
If you wish to add new files to the mod, right click on the Mod in the solution explorer and select "Add->Add New Item.". Double clicking on these files in the solution explorer will allow you to view and possibly modify them. The starter mods provide basic files to perform the task described in the project description. Ensure the mod is marked as 'enabled'.Ĭreate a new game and enjoy the results! What's next?

Under the list of installed mods, you should now see your newly created mod. Start up Civilization VI and navigate to "Additional Content". Trying it all outįirst, let's make sure the mod is installed. This will copy content into /My Games/Sid Meier's Civilization VI/Mods/'. Alternatively, you can press Ctrl+Shift+B (assuming you haven't changed the defaults). To build the mod, click on the "BUILD" option in the top menu and select "Build Solution". Getting Startedīefore you are able to use your mod, you must first build it. These starter projects are designed to be a turn-key solution that you can use immediately. You are then shown the following instructions:Ĭongratulations! You've taken your first steps into modding for Sid Meier's Civilization VI.

This is a bit of hack in that you're polluting the GameCore_Tuner state, but I don't know how to load these panels in substates.Excellent! Pick one of the Starter items, type a name for it, and click OK. You may have to re-run the include command on the console between switching panels. It looks like the default selections don't work I had some issues at first for example, you have to select a player which is not 0 and select player 0 again before you can place units. Select the check box next to "GameCore_Tuner" Right-click in the black space and select "Edit Panel" You should see something like the following: GameCore_Tuner: 1Ĝ:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization VI\Base\Assets\UI\Tuner\a Map, City, etc: for k,v in pairs(include("TunerPanel")) do print (k,v) end Paste the following, replacing with the name of the panel e.g. In the drop-down menu directly below "Lua Console", select "GameCore_Tuner" Open a panel in the Tuner using "File" -> "Open Panel", say \Debug\Map.ltpīy default the panel is blank. I've only tested this on the "Map" and "Unit" panels. I take no responsibility for any damage you do to your computer, yourself, etc. It looks like there's either something special about the new TunerV3 expected for Civ6, or the developers started to strip out debugging functionality.

With the current (first) release of Civ 6, there are several tuner panels under \Debug*.ltp, but they're mostly broken. I'm assuming you know what the Fire Tuner is, have the Civ 5 SDK/FireTuner, and have the tuner enabled in the Civilization 6 config - google it if you don't.
