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.
None published yet.
| Mod | Description | Status |
|---|---|---|
| — | — | — |
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.
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
| 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 |
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/- 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.
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.