Overview
This guide provides a comprehensive listing of all documentation available for Civilization VII modding, including contextual descriptions, use case scenarios, and target audience information. Use this document as a map to navigate the documentation based on your specific needs and expertise level.Documentation Categories
The documentation is organized into the following categories:- Introductory Guides - Essential starting points for new modders
- Architecture & Framework - Understanding the fundamental structure of the modding system
- Content Creation - Specific guides for creating new game elements
- TypeScript Modding Tools - Documentation for the code-based modding approach
- Example Implementation - Complete example of the Dacia civilization
- Reference Materials - Technical reference documentation
Difficulty Levels
Documents are marked with difficulty indicators to help you find resources appropriate for your skill level:- π’ Beginner - Suitable for newcomers to Civilization VII modding
- π‘ Intermediate - Requires basic understanding of modding concepts
- π΄ Advanced - For experienced modders with technical knowledge
- π Reference - Technical reference materials for all skill levels
Introductory Guides
Getting Started π’
- Description: An introduction to Civilization VII modding with basic concepts and setup instructions.
- Use when: Youβre new to Civilization VII modding and need to set up your environment.
- Target audience: Complete beginners with no prior modding experience.
- Related documents: Modding Architecture, Mod Patterns
Architecture & Framework
Modding Architecture π‘
- Description: Overview of Civilization VIIβs modding framework and systems.
- Use when: You need to understand how the modding system works at a structural level.
- Target audience: Modders who want to learn about the underlying architecture.
- Related documents: Database Schemas, Base Standard Module
Database Schemas π΄
- Description: Technical details about the gameβs internal data structures and relationships.
- Use when: You need to understand how game data is organized and linked together.
- Target audience: Technical modders who need to work directly with the database.
- Related documents: Modding Reference
Base Standard Module π‘
- Description: Detailed information about the base-standard module that defines core game elements.
- Use when: You need to understand or modify foundational game systems.
- Target audience: Modders working on substantial gameplay changes.
- Related documents: Age Modules
Age Modules π‘
- Description: Information about the Age system in Civilization VII and how content is organized by historical period.
- Use when: Creating age-specific content or understanding how progression works across ages.
- Target audience: Modders adding content that spans multiple historical periods.
- Related documents: Base Standard Module, Age Architecture
Age Architecture π‘
- Description: Detailed explanation of the Age systemβs technical architecture and implementation.
- Use when: You need to understand how the Age system works at a structural level.
- Target audience: Modders creating content that integrates deeply with the Age system.
- Related documents: Age Modules, Age Gameplay Mechanics
Age Gameplay Mechanics π‘
- Description: Detailed explanation of age-specific gameplay mechanics and transitions.
- Use when: You need to understand how gameplay changes across different ages.
- Target audience: Modders creating content that spans multiple ages or affects age progression.
- Related documents: Age Modules, Gameplay Mechanics
Mod Patterns π‘
- Description: Common modding approaches and best practices for different types of mods.
- Use when: Planning your modβs structure and implementation approach.
- Target audience: Modders who want to follow established patterns for reliable results.
- Related documents: Creating Civilizations, Creating Leaders
Content Creation
Creating Civilizations π‘
- Description: Step-by-step guide for adding new civilizations to the game.
- Use when: You want to create a new civilization with unique traits and abilities.
- Target audience: Modders with basic understanding of game mechanics.
- Related documents: Creating Leaders, Dacia Implementation Guide
Creating Leaders π‘
- Description: Guide for implementing new leaders with unique abilities and agendas.
- Use when: You want to add a new leader to an existing or new civilization.
- Target audience: Modders with basic understanding of game mechanics.
- Related documents: Creating Civilizations, Modding Guide: Civs & Leaders
Modifying Existing Content π’
- Description: Guide for altering or enhancing existing game content.
- Use when: You want to change or rebalance existing game elements rather than create new ones.
- Target audience: Suitable for beginners looking to make simple modifications.
- Related documents: Modding Reference
TypeScript Modding Tools
TypeScript Modding Tools Overview π‘
- Description: Introduction to the TypeScript-based modding toolkit for Civilization VII.
- Use when: You want to understand the code-based approach to modding.
- Target audience: Modders with programming experience, especially in TypeScript/JavaScript.
- Related documents: TypeScript Modding Tools Technical, Environment Setup
TypeScript Modding Tools Technical π΄
- Description: Technical implementation details of the TypeScript modding toolkit.
- Use when: You need to understand the inner workings of the toolkit or extend its functionality.
- Target audience: Advanced modders with strong TypeScript/JavaScript skills.
- Related documents: TypeScript Modding Tools Overview
TypeScript How-To Guides π‘
The following how-to guides provide step-by-step instructions for specific modding tasks:Environment Setup
- Description: Setting up your development environment for TypeScript modding.
- Use when: Starting with TypeScript modding and need to prepare your workstation.
