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Engine executable. Settings and tools of the game program (CivilizationVI.exe), usable without a mod. Mostly undocumented debug and configuration functionality; descriptions come from analysis of the executable and have not all been tried in the running game.

Engine executable (CivilizationVI.exe)

The game program itself, as opposed to GameCore: the settings it reads, the switches it accepts, and the debug console it hosts. None of this needs a mod, but much of it is debug and configuration functionality that Firaxis never documented, so treat the descriptions as ours where they are marked inferred.

How this was made. The Windows executable (DX11, July 2024 build) was analysed statically: option registrations and command phrases are read from the code that registers and matches them, switch names from the strings the start-up code compares, behaviour from disassembly. Function names come from the Linux build of the same engine, which exports its symbol names. Statuses follow the conventions: verified means seen in the exe (and, for options, also present in the option file the game writes); inferred follows from verified facts but was not tried in the running game.

Not covered yet: the Lua tables hosted by the exe (UI, UILens, Controls, Network, ...), the engine event buses, and the exe function map. Their analysis exists as topic notes; they will become entity pages here.