Note: I'm not working on this tool ATM, please use the updated and fixed version made by cicero225, thanks 
old post below
**************************************
Since civ5 has been released, the only way to mod the game for MP use was either to change the original game files or "hook" the mod on one of the DLC. Both method work, but any mod using SQL needs to be converted to XML, which is almost as fun as deciphering Assign********Plots.lua
Jaii der Herr is still working on his tool to make it compatible with all mods (SQL included) and his approach should make it user-friendly.
But as I also needed something to test my own (SQL based) mods in MP, and as there have been a few request for it, here's the tool I've quickly made once whoward had confirmed it feasibility (thanks !). It's not at all user-friendly, but it should work for all mods (except scenario or mods using a custom setup screen)
It's a tool for modders that want to test their own work in MP or advanced users that want to share a modpack for MP.
Here are the prerequisite:
- knowing how to call a function in a context using firetuner
- knowing how to open and build a project with Modbuddy
- knowing how to re-install Civ5 if something goes wrong
- owning and knowing how to use an extinguisher (preferably carbon dioxide) if something goes very wrong
Step by step instructions:
- Download the project from gitHub
- Build "MultiPlayer ModsPack Maker (v 1)" using Modbuddy
- If not already done, edit the config.ini file in your "..\Documents\my games\Sid Meier's Civilization 5" folder, find "EnableTuner = 0" and change it to "EnableTuner = 1" then save the file
- Launch the Firetuner (that's one of the apps launched from the Civilization SDK, like modbuddy)
- Launch civ5
- Activate all desired mods (including MPMPM), launch a new game from the mods menu
- Once the game is loaded, alt-tab to Firetuner, the active tab should be "Lua Console"
- Below the tab name, there is a dropdown menu, with all lua states
- Select the MPMP_Maker from that list (should be one of the first, the name may be troncated but will start by "\Users\[yourName]\Documents")
- You can enter text in the line the bottom of the firetuner windows, type CreateMP() there and press enter
- Wait until the mod has finished copying data from the DB and the mods folder (it can take a bit of time, especially when copying the text database and big mods)
- Quit the game (not to main menu, completly !)
- Now you should have a "MP_MODSPACK" folder in the game's DLC folder ("..\Steam\steamapps\common\sid meier's civilization v\Assets\DLC") with all the mods data.
- Start civ5 again, launch a new game from the main menu, the modpack should be activated and available for SP (with achievement...) or MP (if every player use the same modpack, or if the modpack does not change anything related to gameplay)
- Check database.log if the game crashes before the main menu, or if there are errors in the Lua.log (there is also a MPMPMaker.log available but with limited error checking)
Limitations :
- Only working with BNW
- No support for scenario or custom setup screen (yet)
- You must manually delete the MP_MODSPACK folder in "..\Steam\steamapps\common\sid meier's civilization v\Assets\DLC" if you want to use the normal game again
- A savegame can't know or show if a DLC modspack was used
- There is no check for same DLC modspack activated in MP
- You must use the same original DLC as when the DLC modpack was created
How to use with another DLL mod:
- Before creating the modpack, move the custom DLL file (ie CvGameCore_Expansion2.dll) out of the folder of the DLL mod you want to use
- Create the modpack with the DLL mod activated
- Move back the DLL file in the DLL mod's folder AND copy it directly in "..\Steam\steamapps\common\sid meier's civilization v\Assets\DLC\MP_MODSPACK" folder
No computers were harmed during the making of this tool
But, please, do not use it near a nuclear power plant or the Large Hadron Collider.

old post below
**************************************
Since civ5 has been released, the only way to mod the game for MP use was either to change the original game files or "hook" the mod on one of the DLC. Both method work, but any mod using SQL needs to be converted to XML, which is almost as fun as deciphering Assign********Plots.lua
Jaii der Herr is still working on his tool to make it compatible with all mods (SQL included) and his approach should make it user-friendly.
But as I also needed something to test my own (SQL based) mods in MP, and as there have been a few request for it, here's the tool I've quickly made once whoward had confirmed it feasibility (thanks !). It's not at all user-friendly, but it should work for all mods (except scenario or mods using a custom setup screen)
It's a tool for modders that want to test their own work in MP or advanced users that want to share a modpack for MP.
Here are the prerequisite:
- knowing how to call a function in a context using firetuner
- knowing how to open and build a project with Modbuddy
- knowing how to re-install Civ5 if something goes wrong
- owning and knowing how to use an extinguisher (preferably carbon dioxide) if something goes very wrong
Step by step instructions:
- Download the project from gitHub
- Build "MultiPlayer ModsPack Maker (v 1)" using Modbuddy
- If not already done, edit the config.ini file in your "..\Documents\my games\Sid Meier's Civilization 5" folder, find "EnableTuner = 0" and change it to "EnableTuner = 1" then save the file
- Launch the Firetuner (that's one of the apps launched from the Civilization SDK, like modbuddy)
- Launch civ5
- Activate all desired mods (including MPMPM), launch a new game from the mods menu
- Once the game is loaded, alt-tab to Firetuner, the active tab should be "Lua Console"
- Below the tab name, there is a dropdown menu, with all lua states
- Select the MPMP_Maker from that list (should be one of the first, the name may be troncated but will start by "\Users\[yourName]\Documents")
- You can enter text in the line the bottom of the firetuner windows, type CreateMP() there and press enter
- Wait until the mod has finished copying data from the DB and the mods folder (it can take a bit of time, especially when copying the text database and big mods)
- Quit the game (not to main menu, completly !)
- Now you should have a "MP_MODSPACK" folder in the game's DLC folder ("..\Steam\steamapps\common\sid meier's civilization v\Assets\DLC") with all the mods data.
- Start civ5 again, launch a new game from the main menu, the modpack should be activated and available for SP (with achievement...) or MP (if every player use the same modpack, or if the modpack does not change anything related to gameplay)
- Check database.log if the game crashes before the main menu, or if there are errors in the Lua.log (there is also a MPMPMaker.log available but with limited error checking)
Limitations :
- Only working with BNW
- No support for scenario or custom setup screen (yet)
- You must manually delete the MP_MODSPACK folder in "..\Steam\steamapps\common\sid meier's civilization v\Assets\DLC" if you want to use the normal game again
- A savegame can't know or show if a DLC modspack was used
- There is no check for same DLC modspack activated in MP
- You must use the same original DLC as when the DLC modpack was created
How to use with another DLL mod:
- Before creating the modpack, move the custom DLL file (ie CvGameCore_Expansion2.dll) out of the folder of the DLL mod you want to use
- Create the modpack with the DLL mod activated
- Move back the DLL file in the DLL mod's folder AND copy it directly in "..\Steam\steamapps\common\sid meier's civilization v\Assets\DLC\MP_MODSPACK" folder
No computers were harmed during the making of this tool

But, please, do not use it near a nuclear power plant or the Large Hadron Collider.