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civ7-mods

Mods for Sid Meier's Civilization VII, plus the tooling and reference notes I use to build them.

This is a monorepo: every mod lives in its own folder under mods/, and each one is self-contained and independently installable.

Mods

None published yet.

Mod Description Status
— — —

Quickstart

git clone https://github.com/<your-username>/civ7-mods.git
cd civ7-mods

# Symlink a mod into the game so edits are live immediately
.\scripts\link-mod.ps1 <mod-id>

Launch the game, open Additional Content, and enable the mod. See docs/getting-started.md for the full walkthrough.

Repository layout

civ7-mods/
├─ docs/       Reference notes on the Civ VII mod format and dev workflow
├─ mods/       One folder per mod; each contains a .modinfo
└─ scripts/    PowerShell helpers for linking, listing, and packaging mods

Documentation

Doc What's in it
Getting started Creating a new mod from zero
.modinfo reference The manifest format, fully annotated, with a copy-paste skeleton
Deploying and testing The dev loop, log files, and troubleshooting
Game file reference Where to look things up in your local game install

Development workflow

Civ VII loads mods only from its user-data folder:

%LOCALAPPDATA%\Firaxis Games\Sid Meier's Civilization VII\Mods\

Rather than copying files there after every change, scripts/link-mod.ps1 creates a directory junction from that folder into this repo. Edit a file here and it's already live in-game — no copy step, no drift between what you test and what you commit.

Junctions are used deliberately instead of symlinks: they require neither administrator rights nor Windows Developer Mode.

.\scripts\link-mod.ps1   <mod-id>   # link a mod into the game
.\scripts\list-links.ps1            # show what's currently installed/linked
.\scripts\unlink-mod.ps1 <mod-id>   # remove the link (leaves your files alone)
.\scripts\package-mod.ps1 <mod-id>  # zip a release into dist/

Requirements

  • Sid Meier's Civilization VII (Steam)
  • Git, with git-lfs for binary art assets
  • PowerShell 5.1+ (ships with Windows) for the helper scripts

No Node, npm, or build step — Civ VII mods are plain XML, JavaScript, and CSS loaded directly by the game.

License

MIT.

Unofficial fan work — see NOTICE.md. Sid Meier's Civilization VII is a trademark of Take-Two Interactive Software, Inc. and Firaxis Games. Not affiliated with or endorsed by either.

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Mods for Sid Meier's Civilization VII

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