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.
FreeOpen sourceNo cloudWin · macOS · Linux
// 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
| Folder | Path in the game folder | Files |
|---|---|---|
| Mods | Mods/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
.disabledin 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
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.
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.
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).
// Related game guides
All games · SyncCrate supports 123 games.
// 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.

