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Sid Meier's Civilization VII guide · Updated

Same Civ VII mods for every player.

Modded multiplayer only starts when everyone has the same mods. SyncCrate copies the host's Mods folder to every player, and after the first time only what changed.

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// 01 Why

Why modded Civ VII games don't start

Civilization VII needs the same mods on every PC before a modded multiplayer game can start. One player with a different version and the lobby won't launch.

Mods live in a hidden AppData folder on Windows, which makes it hard to tell a friend where to put them, let alone which version.

With SyncCrate one PC hosts and the others match it. Mods are compared by content and only the differences are copied.

// 02 What syncs

What SyncCrate syncs for Sid Meier's Civilization VII

FolderPath in the game folderFiles
ModsMods/Every mod folder in Mods, with its .modinfo and files.All files

// Where it looks

Windows
%LOCALAPPDATA%\Firaxis Games\Sid Meier's Civilization VII
macOS
~/Library/Application Support/Civilization VII
Linux
~/My Games/Sid Meier's Civilization VII
Anywhere else
Point SyncCrate at the folder yourself, once

Built in for Sid Meier's Civilization VII

  • Disabling that sticks. Turning a mod off renames it to .disabled in place, because the game also loads mods from subfolders.
  • Game-running warning. SyncCrate warns you before syncing while Sid Meier's Civilization VII 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 VII in three steps

  1. Install and add the game

    Install SyncCrate on every PC and add Sid Meier's Civilization VII 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.

TipClose the game before syncing, then enable the same mods in the game's Add-Ons screen.

// 04 Common problems

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

  • The lobby won't start

    A player with a missing or different mod blocks a modded multiplayer game.

    Everyone syncs the host's Mods folder first, so the mods match file for file.

  • Finding the Mods folder

    On Windows it's in %LOCALAPPDATA%, which is hidden by default.

    SyncCrate finds it automatically on Windows, Mac and Linux.

  • A mod updated

    When the author updates a mod, every player has to update it too.

    The host updates once. Everyone else syncs and gets only the changed files.

// 05 Sid Meier's Civilization VII

Good to know

  • Saves aren't synced. They're in Documents, separate from the Mods folder.
  • Your settings stay yours. Only the Mods folder syncs.
  • Windows, Mac and Linux use the same mod files, so a mixed group works.

// FAQ

Sid Meier's Civilization VII questions

Where is the Civilization VII Mods folder?

On Windows in %LOCALAPPDATA%\Firaxis Games\Sid Meier's Civilization VII\Mods, on a Mac in ~/Library/Application Support/Civilization VII/Mods. SyncCrate finds it.

Do all players need the same mods?

Yes, for a modded multiplayer game. Syncing from the host gives everyone the same files.

Does it turn the mods on?

No. Enable them in the game's Add-Ons screen after syncing.

Does it work with Civilization VI?

Yes, as a separate game in SyncCrate: see [Civilization VI](civilization-6).

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

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

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