Double speed or turns -1?

RobinDude

Chieftain
Joined
Apr 8, 2020
Messages
10
I've seen a cheat online where you can, at the end of a turn before pressing Enter to continue, stop a Setter unit from its task and tell it to do it again and it will do more. I have seen this work, I think, with roads done in one turn and others done a bit faster. However for multi-turn things like 'irrigating' (draining) a swamp, it doesn't seem much faster. Is this because it just removes the final turn, turning 2-turn tasks into 1-turn tasks but 10-turn tasks become 9-turn instead of 5-turn?
 
This is the so-called 'settler cheat' or 'settler bug'. No need to do it at the end of the turn. In fact you actually have to do it before the end to build 'multi-turn things'. If the settler is the last unit that has moves left, this will naturally end your turn right there, so either have an active unit waiting, or turn on the 'end of turn' setting in the game menu. This will prompt you to press 'space' or 'enter' every turn, after all your active units have moved, just like you have to manually end the turn if you have no active units whatsoever.
 
Sort of missing the point. I recognize that I need to turn on the 'End of Turn' option. I already did that. My question was about how long things too WITH the bug/cheat vs WITHOUT the but/cheat. Do I need to stop/start them again each turn for, for instance, clearing swamps, and does this reduce it to half the time or just take off the last turn?
 
Sorry if I wasn't clear enough. To get the maximum effect from this bug you have to reactivate the settler and give it the command again in the same turn multiple times. The settler will lose the ability to be reactivated, when the improvement is complete. So: activate settler, mine, repeat until the mine is done and the settler can't move any more, all in one turn.
 
Updated fun fact:
If you use Cheat Engine to find the movement cost of your Settler, set and lock it so the Settler has more than one move, and set it to a task, then recenter the view repeatedly around the settler, it also works without having to click the unit, tell it to stop doing things, and then click to do it again. For me, that's faster!
Note: The settler you are 'centering' around doesn't have to be on-screen for this to work. Basically change the view to anywhere on the map and each move is a 'turn' of working.
 
Updated fun fact:
If you use Cheat Engine to find the movement cost of your Settler, set and lock it so the Settler has more than one move, and set it to a task, then recenter the view repeatedly around the settler, it also works without having to click the unit, tell it to stop doing things, and then click to do it again. For me, that's faster!
Note: The settler you are 'centering' around doesn't have to be on-screen for this to work. Basically change the view to anywhere on the map and each move is a 'turn' of working.

If I'm not mistaken I have read someone had stated it's possible to edit the code to have settlers finish everything in one turn, without having to manually do it. I just got thinking about it for myself.

Why not instead of that "settler army" first patch your game with jcived to make your settlers finish tasks in one turn, (that way you dont need to issue several orders to your settlers) just one order and road build, another order and railroad, next order irrigation, and second if you really want to abuse the game why not once you have the Last civ surrounded just use this cheat.

I was correct. Now, for more information on this JCIVed patch...
 
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If I'm not mistaken I have read someone had stated it's possible to edit the code to have settlers finish everything in one turn, without having to manually do it. I just got thinking about it for myself.



I was correct. Now, for more information on this JCIVed patch...
Yes, you can edit this making settlers do everything in 1 turn.
You should only do this to help the AI and to fasten your play time.

But I think the game is more fun without using this glitch.
 
Yes, you can edit this making settlers do everything in 1 turn.
You should only do this to help the AI and to fasten your play time.

But I think the game is more fun without using this glitch.
i can think of 2 arguments to support making this change in the code.

first being the fact that if the player is going to use the glitch. then its fair that the AI plays at the same standard.
the second is more to do with the fact that a settler represents 10k people when it founds a city.
if you think that you are alocating 10k people to exclusively work tohards building a set of roads/railroads connecting 9 cardinal corners of an area for 20 years. it may be actually realistic to consider 1 turn is a fair amount of time.

think about how many roads the roman army built while they were "iddle" (not at war)
think about the scale of the earth map
i dont know historical details. but im pretty sure building up the roman empire road infrastructure in the game while keeping a similar amount of settlers to match the army size takes longer than it took in the real world.
and if it doesnt, you then need to allocate extra time for the settlers to work because the roman army did more than just roads in their iddle time, and their iddle time was not 100% of the time either.
I think the same argument stands after the turn time changes to 1 year per turn.
usually by the time you reach that milestone, the technology gathered would allow 10k people to work more than 20 times faster than the same people would with the tools of pre-historic times

i am intentionally ignoring the fact that in this game its possible to fly to the moon before baby jesus was born... because as an immortal world dictator myself, its very obvious that we would have been there if I ruled mankind since day 1.:lol:
 
I've seen a cheat online where you can, at the end of a turn before pressing Enter to continue, stop a Setter unit from its task and tell it to do it again and it will do more. I have seen this work, I think, with roads done in one turn and others done a bit faster. However for multi-turn things like 'irrigating' (draining) a swamp, it doesn't seem much faster. Is this because it just removes the final turn, turning 2-turn tasks into 1-turn tasks but 10-turn tasks become 9-turn instead of 5-turn?

Hey buddy. Look what I dug up from 7 years ago:
https://forums.civfanatics.com/thre...s-take-only-one-turn-to-do-their-jobs.514255/

It doesn't provide a file, but it's more a manual on how to do it.
It wasn't all that difficult.
 
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