civ6lib

civ6lib is a skill for Claude Code, Codex from benchflow-ai/skillsbench. It costs 32 tokens per session (1,747 once invoked), scanned A, original, Apache-2.0.

A library of Civilization VI district-placement rules and adjacency calculations for the Gathering Storm game rules.

In plain words
What is it for?
Validating city and district placement, checking district limits and uniqueness, and calculating total adjacency bonuses.
Why use it?
It helps code check whether a district placement is valid and calculate the bonuses around it.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Validating city and district placement, checking district limits and uniqueness, and calculating total adjacency bonuses.

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Install with agentmods
npx agentmods add skills/benchflow-ai/skillsbench/civ6lib
About the project

SkillsBench is a benchmark for measuring how effectively AI agents use modular skills—folders containing instructions, scripts, and resources—to complete specialized tasks. It helps researchers and developers evaluate both skill quality and agent behavior, including tasks that require combining multiple skills. The catalogue’s skills and instructions are evaluated as part of this workflow.

benchflow-ai/skillsbench · 1,754 stars · on GitHub · skillsbench.ai

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add benchflow-ai/skillsbench --skill civ6lib
Clone the repo
git clone --depth 1 https://github.com/benchflow-ai/skillsbench

Made for: Claude Code, Codex.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for civ6lib

README.md
[![agentmods](https://agentmods.dev/badge/skills/benchflow-ai/skillsbench/civ6lib/github.svg)](https://agentmods.dev/skills/benchflow-ai/skillsbench/civ6lib)
Your own site
<a href="https://agentmods.dev/skills/benchflow-ai/skillsbench/civ6lib"><img src="https://agentmods.dev/badge/skills/benchflow-ai/skillsbench/civ6lib/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for civ6lib

Your own site · 80×15
<a href="https://agentmods.dev/skills/benchflow-ai/skillsbench/civ6lib"><img src="https://agentmods.dev/badge/skills/benchflow-ai/skillsbench/civ6lib.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 32 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,747 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00032 $0.01747
Opus 5 $0.00016 $0.00873
Sonnet 5 $0.00006 $0.00349
Haiku 4.5 $0.00003 $0.00175

Measured 5d ago against content hash 488097528b9d, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

civ6lib scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 5d ago.

The scan reads SKILL.md. This mod also ships 3 executable files (scripts/adjacency_rules.py, scripts/hex_utils.py, scripts/placement_rules.py), listed below but not scanned — reading those needs a real analyzer, not pattern matching.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

Origin

Copies of this mod

1 near-identical copy found in the catalogue:

  • civ6lib — 100% identical, 0 lines differ
tasks/civ6-adjacency-optimizer/environment/skills/civ6lib/SKILL.md · 251 lines

How it starts

The opening of the file, as written. The whole thing — 251 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Understanding Civ6 District Mechanics

Complete reference for Civilization 6 district placement and adjacency bonus systems (Gathering Storm).

Modules

  • placement_rules.py - District placement validation rules
  • adjacency_rules.py - Adjacency bonus calculation engine

For hex grid utilities (neighbors, distance, etc.), use the hex-grid-spatial skill or import from src.hex_utils.

Usage

from civ6lib import (
    # Placement
    DistrictType, Tile, PlacementRules, get_placement_rules,
    validate_district_count, validate_district_uniqueness,
    # Adjacency
    AdjacencyCalculator, get_adjacency_calculator,
)

# Validate a placement
rules = get_placement_rules(tiles, city_center=(21, 13), population=7)
result = rules.validate_placement(DistrictType.CAMPUS, 21, 14, {})
if result.valid:
    print("Valid placement!")

# Calculate adjacency bonus
calculator = get_adjacency_calculator(tiles)
total, per_district = calculator.calculate_total_adjacency(placements)

Part 1: Placement Rules

City Placement Rules

Minimum Distance Between Cities

Condition Min Distance Tiles Between
Same landmass 4 tiles 3 tiles
Different landmasses 3 tiles 2 tiles

Invalid Settlement Tiles

  • Water (Coast, Ocean, Lake)
  • Mountains
  • Natural Wonders

Note on City Center Features

Settling a City Center on a tile with Geothermal Fissure or Luxury/Strategic Resources preserves them (they remain and provide adjacency bonuses to nearby districts). Districts cannot be placed on these tiles.

District Placement Rules

Universal Rules (All Districts)

Rule Description
Distance Within 3 tiles of City Center
Mountains Cannot place
Natural Wonders Cannot place
Strategic Resources Cannot place (Iron, Horses, Niter, Coal, Oil, Aluminum, Uranium)
Luxury Resources Cannot place
Existing District Cannot place on occupied tile
Bonus Resources CAN place (resource destroyed)
Woods/Rainforest/Marsh CAN place (feature destroyed)

Read the full file on GitHub · 251 lines

Files

What ships with it

3 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 5d ago First seen · 251 lines · 32 tokens per session scan A 488097528b9d

Subscribe to this mod's changes

civ6lib is a skill published in the GitHub repository benchflow-ai/skillsbench (1,754 stars, last pushed 1mo ago), licensed Apache-2.0. It adds 32 tokens to every session and 1,747 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-09-03.

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