

It's slightly less helpful if you do not know SQL. The SQLite browser is immensely helpful when searching for examples of certain modifiers, requirement types, etc. From these tabs you can see each table in the game, the data in each table, and execute SQL statements, respectively.Depending on your SQL knowledge these tabs will be of varying usefulness to you. Once open, you'll see three useful tabs named "Database Structure", "Browse Data", and "Execute SQL".Open the DebugGameplay.sqlite (Note that the game may need to be running to see the file). There are three databases there: DebugConfiguration.sqlite, DebugGameplay.sqlite, and DebugLocalization.sqlite.Click "Open Database" and navigate to your Cache Folder (See Folders & Paths section).Run it and you should see something similar but not the same as the screenshot below.
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CIV 6 WIKI MODDING MOD
Now your mod will actually use your file. To give one of your project files an in game action, select "Add" on the far right in the "Files" section, and use the window to select your project file. The action type tells the game what to do with the mod files.

With the new action selected, you can give it a name and select the type of action from the dropdown list on the right. MadManCam: In either "FrontEnd Actions" or "In-Game Actions", select "Add Action" to give your mod an action.
CIV 6 WIKI MODDING CODE
The "In-Game Actions" tab should contain the code for pretty much everything else. The "FrontEnd Actions" tab is only for things before you start the game (MainMenu, Game Setup Screen, etc.). 90% of the time you will be using the "In-Game Actions" tab. The project file will contain the "FrontEnd Actions" and the "In-Game Actions" tabs. If you just make a mod, add the files and don't touch this part, it won't do anything. The project file contains the information telling the mod what to do with the files. Now, I'm showing you this first because this is the "center" of the mod. Here is where you can change, at any time, the information you skipped when creating the project (i.e. The project file will be opened and you'll be immediately taken to the "Mod Info" tab. To see the mod's configuration right click the Project file ("EmptyMod1" in the image below) and choose Properties (bottom option). The purpose of your first mod is to get you familiar with the environment, not to actually make a meaningful mod. If you do need it you're probably biting off too much. You won't be needing it, not for your first mod anyways. You should focus on learning what you can do, not what you want to do especially for your first mod. Just hit okay, I will show you how you can change that later. There should be a small dialog with some basic information such as mod name, description, author, etc. The checkbox indicates that there will be an additional folder added to the end of the "Location:" field with the name of your solution. Note the settings that mark the directory your mod will be stored at. To start a new mod click "New Mod.", make sure you have "Civilization VI" selected (should be by default), then choose "Empty Mod". Open up the mod tools and click ModBuddy.
