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database Civilizations
ghost-ng edited this page Jan 28, 2026
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1 revision
This document describes the database tables used to define civilizations in Civilization VII.
Civilizations in Civ VII are age-specific. Each age has its own set of civilizations defined in its module:
age-antiquity/data/civilizations.xmlage-exploration/data/civilizations.xmlage-modern/data/civilizations.xml
Register civilizations in the Types table:
<Types>
<Row Type="CIVILIZATION_MY_CIV" Kind="KIND_CIVILIZATION"/>
<Row Type="TRAIT_MY_CIV_ABILITY" Kind="KIND_TRAIT"/>
</Types>The main civilization definition table:
<Civilizations>
<Row
CivilizationType="CIVILIZATION_EGYPT"
Name="LOC_CIVILIZATION_EGYPT_NAME"
FullName="LOC_CIVILIZATION_EGYPT_FULLNAME"
Description="LOC_CIVILIZATION_EGYPT_DESCRIPTION"
Adjective="LOC_CIVILIZATION_EGYPT_ADJECTIVE"
StartingCivilizationLevelType="CIVILIZATION_LEVEL_FULL_CIV"
UniqueCultureProgressionTree="TREE_CIVICS_AQ_EGYPT"
CapitalName="LOC_CITY_NAME_EGYPT1"
RandomCityNameDepth="10"
/>
</Civilizations>| Column | Type | Description |
|---|---|---|
CivilizationType |
TEXT | Primary key (e.g., CIVILIZATION_EGYPT) |
Name |
TEXT | Short name localization key |
FullName |
TEXT | Full name localization key |
Description |
TEXT | Description localization key |
Adjective |
TEXT | Adjective form (e.g., "Egyptian") |
StartingCivilizationLevelType |
TEXT | Starting civ level |
UniqueCultureProgressionTree |
TEXT | Unique civic tree for traditions |
CapitalName |
TEXT | Default capital city name |
RandomCityNameDepth |
INTEGER | Number of city names available |
AITargetCityPercentage |
INTEGER | AI city targeting preference |
| Level | Description |
|---|---|
CIVILIZATION_LEVEL_FULL_CIV |
Full playable civilization |
CIVILIZATION_LEVEL_CITY_STATE |
City-state |
CIVILIZATION_LEVEL_INDEPENDENT |
Independent peoples |
CIVILIZATION_LEVEL_NONE |
Background/system entities |
Civilizations gain abilities through traits:
<Traits>
<Row
TraitType="TRAIT_EGYPT_ABILITY"
Name="LOC_TRAIT_EGYPT_ABILITY_NAME"
Description="LOC_TRAIT_EGYPT_ABILITY_DESCRIPTION"
InternalOnly="true"
/>
</Traits>| Column | Type | Description |
|---|---|---|
TraitType |
TEXT | Primary key |
Name |
TEXT | Display name |
Description |
TEXT | Description |
InternalOnly |
BOOLEAN | Hidden from UI if true |
Links civilizations to their traits:
<CivilizationTraits>
<Row CivilizationType="CIVILIZATION_EGYPT" TraitType="TRAIT_ANTIQUITY_CIV"/>
<Row CivilizationType="CIVILIZATION_EGYPT" TraitType="TRAIT_EGYPT"/>
<Row CivilizationType="CIVILIZATION_EGYPT" TraitType="TRAIT_EGYPT_ABILITY"/>
<Row CivilizationType="CIVILIZATION_EGYPT" TraitType="TRAIT_ATTRIBUTE_CULTURAL"/>
<Row CivilizationType="CIVILIZATION_EGYPT" TraitType="TRAIT_ATTRIBUTE_ECONOMIC"/>
</CivilizationTraits>| Trait | Purpose |
|---|---|
TRAIT_ANTIQUITY_CIV |
Shared by all Antiquity civs |
TRAIT_[CIV] |
Internal civ identifier |
TRAIT_[CIV]_ABILITY |
Unique civ ability |
TRAIT_ATTRIBUTE_* |
Attribute bonuses |
| Trait | Description |
|---|---|
TRAIT_ATTRIBUTE_CULTURAL |
Cultural bonuses |
TRAIT_ATTRIBUTE_ECONOMIC |
Economic bonuses |
TRAIT_ATTRIBUTE_EXPANSIONIST |
Expansion bonuses |
TRAIT_ATTRIBUTE_MILITARISTIC |
Military bonuses |
TRAIT_ATTRIBUTE_POLITICAL |
Diplomacy bonuses |
TRAIT_ATTRIBUTE_SCIENTIFIC |
Science bonuses |
Links traits to modifiers for abilities:
<TraitModifiers>
<Row TraitType="TRAIT_EGYPT_ABILITY" ModifierId="TRAIT_MOD_GIFTS_OF_OSIRIS_NAVIGABLE_RIVER"/>
<Row TraitType="TRAIT_EGYPT_ABILITY" ModifierId="MOD_CIV_WONDER_PRODUCTION_EGYPT"/>
</TraitModifiers>Defines wonders each civ prefers:
<CivilizationFavoredWonders>
<Row
CivilizationType="CIVILIZATION_EGYPT"
FavoredWonderType="WONDER_PYRAMIDS"
FavoredWonderName="LOC_WONDER_PYRAMIDS_NAME"
/>
</CivilizationFavoredWonders>Defines which leaders prefer which civs (AI behavior):
<LeaderCivPriorities>
<Row Leader="LEADER_HATSHEPSUT" Civilization="CIVILIZATION_EGYPT" Priority="4"/>
<Row Leader="LEADER_HATSHEPSUT" Civilization="CIVILIZATION_AKSUM" Priority="1"/>
</LeaderCivPriorities>Higher priority = stronger preference.
