Unofficial map editor (WIP)

Wow, can't wait to test it. :woohoo:

I may have also found a bug. TSL doesn't seem to work with Aksum. No problem with other civs, although I've only tested some from Antiquity.
Version 0.4 with the fix for Aksum TSL is available.
https://forums.civfanatics.com/resources/civ7map-unofficial-map-editor.32103/updates

I also added the possibility to add TSL for modded civs like Saxon, England, Philippines etc ... so you can play Earth TSL with up to 12 civs!

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If you are a mod creator who created a civ and want me to add it in the tool, just drop me a message!
 
I tried to add some sagebrush steppe, oasis and some resources adapted to these features on the basic Test map. And it doesn't really work. After many map generations, Incense and features never appear, while Dates and Ivory are created each time but without their feature. Did I miss something ?

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Aksum TSL correctly works now :thumbsup:
 
For resources to work 100%, a small change in YnAMP is needed. You can use the version in the "mods" folder (at your own risk 🙂) or wait for a future YnAMP update.
 
Trying to launch Civ7Map version 0.42 and getting a pink screen with no painting function. Any thoughts on what is wrong?
Thanks!
 

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Hello,

Could you please help ?

my TSL doesnt work.( yes using the lastest versions of everything )

It just spawns me at random location instead

Civ = rome ( base game, not using any mods for civs )
Map = my own
Age = antiquity

PS: it weirdly always spawn me on the west hemisphere of the map, never on the east
Even when there is no TSL flags

Also, it sometimes reveals the location on the map where the TSL is placed, while spawning me 50 tiles away from it
 
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In order for TSL to work unfortunately ALL civs needs to have TSL or weird random stuff happens. Try to only select AI civs that have TSL to fix.
 
In order for TSL to work unfortunately ALL civs needs to have TSL or weird random stuff happens. Try to only select AI civs that have TSL to fix.
Thanks for a fast reply.

Also i tried importing and exporting my map on my other device but when exporting it throws a warning:

xx-map.js is not using Civ7Map mod templates. Only the map and TSL files will be updated.
 
xx-map.js is not using Civ7Map mod templates. Only the map and TSL files will be updated.
This message is when there is a mismatch between map/mod name and file names. Did you rename files after first export? This was made so as not overwrite all mod files when working a more complex mod than just a map.
 
Thank you for updating this incredible tool. I have 2 questions:

- Is the East/West boundary still necessary? The game can generate more varied continental maps; I wonder if it would be possible to create maps of this type without this East/West boundary.

- Is it possible to import a generated game map into the map editor, from a saved game for example ? I know it wasn't possible months ago, but maybe that has changed ? I took a look at Moxl Map Search mod. Unfortunately, it's deprecated since the 1.2.4 patch, but one of its scripts scan the map in game. Is it possible to reuse this part and maybe export it in a file or in the clipboard then import it in map editor ?
 
It's not yet supported in 0.3
This version only supports editing of terrain, biomes, resource, and True Start Locations.
A lot of things like natural wonders or rivers are placed randomly by the YnAMP map scripts when you start a new game at the moment.
Watch for future updates!
Do you have any information about tiles elevation or depression relative to Sea level (+/-0) from your investigation???

ty for the amazing work!
 
Hi.
I was creating my own map and came across with a strange terrain behaviour. I’ve placed a couple of mountains in the editor and then launched a new game. Instead of the exact number and placements of these mountains, I’ve got additional ones placed nearby randomly (and this looks kinda like “clusters” of mountains, which is weird). I understand, that we have pretty limited capabilities of creating maps, but I’ve checked a couple of times the Benualdo's Standard Earth — seems it has no such issues and mountains are placed exactly as in the editor regardless the map seeds (I've restarted it for several times).

So what is the difference between this map and mine? I’ve studied the gen codes in both, but haven’t noticed something critical. Where should I dig?
 

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Okay, the next insight.
It seems the game decided that the number of mountains is low and probably wanted to add more. I've created a massive amount of mountains somewhere else in the map, and my test locations are looking far better now (however, a few glitches still occur, perhaps there are some randomizers in generation scripts). But I'm still wondering how to achieve exact recreation.
 

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