Overview
The base-standard module is the fundamental core of Civilization VII, containing age-agnostic definitions, mechanics, and systems that apply throughout the entire game. While Age modules provide era-specific content, the base-standard module establishes the foundational elements that enable all gameplay, regardless of which Age the player is experiencing. This document provides an in-depth reference to the base-standard module’s structure, content, and implementation patterns. Understanding this module is crucial for modders, as it defines the core schema and systems that all mods must integrate with.Module Location and Structure
Module Path:<GAME_RESOURCES>/Base/modules/base-standard/
The base-standard module follows the standard module structure, with some unique elements:
Core Definition Files
The definitions folder contains schema files that define the structure for all gameplay elements. These .civdb files use a JSON-like format to specify tables, columns, relationships, and constraints for the game’s database.Key Definition Files
civilization.civdb
File Path:<GAME_RESOURCES>/Base/modules/base-standard/definitions/civilization.civdb
This file defines the database structure for civilizations. Key tables include:
leader.civdb
File Path:<GAME_RESOURCES>/Base/modules/base-standard/definitions/leader.civdb
This file defines the database structure for leaders. Key tables include:
unit.civdb
File Path:<GAME_RESOURCES>/Base/modules/base-standard/definitions/unit.civdb
This file defines the database structure for units. Key tables include:
constructible.civdb
File Path:<GAME_RESOURCES>/Base/modules/base-standard/definitions/constructible.civdb
This file defines the database structure for buildings, improvements, and other constructible elements. Key tables include:
modifier-system.civdb
File Path:<GAME_RESOURCES>/Base/modules/base-standard/definitions/modifier-system.civdb
This file defines the core modifier system that powers traits, abilities, and effects in the game. Key tables include:
age.civdb and age-transition.civdb
File Paths:<GAME_RESOURCES>/Base/modules/base-standard/definitions/age.civdb<GAME_RESOURCES>/Base/modules/base-standard/definitions/age-transition.civdb
Data Structure for Gameplay Elements
The base-standard module implements the definitions through XML files in the data directory. These files provide the baseline implementation of game elements that are then extended or modified by the Age modules.Key Data Files
civilizations.xml
File Path:<GAME_RESOURCES>/Base/modules/base-standard/data/civilizations.xml
This file defines base civilizations that might span multiple Ages or serve as templates for Age-specific civilizations. It includes:
- Basic civilization definitions
- Civilization traits and abilities
- Starting biases and preferences
leaders.xml
File Path:<GAME_RESOURCES>/Base/modules/base-standard/data/leaders.xml
This file defines leaders that span all Ages. Since leaders persist across Age transitions, they’re primarily defined in the base-standard module. It includes:
- Leader definitions
- Leader traits and abilities
- Leader agendas (AI behavior patterns)
- Leader attribute progression
units.xml
File Path:<GAME_RESOURCES>/Base/modules/base-standard/data/units.xml
This file defines universal unit types and mechanics. While most specific units are defined in Age modules, the base-standard module establishes core unit categories and systems. It includes:
- Base unit types (Settler, Builder, etc.)
- Unit mechanics and systems
- Formation classes
- Promotion systems
constructibles.xml
File Path:<GAME_RESOURCES>/Base/modules/base-standard/data/constructibles.xml
This file defines buildings, quarters (districts), and other constructible elements that are available across all Ages. It includes:
- Base building types
- Quarter (district) definitions
- Wonder mechanics
- Adjacency systems
- Building yields and effects
modifier-system-gameeffects.xml
File Path:<GAME_RESOURCES>/Base/modules/base-standard/data/modifier-system-gameeffects.xml
This file implements the modifier system that powers traits, abilities, and effects. It includes:
- Base modifier types
- Standard effect definitions
- Requirement sets
- Common gameplay modifiers
Implementation Patterns Common Across Ages
The base-standard module establishes several implementation patterns that are followed across all Age modules. Understanding these patterns is essential for creating mods that integrate seamlessly with the game.The Trait-Modifier Pattern
One of the most important patterns is the trait-modifier system, which powers civilization and leader abilities:- Define a Trait (e.g.,
TRAIT_CIVILIZATION_DACIA_ABILITY) - Create Modifiers that implement the effects (e.g.,
MODIFIER_DACIA_COMBAT_BONUS) - Link modifiers to traits through the TraitModifiers table
- Assign traits to civilizations or leaders through CivilizationTraits or LeaderTraits
The Requirement System
Requirements define conditions under which modifiers apply. The base-standard module establishes a robust system for creating and combining requirements:- Define RequirementSets that group related requirements
- Create individual Requirements that check specific conditions
- Combine requirements using logical operators (ALL, ANY, etc.)
- Reference requirement sets in modifiers
The Ageless Flag Pattern
The base-standard module establishes the pattern for content that persists across Age transitions:- Set the IsAgeless flag to true for buildings or content that should persist
- For units, set the IsPersistent flag
- For mechanics, ensure they’re defined in base-standard rather than Age-specific modules
Icon Sets and Assets
The base-standard module includes definitions for icons and visual assets used throughout the game.Icon XML Files
File Path:<GAME_RESOURCES>/Base/modules/base-standard/data/icons/
This directory contains XML files defining icons for various game elements:
- civilization-icons.xml: Civilization symbols
- leader-icons.xml: Leader portraits
- unit-icons.xml: Unit symbols
- building-icons.xml: Building icons
- resource-icons.xml: Resource icons
Asset References
The base-standard module establishes patterns for referencing various types of assets:- Icon References: Use the icon ID in relevant tables (e.g.,
Icon="ICON_CIVILIZATION_ROME") - Model References: Reference 3D models for units and structures
- Texture References: Reference textures for UI elements
- Animation References: Reference animations for units and leaders
Cross-References
- For core architecture concepts, see Civ7 Modding Architecture
- For database schema details, see Database Schemas
- For Age module specifics, see Age Modules
- For real-world examples, see DLC and Community Mod Patterns