This guide provides strategies and techniques for modifying existing content in Civilization VII. Instead of creating new elements from scratch, we’ll focus on how to adjust, rebalance, and extend the game’s existing civilizations, leaders, units, buildings, and gameplay systems.
Note how this mod uses the ActionCriteria to ensure certain modifications only apply during specific Ages, implementing Age-aware changes to the Inca civilization.
To modify an existing civilization, you can use either SQL or XML approaches. Many community modders prefer SQL for its efficiency. Here’s how Sukritact’s Inca Rework mod modifies the Terrace Farm improvement:
-- Remove restrictive terrain requirementUPDATE ConstructiblesSET AdjacentTerrain = NULLWHERE ConstructibleType = 'IMPROVEMENT_TERRACE_FARM';-- Rebalance yieldsUPDATE Constructible_YieldChangesSET YieldChange = 3WHERE ConstructibleType = 'IMPROVEMENT_TERRACE_FARM' AND YieldType = 'YIELD_FOOD';-- Delete existing modifier and create a new oneDELETE FROM ConstructibleModifiers WHERE ModifierId = 'MOD_SUK_TERRACE_FARM_FOOD';DELETE FROM Types WHERE Type = 'MOD_SUK_TERRACE_FARM_FOOD_TYPE';DELETE FROM Modifiers WHERE ModifierId = 'MOD_SUK_TERRACE_FARM_FOOD';-- Add new modifier with different requirementsINSERT INTO ConstructibleModifiers (ConstructibleType, ModifierId)VALUES ('IMPROVEMENT_TERRACE_FARM', 'MOD_SUK_INCA_REWORK_TERRACE_FARM_FOOD');-- Define remaining modifier components...
This approach uses SQL UPDATE, DELETE, and INSERT statements to modify existing game elements, replace their functionality, and rebalance their effects.
Here’s a real example from the Han Chukonu Rebalance mod showing how to modify an existing unit’s stats and functionality:
-- Update unit propertiesUPDATE UnitsSET Tier="2", Maintenance="1"WHERE UnitType="UNIT_NU";UPDATE UnitsSET Tier="3", Maintenance="2"WHERE UnitType="UNIT_NU_2";-- Update combat statsUPDATE Unit_StatsSET Combat = "15", RangedCombat="20", Bombard="15"WHERE UnitType="UNIT_NU";UPDATE Unit_StatsSET Combat = "20", RangedCombat="25", Bombard="20"WHERE UnitType="UNIT_NU_2";-- Update production costsUPDATE Unit_CostsSET Cost="45"WHERE UnitType="UNIT_NU";-- Change unit replacement relationshipUPDATE UnitReplacesSET ReplacesUnitType = "UNIT_ARCHER"WHERE CivUniqueUnitType="UNIT_NU";-- Remove the second unit tier's replacement relationshipDELETE FROM UnitReplaces WHERE CivUniqueUnitType = "UNIT_NU_2";-- Change tech tree unlocksUPDATE ProgressionTreeNodeUnlocksSET ProgressionTreeNodeType="NODE_TECH_AQ_BRONZE_WORKING"WHERE TargetType="UNIT_NU";
The mod also adds an entirely new bonus modifier for the unit:
-- Add new Iron resource bonus for the Chu Ko NuINSERT INTO Types ([Type], Kind) VALUES ("MOD_IRON_CHU_KO_NU_COMBAT_STRENGTH_TYPE", "KIND_EFFECT");INSERT INTO GameModifiers (ModifierId) VALUES ("MOD_IRON_CHU_KO_NU_COMBAT_STRENGTH");INSERT INTO DynamicModifiers (ModifierType, CollectionType, EffectType) VALUES ("MOD_IRON_CHU_KO_NU_COMBAT_STRENGTH_TYPE", "COLLECTION_ALL_UNITS", "EFFECT_UNIT_ADJUST_COMBAT_STRENGTH_PER_RESOURCE");-- Set up requirements so it only applies to this unit typeINSERT INTO RequirementSets (RequirementSetId, RequirementSetType) VALUES ("MOD_IRON_CHU_KO_NU_COMBAT_STRENGTH_REQUIREMENTS", "REQUIREMENTSET_TEST_ALL");INSERT INTO Requirements (RequirementId, RequirementType) VALUES ("MOD_IRON_CHU_KO_NU_COMBAT_STRENGTH_REQUIREMENTS_1", "REQUIREMENT_UNIT_TAG_MATCHES");INSERT INTO RequirementArguments (RequirementId, Name, [Value]) VALUES ("MOD_IRON_CHU_KO_NU_COMBAT_STRENGTH_REQUIREMENTS_1", "Tag", "UNIT_CLASS_NU");
This mod demonstrates the “Hybrid Approach” - adjusting numerical values while also removing some functionality and adding new capabilities.
This ensures that modifications only apply during appropriate Ages. For example, civic tree changes only apply in the Exploration Age, while some improvements persist into the Modern Age.
<GAME_DATA>/Mods/civmods-han_chukonu_rebalance-38120/├── data/│ └── BaseGame_Antiquity.sql # Unit stat modifications and new Iron bonus├── text/│ └── (Localization text files)└── han_chukonu_rebalance.modinfo
Modifying existing content in Civilization VII provides an opportunity to refine the game to your preferences, rebalance elements you find too weak or too strong, and create a more personalized gaming experience. By carefully planning your modifications and following good modding practices, you can create high-quality mods that enhance the game while maintaining compatibility with other content.For additional guidance, refer to: