Install by extracting to C:\Users\$USERNAME$\AppData\Local\Firaxis Games\Sid Meier's Civilization VII\Mods. Make sure the file level looks like this once extracted C:\Users\klper\AppData\Local\Firaxis Games\Sid Meier's Civilization VII\Mods\Cheat Panel\modules\
If a patch breaks something, you'll see "accepted but value unchanged" in red, instantly, instead of wondering whether you clicked wrong or misread the tooltip.
Built to survive the next patch
Test of Time rewrote the UI framework and took a lot of mods down with it, including the one this descends from. So this version doesn't touch the UI framework at all.
No
It builds its own plain DOM, binds its own keyboard listener, and only touches the engine-level gameplay globals, which have held up far better across patches.
It also ships no copy of any base-game file. The old version bundled its own copy of
And the CHEATS tab is always visible on purpose. Hotkeys are the flakiest part of this game's UI layer, so there is always a second way in that doesn't depend on one working.
When something does break
It will eventually. Two buttons for that:
Post the Probe APIs output in this thread and I can usually tell you what moved within a patch. That's worth more than any bug description.
Install
Extract into your Mods folder so you end up with
Enable under Add-ons in the main menu. Delete the folder to uninstall — saves are unaffected either way.
Before you ask
Single-player only. Please turn it off before multiplayer. Obviously.
Will it break my saves? No.
Does it work on 1.3 or earlier? Untested. Built for Test of Time.
Will it conflict with my UI mods? It shouldn't. It overrides no base-game files.
Credit where it's due: this descends from Rayoz12's Cheat Panel, which is where the original cheat implementations came from. Substantially rewritten for 1.4.x, but the debt is real and worth saying plainly.
MIT licensed. Do what you like with it.
Bug reports, feature requests and Probe API dumps all welcome below.
— Father Of Pyro[/CODE]
HTML:
[SIZE=6][B]Cheat Panel Reforged[/B][/SIZE]
[I]Type a number. Get the gold. Get back to your game.[/I]
[B]Built and tested for 1.4.x (Test of Time).[/B]
[HR][/HR]
You know the moment. You're forty turns into a run that finally looks good, and the whole thing hinges on 340 gold you don't have. You're not looking for a challenge. You're looking for [I]that specific game[/I] to keep going.
That's what this is for. Open it, take what you need, close it, carry on.
[B]Press F8. Or click the CHEATS tab on the left edge of the screen.[/B]
[HR][/HR]
[SIZE=5][B]What's in it[/B][/SIZE]
[LIST]
[*][B]Gold — any amount you type.[/B] Not a fixed +100 button you have to mash forty times. A text box. Type 27,500 if you want 27,500. Presets at 100 / 1k / 10k / 100k for when you can't be bothered.
[*][B]Influence[/B] and [B]wildcard attribute points[/B]
[*][B]Complete current research[/B] and [B]complete current civic[/B] — instantly
[*][B]Selected unit:[/B] restore movement, heal fully, +20 experience
[*][B]Selected city:[/B] complete production, add population
[/LIST]
No menus to dig through. One panel, one click per cheat, and it gets out of your way.
[HR][/HR]
[SIZE=5][B]The bit that makes this different[/B][/SIZE]
Most cheat mods assume that if a call didn't throw an error, it worked.
In Civ VII that is [I]not a safe assumption[/I]. The UI runs in a separate context from the gameplay simulation, and not every change is exposed across that boundary. A gold setter can accept your call perfectly happily, report nothing wrong, and change absolutely nothing. You click the button, the button clicks, and you're no richer. No error. No warning. Nothing.
I lost a genuinely embarrassing number of hours to that.
So [B]every action in this mod checks its own work.[/B] It reads the value before, does the thing, reads the value after, and tells you on screen whether the number actually moved. There's a console pinned to the top of the panel showing exactly what happened:
[CODE]Gold +10000: before = 342
Treasury.changeGoldBalance WORKED: 342 -> 10342
If a patch breaks something, you'll see "accepted but value unchanged" in red, instantly, instead of wondering whether you clicked wrong or misread the tooltip.
Built to survive the next patch
Test of Time rewrote the UI framework and took a lot of mods down with it, including the one this descends from. So this version doesn't touch the UI framework at all.
No
Panel. No ContextManager. No Controls.define. No fxs-* components. No panel-sub-system-dock override. No InputActions table.It builds its own plain DOM, binds its own keyboard listener, and only touches the engine-level gameplay globals, which have held up far better across patches.
It also ships no copy of any base-game file. The old version bundled its own copy of
panel-sub-system-dock.js from early 2025, which meant it quietly reverted a Firaxis file every time the game updated. That's gone. No conflicts with other sub-system-dock mods.And the CHEATS tab is always visible on purpose. Hotkeys are the flakiest part of this game's UI layer, so there is always a second way in that doesn't depend on one working.
When something does break
It will eventually. Two buttons for that:
- Probe APIs — dumps exactly what the engine currently exposes on your player and treasury objects, right into the panel
- Key Capture — shows what your keypresses actually produce, DOM events and engine input events both
Post the Probe APIs output in this thread and I can usually tell you what moved within a patch. That's worth more than any bug description.
Install
Extract into your Mods folder so you end up with
Mods\Cheat Panel Reforged\cheat-panel.modinfo.- Windows:
%LOCALAPPDATA%\Firaxis Games\Sid Meier's Civilization VII\Mods\ - macOS:
~/Library/Application Support/Civilization VII/Mods/ - Linux / Steam Deck:
~/My Games/Sid Meier's Civilization VII/Mods/
Enable under Add-ons in the main menu. Delete the folder to uninstall — saves are unaffected either way.
Before you ask
Single-player only. Please turn it off before multiplayer. Obviously.
Will it break my saves? No.
AffectsSavedGames=0 — toggle it on and off between sessions freely.Does it work on 1.3 or earlier? Untested. Built for Test of Time.
Will it conflict with my UI mods? It shouldn't. It overrides no base-game files.
Credit where it's due: this descends from Rayoz12's Cheat Panel, which is where the original cheat implementations came from. Substantially rewritten for 1.4.x, but the debt is real and worth saying plainly.
MIT licensed. Do what you like with it.
Bug reports, feature requests and Probe API dumps all welcome below.
— Father Of Pyro[/CODE]