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Antiquity Civilization Template (XML)

Archanist

Warlord
Joined
Oct 15, 2024
Messages
273
This is a template for creating your own Antiquity Civilization mod. This is a very barebones template that has a unique improvement, infantry replacement, and commander replacement. Each piece of the custom civ is made to be easily find and replaceable.

There are some comments I put in the xml that try to explain a bit of what each bit does. There's also a small design guide that shows the common trends about the official civs, but you don't need to stick to those constraints. IMO, especially with modding, Fun > Trying to chase the vision of the devs.

Feel free to edit this template and pass it on if you think there's some stuff missing. So far this doesn't deal with Exploration or Modern era civs (their civic tree is slightly different), art assets, localization, gameplay unlocks, great people.
 

Attachments

how do u use this?
Extract the contents of the zip into your mods folder.

By default, it's probably in here:
C:\Users\[Your User]\AppData\Local\Firaxis Games\Sid Meier's Civilization VII\Mods

Then, open up the folder that's inside with your text editor of choice and play around with the files there (I've commented on some files there to help understand what each file is for). The files themselves are mainly XML, which if you're not familiar with, is a language that's used to represent data. That's what our mods are so far, just different ways to changing how data is set.

When you launch the game, it's going to copy your mod and use that, so if you want to change something, you'd have to edit it. Occasionally, you might have issues launching the mod, so you can check the logs (Database.log is your best friend) to figure out what went wrong.

C:\Users\[Your User]\AppData\Local\Firaxis Games\Sid Meier's Civilization VII\Logs

If you have more questions, feel free to ping me here, or you can ask other modders too! I'll try to reply as soon as possible
 
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