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.
npx skills add xuansenpa1/skillrevise --skill civ6libgit clone --depth 1 https://github.com/xuansenpa1/skillreviseWrote 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.
[](https://agentmods.dev/skills/xuansenpa1/skillrevise/civ6lib)<a href="https://agentmods.dev/skills/xuansenpa1/skillrevise/civ6lib"><img src="https://agentmods.dev/badge/skills/xuansenpa1/skillrevise/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.
<a href="https://agentmods.dev/skills/xuansenpa1/skillrevise/civ6lib"><img src="https://agentmods.dev/badge/skills/xuansenpa1/skillrevise/civ6lib.svg" alt="Reviewed on agentmods" width="80" height="20"></a>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.
| Model | Per session | Once 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 |
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 9d ago.
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.
This is a copy
100% identical to civ6lib — 0 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
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) |
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.
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.
- 9d ago First seen · 251 lines · 32 tokens per session scan A 488097528b9d
civ6lib is a skill published in the GitHub repository xuansenpa1/skillrevise (55 stars, last pushed 3d ago), licensed MIT. 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. It is 100% identical to civ6lib, differing in 0 lines, and is treated as a copy.
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unity-version-split
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How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.
unity-manual-component
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