Recent content by uberdubersoldat

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    [Request] Disabling Settler Manual Production - Receive settlers from specific technologies and Eras

    I think the value of the settler being increased is an important part of this whole setup. I want players to have to scout and do more than just link it with an archer or warrior. There should be stakes on expanding into the unknown. My current Super Settler mod has a 5 pop requirement before...
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    [Request] Disabling Settler Manual Production - Receive settlers from specific technologies and Eras

    After play testing a bit with the Super Settler mod I got functional, I want to update this thread with some more detailed specifics and goals and where I plan to focus mod development next as I learn how to implement all this: High Level Mod Goals/Vision: Reduce City Spam Encourage more...
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    [Civ VI] Super Settler (WIP) 0.01

    Thanks Horem, this is something I'll look into. However, would it still appear on the tech tree, and confuse the player at all?
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    [REQUEST] Added movement on starting Settler?

    https://forums.civfanatics.com/resources/civ-vi-super-settler-wip-0-01.25768/
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    [Request] Disabling Settler Manual Production - Receive settlers from specific technologies and Eras

    I've spent an hour and made a speedier starting settler here with some insanely junky hacking: https://forums.civfanatics.com/resources/civ-vi-super-settler-wip-0-01.25768/ Now I need to look at rewarding extra settlers with specific techs
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    [Civ VI] Super Settler (WIP) 0.01 2016-12-11

    Installation: Place in Mods folder, i.e.: C:\Users\<USERNAME>\Documents\My Games\Sid Meier's Civilization VI\Mods Activate: Go to Additional Content and check off "Super Settler" This currently does the following: Starting Settler is now a "Super Settler" with 10 movement and 4 visibility...
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    [Civ VI] Super Settler (WIP) 0.01

    uberdubersoldat submitted a new resource: [Civ VI] Super Settler (WIP) 0.01 - Changes the starting settler to have 10 movement. Can build additional after Mobilization Read more about this resource...
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    [REQUEST] Added movement on starting Settler?

    Yeah I'm trying to upload this working version now
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    [REQUEST] Added movement on starting Settler?

    I have a version of this working - I can spawn the extra super settler with 10 movement, but I'm trying to figure out how to delete the original starting settler so you don't start with two.
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    [REQUEST] Added movement on starting Settler?

    Isn't this exactly what the Civ 5 mod did? Starting Settler was a unique unit, granted to each civ upon spawn, and had extra movement.
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    [Request] Disabling Settler Manual Production - Receive settlers from specific technologies and Eras

    Yeah this will be a great byproduct. Go to war over acquisition of a stray settler =D
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    [Request] Disabling Settler Manual Production - Receive settlers from specific technologies and Eras

    Thanks to this mod, I have a convenient way to configure extra Settlers independently for Humans vs AI at the game's start: https://forums.civfanatics.com/threads/extra-human-player-units-at-game-start.605753/ This allows me to do some of what I want if I keep myself honest (I only use a settler...
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    Teaching Corporation features in-game

    Not sure why you're so angry. The comparison the base game is pretty simple: All information in order to play the game to a high degree can be found via tooltips or on the tech tree. You can play this game without the civilopedia - that's good game design. Having to figure out that you can only...
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    Corporation Overview Development

    tooltip is fine for what the monopoly is, looks great
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