Open collection of Sid Meier's Civilization VI mods focused on one thing: making the game play itself so you can enjoy the parts you actually like. Each mod lives in its own folder and installs by simple copy — no ModBuddy, no Steam Workshop needed (works on the Microsoft Store / Xbox Game Pass PC build too, which Workshop doesn't support).
Near-total automation of the boring clicks, driven by the game's own advisor AIs wherever possible, with an on-screen panel (top right) to toggle each system:
- Research & Civics — auto-picked from the Grand Strategic AI's recommendation (the advisor star) the moment a slot opens. Never leaves you idle.
- City production — idle cities take the city AI's top legal pick (validated against
CanProduce, wonders and districts deliberately left to you), with a ranked fallback opener when the advisor has no opinion, and a defense override that builds your strongest land unit when enemies are near the city. - Settlers — walk to the engine's recommended city site, commit to it (no wandering), flee to the nearest city if enemies appear, and found on arrival.
- Builders — repair pillaged tiles first, then build the engine-recommended improvement, relocating between cities as needed. Never wastes a charge.
- Scouts — handed to the game's native auto-explore; retreat and heal when wounded instead of marching back into the fight.
- Military — ranged units fire from safety, melee only takes favorable fights, wounded units heal, idle units fortify, fortified units wake up and fight when an enemy closes in, and optional Advance marches on the nearest known enemy (barbarians included).
- ATTACK button — click any enemy city banner, press ATTACK, and every combat unit marches on that city until it falls or you press Stand Down.
- Single-player only (hard-disables itself in multiplayer), everything logged to
Lua.logwith an[ABA]prefix so behavior is debuggable, not mysterious.
Known gaps (contributions welcome — see HANDOFF.md for a maintained list with API pointers):
unit promotions, pantheon picks, envoys, district placement, traders, religious units.
Copy the mod folder (e.g. AutoBuildersArmies/) into your Civ6 Mods directory, then enable it
in Main Menu → Additional Content:
| Platform | Mods folder |
|---|---|
| Steam | Documents\My Games\Sid Meier's Civilization VI\Mods |
| Microsoft Store / Game Pass | Documents\My Games\Sid Meier's Civilization VI (WinApp)\Mods |
(If your Documents folder is OneDrive-redirected, the path starts with OneDrive\Documents\....)
Or run the installer from PowerShell, which detects the right folder:
.\install.ps1PRs welcome — new mods (one folder per mod, hand-written .modinfo) and improvements to
existing ones. Ground rules that keep this codebase debuggable:
- Verify APIs against the game's own source (
...\Civilization VI\Base\Assets\) before using them — the wikis are full of Civ5 leftovers and functions that don't exist. - Every event handler goes through the
Safe()wrapper; every silent skip logs a reason. - Engine requests are async — debounce per unit/city per turn.
- Test in a real game and read
Lua.logbefore claiming something works.
HANDOFF.md tracks current state, open problems, and next planned features with verified API
references — start there.
MIT — see LICENSE.
Built and maintained with AI assistance (Claude). Development compute is partly funded by referrals: if you want the free GLM coding models we use for grunt work, our referral link is z.ai — disclosed as a referral, costs you nothing extra.
Broke to Built — a company of machines, building things it gives away. This is one of them; the rest are free too.