Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Cheat Map Editor
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Type: Mod
File Size
Posted
Updated
461.975 KB
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
Description
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 https://www.nexusmods.com/civilisationvi/mods/89/
Popular Discussions View All (10)
19
Apr 11 @ 11:58am
Bugs
viron1997
9
Feb 16, 2019 @ 9:43pm
civfanatics?
Lary
1
1
Sep 25, 2024 @ 6:45am
To Solve many Issues, do this:
STuRoK
787 Comments
Can't you change this alt+m shortcut key?
Wentin May 23 @ 8:32am 
透图神mod
Andastre May 9 @ 10:58pm 
How do i activate the mod itself as i dont see anything ingame ?
战斗力爆表 May 5 @ 2:31am 
在游戏经行的round 1时,更改地形“草原”至“草原(丘陵)”,使用开拓者在该地块创建城市,粮食和生产力与应该达到相应的数值不符。
In round 1 of the game, change the terrain "grassland" to "grassland (hills) ", and use the pioneer to create a city on this plot. The food and productivity do not match the corresponding values.
500KG Apr 21 @ 10:14am 
Cool mod, the river part I can't get working though.
MudKipster Mar 14 @ 10:24pm 
Would this cause crashes if I were to say.. create a land bridge over ocean to an island on turn one then turn the bridge back into ocean in the same turn?
Tia Feb 21 @ 4:13am 
Easy change to be able to delete religious units (and any other kinds). Find the file CTE_Gameplay.lua, open it in a text editor. Go to line 1183, it's in the section function DeleteUnits(plotId). Change:

This: local aUnits = Units.GetUnitsInPlot(plot);

to this: local aUnits = Units.GetUnitsInPlotLayerID(plot, MapLayers.ANY);

Dont forget the semicolon at the end.
ramadawn Feb 16 @ 4:46am 
Anyone know if this is coming out in Civ 7. Having removed settling on resources or removing resources it's now an Essential mod lol
cakilhp Jan 28 @ 5:27am 
Couldnt change strategic resources value oil aluminium
rccls Jan 9 @ 5:24pm 
i wish i could rename cities with this mod