Overview
This guide provides a step-by-step approach to creating new civilizations for Civilization VII. It covers the entire process from initial planning to implementation and testing, with practical examples from both official DLC and community mods.Prerequisites
Before creating a new civilization, ensure you have:- A basic understanding of the Civilization VII modding architecture (see Modding Architecture)
- Familiarity with the game’s database schema (see Database Schemas)
- Knowledge of the Age system (see Age Modules)
- The game’s base files for reference
Planning Your Civilization
Choosing an Age
Every civilization in Civilization VII is tied to a specific Age:- Antiquity Age (earliest period)
- Exploration Age (middle period)
- Modern Age (latest period)
Core Design Elements
Define these essential elements for your civilization:- Civilization Name: The primary identifier
- Historical Context: The civilization’s historical significance
- Core Ability: The unique gameplay advantage
- Unique Units: Special military and/or civilian units
- Unique Infrastructure: Buildings, improvements, or quarters
- Traditions: Policies unlocked through your civilization’s unique Civic tree
- Associated Wonder: The wonder that your civilization receives bonuses for building
Designing for Balance
Consider these factors when balancing your civilization:- Gameplay Niche: Define a clear strength without making the civilization overpowered
- Age-Appropriate Power: Ensure abilities are appropriate for the assigned Age
- Synergy: Design components that work well together
- Counterplay: Ensure there are strategic counters to your civilization’s strengths
Folder Structure Setup
Create a well-organized folder structure for your mod:Implementation Process
1. Creating the Modinfo File
The.modinfo file defines your mod’s metadata and structure:
2. Defining Your Civilization
Create a file likecivilizations/your_civilization.xml:
3. Creating Unique Abilities
Define your civilization’s unique abilities:4. Creating Unique Units
Define a unique unit for your civilization:5. Creating Unique Infrastructure
Define unique buildings, improvements, or quarters:6. Creating Traditions
Define traditions that persist across Ages:7. Modifying the Civic Tree
Create a unique Civic Tree branch for your civilization:8. Adding Localization
Create localization files for your civilization:Testing Your Civilization
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Install the Mod:
- Place your mod folder in the Civilization VII mods directory (
<GAME_DATA>/Mods/) - Enable the mod in the game’s mod menu
- Place your mod folder in the Civilization VII mods directory (
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Initial Testing:
- Start a new game with your civilization
- Verify all components appear correctly
- Test unique abilities, units, and buildings
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Age Transition Testing:
- Play through an Age transition
- Verify traditions persist correctly
- Check for any unexpected behavior
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Troubleshooting Common Issues:
- Missing icons: Check atlas references and file paths
- Non-functioning abilities: Verify modifier connections
- Game crashes: Check XML syntax and required fields
- Unlocalized text: Ensure all text keys are properly defined
Real-World Example: Scythia Civilization
The community-created Scythia civilization mod demonstrates these principles in action:Folder Structure
Key Implementation Features
- Age Assignment: Positioned in the Antiquity Age
- Unique Units: Includes the Saka Rider with increased mobility
- Civilization Ability: Features bonuses related to horseback warfare and plains biomes
- Localization: Complete text definitions in multiple languages
- Progression Tree Integration: Custom civic nodes for unlocking traditions