Sid Meier's Civilization VI

Sid Meier's Civilization VI

1,699 ratings
Cheat Map Editor
Type: Mod
File Size
0.441 MB
Feb 10, 2019 @ 7:43am
Oct 15, 2019 @ 10:57am
20 Change Notes ( view )

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Cheat Map Editor

In 1 collection by Zur13
Zur13 Cheat Mods
14 items
Allows changing terrain type, features, improvements, roads, and resources in-game.

Accessible via a new button in the top right corner of the window near the Civilopedia button.

Works with GS R&F and vanilla.

Sorry I'm not able to answer the questions. I will try to give answers to the most common questions in the Please note and FAQ section.

Please note and FAQ

Steam has a limit on the text length on the mod description so I've moved the Notes and FAQ section to the mod discussion tab.

Link to Please note and FAQ page

About the crashes.

The problem with crashes is that they happen on some turn later in-game and it is not possible to continue the game because it will repeat on that turn no matter what you do. The only way is to load the save game made before the problematic change was done but the crash may happen 400+ turns later and you literally can lose all progress.

Mod uses game testing and map generation functions to make map changes. These functions are used by the game on the map generation stage before the game starts. The game was not designed to use these functions in mid-game after the players and AI appears on the map and this is the main reason for the crashes. It was not changed with the mod updates and if you start to get crashes after some mod update it does not related to this update in 99% of the cases it just your game went to the stage where the significant map updates are not safe anymore.

In general, it is pretty safe to make changes early in-game on the first turn (except the impassable-to-passable and water to lands and vice versa).

So now I'm running long tests to find the functions which might cause the crashes. The current test results are listed bellow.

All test was made with default resources/features/improvements/natural wonders with Crash safe and Safe mode checkboxes turned on. There still may be a risk of crashes when changing modded resources/features/improvements/natural wonders.

Safe functions (minimal risk, no crashes detected, test games played up to turn 500)

* Add water tile (create lakes, oceans)
* Add/Remove Natural Wonders (may need to change terrain type on the tile where the impassable wonder was to make tile passable after wonder removal)
* Add/Remove features (passable)
* Add/Remove resources (in test game new resources was added every 50-80 turns)
* Remove improvements (in test game almost all improvements on the map was removed on turns 206 and after that once more on turn 350)
* Add/Remove cliffs (in test game many cliffs was added on turn 4; on next game all cliffs was removed on turn 86)
* Add rivers (in test game many rivers was added on turn 110 on not owned and AI owned tiles around the cities)
* Change tile owner (huge changes was done on first turn, 120 turn and 200+ turn)

Safe functions (low risk because no long-run tests were done, no crashes detected, test games played for 50 turns)

* Change terrain type/add hills
* Add improvements
* Add/Remove roads

Unsafe functions (risky because no long-run tests were done, no crashes detected, only short tests was made 6 turns)

* Add/Change/Remove coastal flood level

Unsafe functions (very high risk of crashes (100% crashes in certain game situations))

* Fix game data if Crash safe mode checkbox disabled (crash later in-game on AI turns after 1-400+ turns)
* Remove water tile/create land tile instead of water tile (crash when settled on such terrain if not Fix game data, it seems that AI do not settle on such terrain so it may be safe to use in some cases)
* Remove mountains (crash when settled on such terrain if not Fix game data)
* Add mountains (may crash when AI tries to move units nearby)
* Remove river (crash when any unit moves into the tile where the river was)

Available on Nexus Mods
Popular Discussions View All (7)
Feb 12 @ 10:27am
Feb 16, 2019 @ 9:43pm
Apr 3, 2019 @ 9:45am
I can't build a canal.
< >
Liringlas Jul 2 @ 7:51pm 
lake is the same terrain as coast sea in the map editor. I guess it depends on whether there is ocean further or not
13220178816 Jun 6 @ 12:18am 
wtf is that i can't add lakes! I can only add coast. Does anyone have this problem? Can someone help me ?
13220178816 Jun 6 @ 12:15am 
@whales!: the things you add appear when you start a new turn
whales! Jun 5 @ 6:27am 
When I add coast/lake tiles, it changes on the tooltip and minimap, but does not change on the actual map - has anyone encountered this?
whales! Jun 5 @ 6:07am 
Has anyone used this successfully to remove hills to build a canal? i.e. if you remove hills with this mod, will it allow canal building? Or is still blocked in the underlying file?
Melkor Unchained May 20 @ 4:59pm 
This is a problem with a couple of resources, but I'll use deer for example. Deer can spawn on tundra/tundra hills terrain, and on woods feature. The woods can be on grassland for instance, and it can spawn deer. However, with CME I can only add deer to tundra terrain, not a grassland with a woods. I can still add deer to woods, but the woods has to be on tundra.
Kasabian May 19 @ 2:36am 
Mod still works. Save game on turn 1 and reload to spawn the CME button at top right. Currently at turn 200 and no crashes, only made safe edits on first turn.
ChrisMartin May 7 @ 10:14pm 
Suggestion: Start the game with Cheat Menu For Units by Zur13, and roam the map with your starter unit in turn 1, and find the best spot. Then move all your units after. (Or just spawn new unit in with that Cheat-mod) Yes, you can't move on coast tiles, but play on Continent map, you'll be good. Then you don't have to edit the map, that could result in unstable game, later on.
Ricky.RIP May 7 @ 10:06pm 
All i want to do is pick where i spawn
Ricky.RIP May 7 @ 10:01pm 
Does not work at all wtf