![]() Note that this feature includes graphics or sounds from the selected mod in all games, even those started before installing the mod. Such mods are candidates for the "Permanent audiovisual mod" switch available on the Mod Management Screen. For details, see Audiovisual Mods.Ĭustom tilesets and unitsets are a subgroup of these - see Creating a custom tileset - as are UI skin mods, see Creating a UI skin In addition to changing the rules - or even without doing so - mods can override existing graphics or sounds, or add music tracks. This is done by adding a "isBaseRuleset":true configuration to your modOptions file, like so Audiovisual components ![]() In order to remove objects from the game, you'll need to create a ModOptions file in the /jsons subfolder - there's an example hereīase Ruleset Mods are mods that 'start from scratch' - ALL the original objects are removed, and only the objects Images - here you should put game images, as in the base image files.More information on these can be found here jsons - here you should put files that alter the data of game objects, the order of the files is as in the base json files.Mods are located in a /mods directory, on Desktop that should be next to your. Many punctuation or extended unicode characters might work, but at best potential users won't find them attractive, at worst we'll refuse support when you run into problems :smiling_imp: Mod components Mods need to conform to github repo naming rules, but best stay simple and use only letters, digits, and dashes -.ĭashes are automatically converted to spaces for display and use within Unciv. Audiovisual mods (including tilesets, unitsets, and UI skins) and map mods are in this category.Ĭreating and editing mods from your phone is NOT RECOMMENDED - it's much easier using a desktop device! Mod names Ruleset-agnostic mods - these do not contain any ruleset-related jsons, but instead contain other affects.These generally require quite a bit of work, but give a whole new experience, and so are the most popular. Base Ruleset mods - these replace the entire existing ruleset - tech tree, units, policies, nations etc - to give an entirely different experience than the base game.Easy to do and probably the better place to get started - for example, creating a new Civilization Extension mods - these add new nations/units/buildings/resources to a base ruleset - can be either to the default ruleset, or to a base ruleset mod.The game only knows how to recognize existing definitions, so you can't add new unique abilities to nations/units/buildings/etc, only play around with existing ones Games loaded with these mods will function according to the mod definition. ![]() ![]() Mods can add, replace and remove basic game definitions, such as units, nations, buildings, improvements, resources and terrains. Unfortunately, the game only understands code, so mods are our way to give a degree of freedom to those of us who don't code. 'My first mod' - Making a new CivilizationĮveryone has that thing they wish could be in the game. Images - here you should put game images, as in the base image files. Translations, mods, and modding freedom in Open Source ![]()
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