The Ages System
One of Civilization VII’s defining features is its Ages system, which directly impacts how modding works:- Contains content specific to that historical period
- Has its own independent database tables
- Maintains its own localization and assets
- Can be conditionally loaded based on game state
Age Module Relationships
The base game content is distributed across multiple age modules that work together:- age-antiquity: Early game civilizations, units, and mechanics (3000 BCE - 500 CE)
- age-exploration: Middle period content and progression (500 CE - 1700 CE)
- age-modern: Late game technologies, units, and systems (1700 CE - Present)
Age Module File Structure
Examining the actual game files, each age module follows a consistent structure:Age Transitions and Mod Compatibility
One unique aspect of Civilization VII modding is accounting for Age transitions. Edward Zhang, Economics Feature Lead, explains that during transitions:- Leaders remain the same across Ages
- Wonders and unique Quarters persist as “Ageless” structures
- Commander units maintain attributes and experience
- Traditions unlocked from Civic trees remain available
Best Practices for Age-Specific Content
Organization
- Use unique identifiers for all content (prefixed with mod name and age)
- Group age-related files logically (data, text, UI, etc.)
Compatibility
- Specify clear dependencies on the appropriate age modules
- Use conditional loading for era-specific content
- Test compatibility across age transitions
Technical Execution
- Follow naming conventions from the base game age modules
- Balance new content against existing age-specific game elements
- Test with multiple ages to ensure proper transitions
Related Documentation
- Age Modules - Detailed documentation on age module structure and content
- Age Gameplay Mechanics - Age-specific gameplay systems and mechanics
- Base-Standard Module - Core structure that interacts with age modules