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How to read this reference
What it is. A reference for the GameCore library of Sid Meier's Civilization VI: what the Lua API exposes, which operations and commands exist, what identifiers mean, and how the engine is laid out. Everything is generated from analysis data and small hand-written notes.
Builds. Every address is given for two builds: the symbol build (Steam depot 947510, where the function names come from) and the current build (Steam build 15038592; build 15296837 ships a byte-identical GameCore DLL, so every address applies to it as well). The Linux port (depot 533502) supplies layouts and parameter names. An address of — means the function could not be mapped to that build.
Availability. Every section is colour-coded by how you can use what it lists:
- Green, available out of the box: usable from Lua in the unmodified game (the Lua API, operations and commands you can request, Lua constant tables).
- Amber, needs the Community Extension: only works while that mod is active. This covers the functions it adds and raw memory access (class layouts and globals are used through its ObjMem and Mem).
- Grey, engine internals: exists in the game library but has no scripting access today. Native functions are listed so contributors can see what could be exposed next; engine ids explain numbers seen in code.
Status of a statement.
- verified: seen directly in code, data, game scripts or at run time.
- inferred: follows from verified facts but was not observed.
- unknown: listed so you know it exists.
Evidence kinds. dll-registration, static-analysis, dwarf, game-script, runtime, community-reference.
Identifiers. Every entry has a stable id such as lua:Game.GetGreatWorkPlayer, op:player.MOVE_GREAT_WORK, enum:Events. Links between entries use these ids.
What is generated and what is written by hand. Tables come from data files produced by scripts. Summaries, usage examples and caveats are hand-written notes attached to an id. Nothing written by hand is overwritten when the data is regenerated.