A remake of Seven Years War RTS (1997) on the OpenRA engine. It is not a 100% adaptation of the original mechanics, lots of things have been modernized.
Seven Years War is based on the historical conflict between Korea and Japan in the late 16th century. Similar to other real-time strategy games the workers harvest vegetables which are used to construct buildings. In turn these are used to build walking, sailing or flying combat units which are used to defeat the enemy.
- Korea and Japan, each with its own infantry, cavalry, spellcasters, vehicles, ships and aircraft.
- All 18 original skirmish maps, converted from your copy of the game.
- Skirmish against Medium and Hard General bots, with a chosen or random faction.
- Day and night (units see less at night) and rain showers.
- The original art, voices and sound effects.
- Download the latest
OpenSYW-<version>-x64.exeinstaller (or the portable.zip) from the Releases page and run it. Nothing else is needed: .NET is included. - On first launch OpenSYW asks for your own copy of Seven Years War. It finds common folders such as
C:\SYWARby itself; otherwise click Browse... and choose the folder holdingsyw.exe. Install converts the art, sounds and maps in a few seconds, then the game starts.
The original game files are not included. The converted content is stored in %APPDATA%\OpenRA\Content\syw; the main
menu's Manage Content button converts it again (for example from another copy).
Requirements:
- The .NET 6 SDK.
- Your own copy of Seven Years War.
The OpenRA engine (release-20250330) is downloaded automatically by the first build.
- Build the mod once:
make.cmd(Windows) ormake(Linux / macOS). - Start the game with
launch-game.cmdorlaunch-game.sh. On first launch it asks for the original game folder and converts it, as above (the Browse button is Windows-only; on Linux and macOS useinstall-assets.shbelow).
The converter can also run from the command line, pointing it at the original game folder (the one holding
syw.exe, FNT1, fst, Ani, effect and cusmap):
- Windows:
install-assets.cmd C:\Games\SYWAR - Linux / macOS:
./install-assets.sh ~/Games/SYWAR
Without a folder it looks for SYWAR next to this repository. Unlike the in-game installer it also builds our test
maps (bot-test, ffa-spectate), which run_tests.py needs. Run it again after a change to the converter.
Both write into the player content folder (%APPDATA%\OpenRA\Content\syw�1, or ~/.config/openra/Content/syw/v1);
install-manifest.txt there lists every file written. Options:
--listshows the stages (sprites, buildings, effects, terrain and maps, chrome, map objects, audio, test maps).--only units,chromeruns some of them.--out FOLDERwrites somewhere else.--write-yamlalso updates the generated YAML files kept in the repository: the three terrain tilesets, the crop sequences, the map-object rules and sequences, the cursors and the main-menu fire.
The converter lives in OpenRA.Mods.Syw/AssetInstaller, the first-launch screen in mods/syw-content and
OpenRA.Mods.Syw/Widgets/Logic/SywContentLogic.cs.
| Windows | Linux / macOS | Purpose |
|---|---|---|
| make.cmd | Makefile | Compiles the mod and fetches dependencies (including the OpenRA engine). |
| launch-game.cmd | launch-game.sh | Launches the game from the repository. |
| launch-dedicated.cmd | launch-dedicated.sh | Launches a dedicated server. |
| utility.cmd | utility.sh | Launches the OpenRA Utility for the mod. |
| packaging/windows/package-windows.ps1 | packaging/package-all.sh | Generates release installers. |
Checks:
utility.cmd syw --check-yaml(or./utility.sh syw --check-yaml) lints the rules, maps and chrome.python run_tests.pybuilds the mod, runs the YAML check and plays every automated test map (--only start-test,combat-testpicks some,--no-build --no-checkskips the first two steps). The test maps need the converted game assets; logs and a summary go totest-results/.
Releases (Windows):
powershell -ExecutionPolicy Bypass -File packaging\windows\package-windows.ps1 -Tag v0.1builds the installer and a portable zip intodist/. It needs NSIS for the installer (-NoInstallerbuilds only the zip). Only files undermods/that git does not ignore are packaged, so converted game assets never end up in a release.- Pushing a tag such as
v0.1makes GitHub Actions (.github/workflows/release-windows.yml) build both and publish them as a GitHub Release. Running that workflow by hand only uploads them as a build artifact. - The application icon is drawn by
packaging/artwork/make-icons.ps1.
The repository is based on the OpenRA Mod SDK; see its FAQ and the guide to updating to a new engine version.
The OpenRA engine and SDK scripts are made available under the GPLv3 license, and any executable code developed by a mod and loaded by the engine (i.e. custom mod DLLs, lua scripts) must be released under a compatible license.