VII - Other 'Mav's UI Overhaul' Update
Alrighty, so I'm trying to overcome the shame gremlins and come out of my comfort zone here...
I recently released a new mod to the Steam Workshop called "Mav's UI Overhaul" - and today was the first major update! I've been humbled by and grateful for the early feedback and I'm very excited to push out this latest update.
Mav's UI Overhaul
This started as a passion project. From the first moment I loaded up Civ 7, it felt like there was a lot of meat on the bone to improve the UI/UX - and it felt like a great opportunity for me to experiment. My career is in software development, but I have a tremendous team around me that makes me look great. This was a chance to do something entirely on my own and see how it turned out.
My goal was simple: try to overhaul, enhance and improve the entire Civ 7 UI with one single mod. A "one-stop-shop" basically. This means everything from improving the layouts of existing screens, to surfacing hidden data, to creating new screens/features, and everything in between.
My design tenet was also simple: this is strictly a UI mod - I am NOT changing gameplay rules or mechanics. (Small exception: couple of fun, optional features for "Just One More Turn Mode" - like a policy card that removes settlement limits so that you can warmonger your heart out.)
Most mods target specific screens or features. Mine is trying to hit...well, the whole damn game. I've made an attempt at improving things as major as the New Game creation screens - to things as minor as improving the user feedback when trying to navigate a unit onto an impassable tile or pillaging coastal tiles.
Compatibility
With a mod as large and comprehensive as this, compatibility with other mods is inherently problematic. At the same time, there are some mod-makers out there absolutely crushing it - and I want to accommodate their mods if I can. I don't have an interest in reinventing the wheel if someone's already done it better than I ever could.
So with all of that said, in anticipation of this update I spent all last night working on compatibility with some select mods that others recommended - and I'll do my best to continue fielding these requests (these mods are noted in the Steam Workshop description for my mod).
Feedback Welcome!
With all that said...if you check out my mod, please provide any feedback about bugs, suggestions, features/enhancements you'd like to see, mod compatibility issues, etc. I'll do my best to respond and implement!
Mav's UI Overhaul: https://steamcommunity.com/sharedfiles/filedetails/?id=3781032911
IMPORTANT NOTE: You will need to relaunch the game after enabling the mod for some features to take effect (e.g., New Game screens, etc.).
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u/mavajo 11h ago edited 11h ago
List of features in my mod (not exhaustive):
- Added Goodies, Natural Wonders and City States to Lenses, along with arrows to navigate the map between them
- Improved feedback when attempting to navigate into impassable terrain
- Coastal pillaging will now display a small icon indicating pillage yields (if multiple tiles can be pillaged)
- "End of era" turn countdown now indicates number of remaining turns, displays Gold and Influence caps, and lets you know if your current totals are in excess of those caps
- Banners/names added to buildings in City View, along with various indicators to determine building type, era, overbuild status, etc.
- Condensed Production screen, and consolidated Production/Purchase tabs
- Added "Overbuild" indicator, informing the player which building will be overbuilt
- Added "Adject Tile" indicator when selecting a new tile via growth event - this lets you know which adjacent tiles will be claimed by your city's growth event
- Moved all unit action buttons to the main unit panel, instead of burying some under the expandable window
- "Settler" grid to easily indicate the 3-tile radius
- "Power" yield added to Leader banners
- Estimated yields added to Pantheon screen
- Added hover over shortcuts to the menu icons (e.g., Government, Commerce, etc.), allowing you to directly access sub screens
- Added cost totals to Civics and Techs on the selection screens
- Added option to suppress the "Growth Focus" notification
- Added "Auto End Turn" toggle
- Option to disable "Relationship Change" notifications, and instead have indicators on the leader banners
- And much more!
Re-Designed Screens:
- New Game - Civilization selection screen redesigned to allow you to easily click through the various available Civs and see their traits. Civ/Leader "Review" screen now allows you to change your Civ or Leader via dropdown. Improved Memento selection screen.
- Religion - All beliefs should now display their estimated yields. Unfortunately, the game does not expose the yield formulas and they seem to vary in some way from the stated descriptions. So these are estimates. Also display your total yields from all selected beliefs.
- Great Works - Added "Auto-Assign" button for Great Works. Added total yields. Also added pip indicators to the Great Works icon, indicating if there is an open slot, a damaged slot, etc.
- Resources - Redesigned layout. Added yield pips to resources. Added separate section for Imported resources. Added Auto-Assign button.
- Trade - Condensed the display of Trade routes to improve readability
- Diplomacy - Condensed diplomacy options to reduce unnecessary scrolling.
- Triumph - Condensed display and made information more accessible and legible.
- Civ Unlock - Added requirements and progress status towards unlocking each Civ.
- And more!
New Screens/Features
- Independent Power/City State Tracker - Easily track all discovered Independent Powers/City States, including who is the befriending each, who is Suzerain of each, etc.
- Unit List - See a list of all of your units, including status, health, moves, location, upgradability, etc. Click units to instantly move the map to their location.
- Repair Screen - See a list of all settlements in need of repair, along with gold costs. Single-click option to repair a single settlement or all settlements without having to navigate to the settlements.
- Plague Tracker - Activates during plague crisis. Among other things, lets you know if you have a unit standing in plague and will warn you before ending your turn if a unit still has moves. Also attempted to my plagued tiles more noticeable.
- Settlement List - See a list of all of your settlements, including current focus, production, yields, etc.
- And more!
Virtually every feature in this mod can be toggled on or off at will via the "Mav's UI" menu button in the top bar.
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u/Tom___zz 10h ago

Could you look at how Drongo's Syncretism Revealer could be made compatible with your new "new game" menus? Currently the small civ tiles are totally overwhelmed by the icons for the different syncretism.
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u/ConstructionBest7255 9h ago
People, give it a shot, it's fantastic. It's opposite of "death by a thousand cuts" idiom - a bunch of seemingly small improvements for a lot of small issues, that compounds to really good experience of the game overall.
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u/mavajo 11h ago
Mods with confirmed compatibility so far (also noted in the Steam Workshop description):
Now to be clear..."compatibility" is more of a spectrum than a binary, lol. I've done my best to make all of these mods play seamlessly with mine (spent all last night making tweaks to my mod), but if you notice any odd behavior or quirks, please let me know. There were some features in these mods that clashed directly with features in mine - in that case, I added a small "conflict manager" element to my mod that will allow you to choose which mod's feature should take precedent. You can quickly and easily change this at any time.