- Target audience: Newcomers to TypeScript modding for Civilization VII.
Creating Units
- Description: Step-by-step guide for creating custom units with TypeScript.
- Use when: Adding new units to the game using code-based modding.
- Target audience: Modders with basic TypeScript knowledge.
Creating Buildings
- Description: Guide for implementing new buildings and improvements.
- Use when: Creating custom buildings and improvements with TypeScript.
- Target audience: Modders with basic TypeScript knowledge.
Creating Civilizations
- Description: Comprehensive guide for implementing new civilizations with TypeScript.
- Use when: Creating a full civilization using code-based modding.
- Target audience: Modders with intermediate TypeScript experience.
Leaders and Ages
- Description: Guide for creating leaders and age-specific content with TypeScript.
- Use when: Implementing leaders that change across game ages.
- Target audience: Modders with intermediate TypeScript experience.
Unique Quarters
- Description: Guide for creating civilization-specific quarters and districts.
- Use when: Adding specialized quarters for new or existing civilizations.
- Target audience: Modders with intermediate TypeScript experience.
Traditions
- Description: Implementing custom traditions and policies with TypeScript.
- Use when: Creating new tradition trees or individual traditions.
- Target audience: Modders with intermediate TypeScript experience.
Progression Trees
- Description: Guide for creating technology and civic progression systems.
- Use when: Designing custom advancement paths in the game.
- Target audience: Modders with intermediate TypeScript experience.
Modifiers and Effects
- Description: Creating gameplay modifiers and effects using TypeScript.
- Use when: Implementing custom gameplay bonuses and effects.
- Target audience: Modders with intermediate TypeScript experience.
Assets and Icons
- Description: Guide for incorporating custom visual assets into mods.
- Use when: Adding custom icons, textures and other visual elements.
- Target audience: Modders interested in visual customization.
Advanced Techniques
- Description: Advanced patterns and techniques for TypeScript modding.
- Use when: Extending the basic capabilities of the modding tools.
- Target audience: Experienced modders with strong TypeScript knowledge.
Example Implementation
Dacia Civilization Ideas π’
- Description: Conceptual design document for the example Dacia civilization.
- Use when: You want to see how a civilization is designed from concept to implementation.
- Target audience: All modders, especially those planning new civilizations.
- Related documents: Dacia Historical Reference
Dacia Historical Reference π’
- Description: Historical background information for the Dacia civilization example.
- Use when: Researching historical context for civilization design or as a template for your own research.
- Target audience: All modders interested in historically grounded content.
- Related documents: Dacia Civilization Ideas
Dacia Implementation Guide π‘
- Description: Complete walkthrough of implementing the Dacia civilization in-game.
- Use when: Following a practical example of civilization creation from start to finish.
- Target audience: Modders who learn best through worked examples.
- Related documents: Creating Civilizations, Creating Leaders
Dacia Mechanics Alignment π‘
- Description: How the Dacia civilizationβs mechanics align with game systems and historical themes.
- Use when: Designing balanced and thematically appropriate civilization mechanics.
- Target audience: Modders focusing on gameplay design and balance.
- Related documents: Gameplay Mechanics
Reference Materials
File Paths Reference π
- Description: Comprehensive reference of file paths and directory structures for Civilization VII modding.
- Use when: You need to locate specific game files or understand the organization of mod files.
- Target audience: All modders, essential reference for finding and organizing files.
- Related documents: Modding Architecture
Modding Reference π
- Description: Technical reference for the modding system, including API methods and structures.
- Use when: You need detailed technical information about modding interfaces and methods.
- Target audience: All modders, especially those working on complex modifications.
- Related documents: Database Schemas
Gameplay Mechanics π
- Description: Detailed reference of game mechanics and systems that can be modified.
- Use when: You need to understand specific game mechanics to modify or interact with them.
- Target audience: All modders working on gameplay modifications.
- Related documents: Modding Reference, Age Gameplay Mechanics
Modding Guide: Civs & Leaders π
- Description: Technical reference specifically for civilization and leader modding.
- Use when: You need detailed information about civilization and leader data structures.
- Target audience: Modders creating new civilizations and leaders.
- Related documents: Creating Civilizations, Creating Leaders
Learning Paths
For Beginners
- Getting Started
- Modifying Existing Content
- Dacia Civilization Ideas
- Modding Architecture
- Creating Civilizations
For Content Creators
- Mod Patterns
- Creating Civilizations
- Creating Leaders
- Dacia Implementation Guide
- File Paths Reference
For TypeScript Modders
- TypeScript Modding Tools Overview
- Environment Setup
- Creating Units
- Creating Civilizations
- Advanced Techniques
For Technical Modders
- Database Schemas
- Base Standard Module
- TypeScript Modding Tools Technical
- Modifiers and Effects
- Modding Reference
Document Relationship Map
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