[List] Civ 7 Mods that make the game and UI more understandable (especially for a new player)

it's in there somewhere, that's how I found it. Sort by most downloaded, should be near the top
well then I must be blind cause once again I can't find it. IT's in the downloads section all right, but not the released mods... anyways, all good I was still able to go get it... Just feel that not seeing it in released mods lower its exposure
 
well then I must be blind cause once again I can't find it. IT's in the downloads section all right, but not the released mods... anyways, all good I was still able to go get it... Just feel that not seeing it in released mods lower its exposure
sorry, misunderstanding on my part then, I was talking about the downloads section I guess. I'm not sure where the "released mods" section is that you're referring. Maybe could ask @thecrazyscot
 
well then I must be blind cause once again I can't find it. IT's in the downloads section all right, but not the released mods... anyways, all good I was still able to go get it... Just feel that not seeing it in released mods lower its exposure
It’s kind of confusing,

The downloads section is where mods are actually “released.”

The “Released Mods” forum is just a forum. The threads there are totally separate from the downloads section.

The mod creator has to go make a discussion thread on the Released Mods forum like any other post on the site, and not all mod creators do that. Once they make the thread, then the thread can get linked to the mod’s download page.
 
Added:

Claimed Wonders Notation (by @KayleeR)
  • Civic & tech trees show red outline around already finished wonders to indicate they're unable to be built

Discovery Lens (by @wltk)
  • Highlight plots with discoveries (goodie huts)
  • The lens is automatically enabled when a scout is selected and can also be toggled above mini-map


Note: Plan on installing Civ Mods, created by @leonardify, who already makes fantastic individual mods for the game. I imagine it will be a much better way of managing mods and will update the post once I've tried it out. If anyone else has already tried it out, curious to hear.
Update: Installed Civ Mods, and it works great!
 
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Added:

Claimed Wonders Notation (by @KayleeR)
  • Civic & tech trees show red outline around already finished wonders to indicate they're unable to be built

Discovery Lens (by @wltk)
  • Highlight plots with discoveries (goodie huts)
  • The lens is automatically enabled when a scout is selected and can also be toggled above mini-map


Note: Plan on installing Civ Mods, created by @leonardify, who already makes fantastic individual mods for the game. I imagine it will be a much better way of managing mods and will update the post once I've tried it out. If anyone else has already tried it out, curious to hear.
i was an alpha tester for @leonardify's CivMods manager, highly recommend it. the latest version greatly improves on search filters, and it adds a profile/bundle feature too.
 
i was an alpha tester for @leonardify's CivMods manager, highly recommend it. the latest version greatly improves on search filters, and it adds a profile/bundle feature too.
I tried it out and wow, everything is super easy to manage now! I will update my post here and on Reddit shortly. Do you know if there is a way for me to bundle all the mods that I've compiled and share them as a "package"? I think it might be and easy thing for me to share in this post and the reddit post for people to get the game at a much better state and then they could adjust from there. Maybe @leonardify could chime in too! Thanks again.
 
All flawless, I only packaged up ones that work together seamlessly
I use most of the mods on your list in the OP, but I can’t seem to get the Map Search mod to work. I suspect there’s a conflict with one of the other mods, but you said they all work together seamlessly.

EDIT: I downloaded Civ Mods, updated all my mods (with one easy click of the button), and now the Map Search mod works perfectly.
 
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He's working on it! [EDIT: In fact, if you feel like compiling it yourself, there's a draft pull request.]
Awesome, this will be very helpful for online games with your friends who are just starting the game. "Hey install this and then add this profile" will be much easier than what I had been doing, sending .zip files and trying to walk them all through finding the right folder, installing them in there, and then replacing 1-3 every other day, lol!

Edit: got the profile created and updated the original post, thank you for the heads up!
 
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Made some updates to the package of mods, you can update by CLICKING HERE.

  • Added the following:
    • Map Tacs
    • Wonders Screen
    • Better Main Menu
    • Non Sticky Selection
  • Removed:
    • Vertical health bars (game was updated with better visual)
  • Swapped out the Resource Allocation Mod being used
 
Completed Production (as knowing what you have produced last is often acting as a silent reminder for the brain hindsight what should come next in a particular city):

Spoiler :

 
I disagree here. I still very much prefer the vertical health bars versus the half-assed fix from the patch. Anyone else agree?
I think I even agree with you, I just felt that it was fixed enough to not necessarily be an objective improvement felt by everyone any more. I'm trying to keep the list as tight as possible in that regard. I'm also testing Alt Unit Flags and Bars and Flag Corps to maybe be added to the list.


Completed Production (as knowing what you have produced last is often acting as a silent reminder for the brain hindsight what should come next in a particular city):

Spoiler :

This is a really nice and simple one, wish it was part of a larger mod fixing UI, instead of another small mod, as the list is ever expanding lol. Probably going to have to add it next time I update the list though. Thanks for the heads up on it.
 
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is there a list of mods that have features/modifications that were introduced(or improved) in 1.1.1 officially?
 
I haven't yet played C7, but it's possible to know at a glance how much food are your city specialist (and buildings, units, etc) consuming
per turn? I played OW and this info is missing. Very troublesome.
 
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