| Civilization | Attributes | Unique Ability |
|---|---|---|
| Aksum | Cultural, Economic | Trade and resource bonuses |
| Egypt | Cultural, Economic | Navigable river bonuses |
| Greece | Cultural, Political | Democracy and city-state bonuses |
| Han | Political, Scientific | Settlement bonuses |
| Khmer | Expansionist, Scientific | River bonuses |
| Maurya | Militaristic, Scientific | Pantheon and happiness |
| Maya | Political, Scientific | Palace bonuses |
| Mississippian | Economic, Expansionist | Town bonuses |
| Persia | Economic, Militaristic | Council bonuses |
| Rome | Cultural, Militaristic | Settlement bonuses |
<?xml version="1.0" encoding="utf-8"?>
<Database>
<!-- Register types -->
<Types>
<Row Type="CIVILIZATION_MY_CIV" Kind="KIND_CIVILIZATION"/>
<Row Type="TRAIT_MY_CIV_ABILITY" Kind="KIND_TRAIT"/>
</Types>
<!-- Define the civilization -->
<Civilizations>
<Row
CivilizationType="CIVILIZATION_MY_CIV"
Name="LOC_CIVILIZATION_MY_CIV_NAME"
FullName="LOC_CIVILIZATION_MY_CIV_FULLNAME"
Description="LOC_CIVILIZATION_MY_CIV_DESCRIPTION"
Adjective="LOC_CIVILIZATION_MY_CIV_ADJECTIVE"
StartingCivilizationLevelType="CIVILIZATION_LEVEL_FULL_CIV"
UniqueCultureProgressionTree="TREE_CIVICS_AQ_MY_CIV"
CapitalName="LOC_CITY_NAME_MY_CIV1"
RandomCityNameDepth="10"
/>
</Civilizations>
<!-- Define traits -->
<Traits>
<Row
TraitType="TRAIT_MY_CIV_ABILITY"
Name="LOC_TRAIT_MY_CIV_ABILITY_NAME"
Description="LOC_TRAIT_MY_CIV_ABILITY_DESCRIPTION"
InternalOnly="true"
/>
</Traits>
<!-- Link traits to civilization -->
<CivilizationTraits>
<Row CivilizationType="CIVILIZATION_MY_CIV" TraitType="TRAIT_ANTIQUITY_CIV"/>
<Row CivilizationType="CIVILIZATION_MY_CIV" TraitType="TRAIT_MY_CIV_ABILITY"/>
<Row CivilizationType="CIVILIZATION_MY_CIV" TraitType="TRAIT_ATTRIBUTE_CULTURAL"/>
<Row CivilizationType="CIVILIZATION_MY_CIV" TraitType="TRAIT_ATTRIBUTE_SCIENTIFIC"/>
</CivilizationTraits>
<!-- Link traits to modifiers (defined in GameEffects) -->
<TraitModifiers>
<Row TraitType="TRAIT_MY_CIV_ABILITY" ModifierId="MY_CIV_ABILITY_MODIFIER"/>
</TraitModifiers>
</Database>-
CivilizationCityNames- Available city names -
StartingTraits- Game start conditions -
CivilizationLeaders- Leader assignments - Age transition tables