

This time, instead of the WorldBuilder, select ModBuddy. Exit WorldBuilder and start up the Civilization V SDK. There's one final thing you need to do before you can dive into your creation. Checking the 'Edit' pip in the 'Cities' tab will then let you rename the city, set its health, population and add additional buildings. Select the nationality of the city you want to place and then simply click a tile in the main view to plop down a city. To place cities belonging these nations into your map, select the 'Cities' tab from the now familiar 'Map Editor Tools' section at the top right of the screen. To do this I selected 'At war with' from the diplomacy drop down menu, and then made sure 'Team 2' (England) was at war with 'Team 3' (France).
#CIV 5 SAVE EDITOR SERIES#
To spice things up I've given them a series of military policies right off the bat, set them to belong to 'Team 2' and 'Team 3' respectively, and then made them hate each other using the diplomacy options on the right. Then I've added the two antagonists, the old foes England and France. Here I've made sure that the 'Playable' tab is checked, and that the nation belongs to 'Team 1'. I have decided to create a small single player scenario that will sandwich the player between two warring states. These will let you tailor choose which nation you want to add, their policies, their starting relationship to other players on the map and even the technologies they start with.
#CIV 5 SAVE EDITOR PLUS#
Hitting the small plus sign will add a nation to your scenario, and open up a series of options in the centre of the screen. At the bottom left of this window there's a blank box with a 'Players' tab at the top.

This will let you set the general parameters of the game, including the speed of the game, the starting date and win conditions. Look to the top of the screen and select the 'Scenario Editor' tab. There's no war, or death, or squabbling politicians to trouble your idyllic new Eden.

It's a quiet and peaceful place that belongs to nature alone. The attached drop down menu will let you place special tiles such as encampments, ancient ruins and ready made mines in the world. To add ruins for players to discover, head to the 'Plopper' tab and select the 'Improvements' pip. Click on the dots and link them up to add bubbling brooks into your world. Clicking this will turn your map into a horrible mess of blue dots. If you want to add rivers, go to the 'River' tab. Now simply paint your map into existence in the main view. In the drop down menu below 'Terrain' you'll be able to select anything from grassland to mountains. First, set the size and shape of your brush with the top two options, and then make sure the 'Terrain' pip is checked in the list of options below. The fastest way to create your world is using the 'paint' tab. At the top right you'll notice a series of tabs under the heading 'Map Editor Tools'. You can raise mountains, throw down jungles and sew rivers into the terrain by simply painting tiles onto the ocean. The first thing we need to do now is create some terrain. On this screen you'll be able to fine tune every aspect of your map. There still may be a risk of crashes when changing modded resources/features/improvements/natural wonders.This is where the magic happens. The current test results are listed bellow.Īll test was made with default resources/features/improvements/natural wonders with Crash safe and Safe mode checkboxes turned on. So now I'm running long tests to find the functions which might cause the crashes. 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).
#CIV 5 SAVE EDITOR MOD#
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. 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. These functions are used by the game on the map generation stage before the game starts. Mod uses game testing and map generation functions to make map changes. 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. 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.
