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Sid Meier's Civilization VI guide · Updated

Same Civ VI mods for every leader.

A modded Civilization VI multiplayer game needs every player on the host's mods. SyncCrate copies the host's local mods, and saves if you want, to each friend, and after the first time only what changed.

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// 01 Why

Why modded Civ VI multiplayer turns players away

When the host of a Civilization VI multiplayer game turns mods on, everyone who joins needs those mods installed. Workshop mods are one subscription away, but mods from other sites, your group's own tweaks and older versions kept on purpose have to reach each player some other way.

Multiplayer campaigns also take many evenings. The save sits on the host's PC, and when someone else hosts next time they need that save and the same mods.

SyncCrate copies the host's local mods and saves to the other PCs, compares every file by content, and only the differences are copied. You see the list before anything changes.

// 02 What syncs

What SyncCrate syncs for Sid Meier's Civilization VI

FolderPath in the game folderFiles
ModsMods/Local mods, each in its own folder with a .modinfo file.All files
Save FilesSaves/Save files (.Civ6Save). Optional; the host decides whether friends may sync them..civ6save

// Where it looks

Documents folder
My Games/Sid Meier's Civilization VI, My Games/Sid Meier's Civilization VI (Epic) inside your Documents folder
macOS
~/Library/Application Support/Sid Meier's Civilization VI
Linux
~/.local/share/aspyr-media/Sid Meier's Civilization VI
Anywhere else
Point SyncCrate at the folder yourself, once

Built in for Sid Meier's Civilization VI

  • Turn mods on and off. Disabled mods move to a _Disabled folder the game doesn't load.
  • Game-running warning. SyncCrate warns you before syncing while Sid Meier's Civilization VI is still open.
  • Undo and history. Undo the last sync in one click, and put back any single file a sync replaced or deleted.

// 03 How it works

Sync Sid Meier's Civilization VI in three steps

  1. Install and add the game

    Install SyncCrate on every PC and add Sid Meier's Civilization VI in the Game Browser. Its folder is found automatically.

  2. One PC hosts

    The PC with the setup everyone should have clicks Start Hosting. The others pick it under Scan for Hosts on the same network, or paste its join code from anywhere.

  3. Compare and sync

    Check the list of new, changed and conflicting files, then Sync Now. Only the files that differ are copied, PC to PC.

TipEvery player needs the same game version and the DLC the game uses. SyncCrate copies local mods and saves, not DLC or Workshop items.

// 04 Common problems

When Sid Meier's Civilization VI mods don't match

  • Players can't join a modded game

    Anyone missing a mod the host turned on, or with a different version, can't take part.

    Everyone syncs the host's local mods before the session, so the files match.

  • Handing over a multiplayer save

    A long multiplayer game is saved on the host's PC. When they can't play, the group is stuck.

    Allow the Save Files folder on the host, and the next host syncs the latest save.

  • Steam and Epic keep separate folders

    The Epic version of Civilization VI uses its own Documents folder, so guides that point at the Steam path send Epic players to the wrong place.

    SyncCrate looks in both places. If you have both versions installed, you can point it at the one you play in Settings.

  • Mod edits for your group

    Balance tweaks or custom civs your group made change often and are a pain to send around each time.

    Local mods sync from the host like everything else, and the next sync copies only the changed files.

// 05 Sid Meier's Civilization VI

Good to know

  • Steam Workshop mods are kept by Steam in its own folder, outside the game's folder, so SyncCrate can't sync them. The Content page says how many you have, and friends subscribe to the same items.
  • DLC isn't copied. Civilizations and leaders from DLC have to be owned by each player.
  • Your settings stay yours. Only the Mods and Saves folders sync.

// FAQ

Sid Meier's Civilization VI questions

Do all players need the same mods in Civ VI multiplayer?

Yes, every player needs the mods the host turned on. Syncing the host's local mods and subscribing to the same Workshop items gives everyone the same set.

Where are Civilization VI mods and saves stored?

In Documents\My Games\Sid Meier's Civilization VI on Windows (the Epic version adds (Epic) to the folder name), in the Mods and Saves folders. SyncCrate finds them automatically, on Mac and Linux too.

Does it sync Workshop mods?

No. Steam keeps them in its own folder. Everyone subscribes to the same Workshop items, and SyncCrate handles the local ones.

Can we play hotseat on one PC and continue on another?

Yes. Sync the Saves folder to the other PC and load the save there, as long as both have the same mods and DLC.

// Free · Open source · Windows, macOS, Linux

Same Sid Meier's Civilization VI setup on every PC.

Install SyncCrate on each PC, one of you hosts, everyone else joins. No accounts, no cloud, nothing uploaded anywhere.