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[Civ VI] Super Settler (WIP) 0.01 2016-12-11

uberdubersoldat

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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

This is currently a work in progress. - I am working on fixes when I have more time. While the mod is currently functional I plan to address the following:
  • Fix the Mod id. It should be generated properly and not hand changed.
  • Settler and Super Settlers share an increase in production cost (building one increases cost of the other)
  • Icon for Super Settler works - I believe this is just a matter of installing in the base game but I need to test
  • Correct errors in Artdef - I...

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If you give your settler a PrereqTech and then a MandatoryObsoleteTech of the same tech(like Irrigation or something) it will make it unbuildable.
You could also give it an ability that lets it see through features, or have double movement in forest or hills ect.
 
If you give your settler a PrereqTech and then a MandatoryObsoleteTech of the same tech(like Irrigation or something) it will make it unbuildable.
You could also give it an ability that lets it see through features, or have double movement in forest or hills ect.
Thanks Horem, this is something I'll look into. However, would it still appear on the tech tree, and confuse the player at all?
 
It appears yeah, but cant be built. I tired the UnBuildable tag but that makes them act liek great people and you do not get them to spawn as a start unit. I also tried the -1 cost but that also doesnt not work, the same tech prereq and obsolete was the only way I could get it to work In ToT, but in that mod I added a tech at the start that is granted for free and linked the settler to that.
 
If you give your settler a PrereqTech and then a MandatoryObsoleteTech of the same tech(like Irrigation or something) it will make it unbuildable.
You could also give it an ability that lets it see through features, or have double movement in forest or hills ect.
Thanks Horem, this is something I'll look into. However, would it still appear on the tech tree, and confuse the player at all?
There's also a MandatoryObsoleteCivic tag. You could set that and PrereqCivic to CIVIC_CODE_OF_LAWS, which is automatically researched in the civic tree, so there should be less confusion I guess.
 
Can you make it so the super settler also ignores terrain costs and can see through forest/jungle tiles? There's 3 promos in the scout tree that would do this, I just have no clue how to give a unit certain promos on start.
 
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