StringOfText" Attribute3="StringOfNumbers"/>
</TableName>

If you can reconcile your head around that, then as you work through my template, read the notes and it'll tell you what the different things are doing. You can then find the equivalent things in the base-game for the civilization you wish and go from there.

John Atreides said:
BTW... Are there people you can hire to take care of this for you?

I don't think you should need to pay anyone to mod the game for you, personally. I suspect there'll either be someone able to do it for you - a kind soul, perhaps, or someone with capability and an equal interest in what it is you're after - or you'll learn to do it yourself, get over the learning curve and then deliver it quite easily. Honestly, if you get as far as opening my template in ModBuddy and start reading the notes, along with a healthy bit of deduction/cross-referencing to base-game files, you'll soon figure it out.

If you get totally stuck, PM me. I can probably build you what you want but it won't be immediately - real-life responsibilities means it'll take a number of days/some time.
 
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Is it this? : MC_MasterTemplate.civ6proj

And I am completely out of shame, I just don't care anymore:
I can't find the program files for civ 6
Is it because I got steam?
 
Is it this? : MC_MasterTemplate.civ6proj

Nope - that is one level further down than the MC_MasterTemplate.civ6sln file. When you download the template, it arrives as a zip archive. Unzip it and you should have a top-level folder called MC_MasterTemplate. Open that folder. Within there, you should see:

MC_MasterTemplate (folder)
MC_MasterTemplate.civ6sln

It's the second of those two files, above, that you want to browse to and Open from within ModBuddy.

And I am completely out of shame, I just don't care anymore:
I can't find the program files for civ 6
Is it because I got steam?

If you have Steam, you have the same source for the game as I do. The default location Steam installs games to is C:\Program Files (x86)\Steam\steamapps\common\. It may differ if you have configured the games cache to be elsewhere. If you genuinely can't find it, try another way:

Open Windows Explorer, browse to 'This PC' (assuming Windows 10) and search for 'agendas.xml'. This should find one of the XML files from the base-game. The folder that is in is your base-game Data folder.

Foot-note: a search for 'agendas.xml' will probably return multiple results, but only one will be called Agendas.xml. You'll likely see Expansion1_Agendas.xml and Expansion2_Agendas.xml - the locations these reside point you to your expansion-DLC Data folders, respectively.
 
Great - I think it is always positive to see new modders, or potential modders, on the forum. Welcome!

Creating a new, custom civilization is a great 'all-encompassing' starting point for your first mod - mainly because it covers plenty of ground in terms of learning core components. As you'll know, a civilization essentially consists of a race of people (this is pretty much the civilization's name, some flavour text and an ethnic identifier - that's it), a leader, some unique abilities tied to each of the civilization and the leader, some unique units and some unique infrastructure. To write it out as a list, it's a nice, short list. Alas, to code it all in does require a level of input that is a bit longer. It's not impossible, but for a first-time-modder, it won't be a two-minute job either.



You're correct that you don't technically need to create - or integrate - any new artwork to have something functional. Most first-time-modders find the artwork the time-consuming bit to get working, so if you're happy to take a minimalist approach to this step, that'll help. However, you go on to say:



This would require creating some new artwork. It's not insurmountable, I just thought I'd mention that what you're describing above is new artwork.



Unfortunately, starting from an existing, in-game civilization is not something that can be immediately achieved. The starting point would be to 'code a copy'. Personally, for the comparative effort involved in 'coding a copy', I would just attempt to make your own custom civilization from the get-go. You can, of course, use components from the game to simplify this task. You might also want to try the template I uploaded as a starting point:

https://forums.civfanatics.com/resources/custom-civilization-modbuddy-template.28386/

This is aimed at newcomers to modding, so within the ModBuddy project you'll find each file is comprehensively annotated. It's designed as a step-by-step walkthrough - it'll take some time, but if you follow it closely, you'll end up with a completely custom civilization. Hell, if it makes it easier for you, you can just use the 'example' civilization as the base and tweak names/flavour text/colours to create your three variants. You'd end up with a copy of a custom civilization, rather than a base-game civilization - but it may suit your requirements.



Assuming all others have your mod installed, multiplayer should generally work.



Multiple mods can be compatible with one another and be loaded alongside one another. The key thing is to ensure that any mod that makes use of new code, introduced by a mod, loads after that mod. But it's unlikely for your first mod that you will be drawing on code from other mods. Assuming the other mods do not explicitly apply things to specific civilizations, you can - in most cases - assume that a custom civilization will work just fine.



This is probably able to be modded - but my template won't get you there, as it is designed with just a new civilization in mind. Custom buildings are not the most difficult thing to mod - the challenging part will be configuring your Modifiers correctly.

For a bit of theory, the following two links are really useful to explain how modifiers work and how they can be used:

https://forums.civfanatics.com/reso...ter-1-creating-and-attaching-modifiers.25683/
https://forums.civfanatics.com/reso...iers-effects-collections-and-arguments.25868/

I haven't quoted the rest of your post as I'm not really in a position to create your custom civilization for you - but I'd be happy to try and help you if you wanted to have a go and then get stuck. If you do go down that route and try and use my template, the key thing you need to know is that in order to attempt to run your mod, you need to Build it via ModBuddy and then enable it in-game. If it works, great. If it doesn't, you'll then want to go and find your Database.log and Modding.log files and come back here and share the errors along with your zipped-up mod and we can troubleshoot it.
Hello, I have just came across this, cause I wanted to make a custom civ too. I just downloaded your template, and i was wondering: does it work (and explains) also for rise and fall and gathering storm? Thank you in advance and have a good day
 
Hello, I have just came across this, cause I wanted to make a custom civ too. I just downloaded your template, and i was wondering: does it work (and explains) also for rise and fall and gathering storm? Thank you in advance and have a good day
Yes. In fact, it is set up - by default - to require both R&F and GS.

In the comments that exist next to the code, specific sections that are only compatible with the expansions are noted accordingly.
 
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