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civ6-mcp

An MCP server that lets LLM agents play full games of Civilization VI.

Connect any MCP-compatible client — Claude Code, Codex, Gemini CLI, or your own — to a running Civ 6 game. The agent reads game state, moves units, manages cities, conducts diplomacy, and ends turns, all through the game's own rule-enforcing APIs. No cheats, no vision model required.

Capabilities

76 tools covering the full gameplay loop:

  • Units — list, move, attack, fortify, found cities, build improvements, promote, upgrade

  • Cities — inspect, set production, purchase units/buildings with gold, manage focus

  • Map — explore terrain, resources, fog of war; get settle and district placement advice

  • Research — browse tech and civic trees, set research targets

  • Diplomacy — relationships, modifiers, delegations, embassies, alliances, peace deals

  • Trade — propose and respond to deals, manage trade routes and destinations

  • Government — swap policy cards, change governments, choose era dedications

  • Governors — appoint, assign to cities, promote

  • Religion — found pantheons and religions, select beliefs, track spread

  • Great People — recruit, patronize, reject

  • World Congress — vote on resolutions, manage diplomatic favor

  • Victory — track progress across all victory conditions

  • Game lifecycle — save, load, launch, restart, kill

Every turn, end_turn takes before/after snapshots and reports what happened: units damaged, cities grew, production completed, threats spotted near your cities.

Related MCP server: Brainstorm

Quick start

1. Configure Civ 6

Enable the FireTuner debug interface and configure recommended settings:

Setting

Value

Why

Tuner

Enabled

Required — opens the TCP debug port the MCP server connects to. Disables achievements.

Auto End Turn

Disabled

The agent controls when turns end. Auto-end interferes with the blocker resolution flow.

Windowed mode

Recommended

Lets you watch the game while the agent plays. Required for OCR-based save loading.

Windows: All three settings are available in the in-game Options menu. The Tuner setting appears as "Tuner (disables achievements)" under gameplay options.

macOS: The Tuner setting is not exposed in the menu. Edit AppOptions.txt directly and set EnableTuner 1:

~/Library/Application Support/Sid Meier's Civilization VI/Firaxis Games/Sid Meier's Civilization VI/AppOptions.txt

Linux: Same as macOS — edit AppOptions.txt directly and set EnableTuner 1:

~/.local/share/aspyr-media/Sid Meier's Civilization VI/AppOptions.txt

Install the Civ 6 SDK — the tuner server is part of the SDK, not the base game:

  1. In Steam, go to Library → filter by Tools

  2. Find and install "Sid Meier's Civilization VI SDK"

Important notes:

  • Close FireTuner.exe (the SDK's GUI tool) before running civ6-mcp — the game only allows one tuner connection at a time

  • Do not run from WSL — the network bridging between WSL2 and Windows is unreliable and the tuner server locks up after failed connections

  • If the connection fails, restart the game — the tuner often hangs after a bad handshake and won't recover until the process is recycled

  • The native Linux port is required — the FireTuner debug interface is built into the native binary. Proton/Wine builds do not expose it.

  • The game runs as a single Civ6 process launched via Steam Linux Runtime (scout-on-soldier).

  • GUI automation (OCR-based menu navigation) requires X11. On Wayland, the game typically runs under XWayland which should work, but a native X11 session is most reliable.

Restart Civ 6. The game will listen on TCP port 4318 for connections.

2. Install

git clone https://github.com/lmwilki/civ6-mcp.git
cd civ6-mcp
uv sync

For GUI automation features (screenshot, OCR-based menu navigation):

# macOS
uv pip install 'civ6-mcp[launcher-macos]'

# Windows (uses built-in Windows OCR — no external binaries needed)
uv pip install 'civ6-mcp[launcher-windows]'

# Linux (Ubuntu/Debian)
sudo apt install xdotool tesseract-ocr
uv pip install 'civ6-mcp[launcher-linux]'

3. Test the connection

With Civ 6 running and a game loaded:

uv run python scripts/test_connection.py

You should see a successful handshake and a list of Lua states (GameCore_Tuner, InGame, etc.).

4. Configure your MCP client

The server runs over stdio. Point your client at it:

The repo includes .mcp.json — detected automatically:

cd civ6-mcp
claude

Add to your config file:

  • macOS: ~/Library/Application Support/Claude/claude_desktop_config.json

  • Windows: %APPDATA%\Claude\claude_desktop_config.json

{
  "mcpServers": {
    "civ6": {
      "command": "uv",
      "args": ["run", "--directory", "/path/to/civ6-mcp", "civ-mcp"]
    }
  }
}

Add to .codex/config.toml in the project root:

[mcp_servers.civ6]
command = "uv"
args = ["run", "--directory", "/path/to/civ6-mcp", "civ-mcp"]

Add to .gemini/settings.json in the project root:

{
  "mcpServers": {
    "civ6": {
      "command": "uv",
      "args": ["run", "--directory", "/path/to/civ6-mcp", "civ-mcp"]
    }
  }
}

The server speaks stdio JSON-RPC:

uv run civ-mcp

5. Play

Load a game in Civ 6, connect your client, and try:

Play my Civ 6 game. Start by getting an overview, then check units and
cities, and play through the turn.

The agent will orient with get_game_overview, scan the map for threats, move units, set production and research, handle diplomacy, and end the turn.

As a benchmark

Civilization VI is a compelling environment for evaluating LLM strategic reasoning. Games run 300+ turns with compounding decisions, incomplete information, and multiple competing objectives — a significant step up from single-turn or short-horizon tasks.

  • Multi-turn planning — decisions compound over hundreds of turns with delayed payoffs

  • Incomplete information — fog of war, hidden AI intentions, unexplored map

  • Resource management — balancing gold, production, science, culture, faith, and military

  • Opponent modeling — reading diplomatic signals, anticipating AI behavior

  • Strategic adaptation — responding to threats, shifting priorities mid-game

The MCP interface provides a clean abstraction: the model receives narrated game state as text and responds with tool calls. All game rules are enforced by the engine. A companion web app lets you replay sessions turn by turn.

How it works

Claude / Any MCP Client
    |  stdio (JSON-RPC)
    v
MCP Server (Python)    <- 70+ tools
    |
    |  Generates Lua code at runtime
    |  TCP :4318
    v
Civilization VI        <- Game is the TCP server

The server maintains a persistent TCP connection to Civ 6 via the FireTuner debug protocol. It generates Lua code, executes it inside the game's two Lua VMs (GameCore for reading state, InGame for issuing commands), parses the output, and returns narrated text to the LLM.

The repo includes an AGENTS.md playbook (symlinked as CLAUDE.md for Claude Code) with detailed instructions for agents: turn loop, combat, diplomacy, common pitfalls. See the devlog for the full development story, including reverse-engineering the FireTuner protocol and the many API quirks discovered along the way.

Requirements

  • macOS, Windows, or Linux with Civilization VI (Steam version, Gathering Storm DLC)

  • Python 3.12+ with uv

  • An MCP client (Claude Code, Codex, Gemini CLI, or any MCP-compatible client)

License

MIT

Install Server
A
license - permissive license
A
quality
C
maintenance

Maintenance

Maintainers
14dResponse time
Release cycle
Releases (12mo)
Commit activity
Issues opened vs closed

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