Global 5CC Mod-Vanilla

Nate1976

Just Plain Wierd
Joined
Nov 5, 2004
Messages
488
Location
Virginia, USA
Hey everybody, my first post in completed modpacks!
nothing big, just a slight rule change to give what everybody wants!
a global 5 city challenge...meaning every civilization has only 5 settlers to start off with, and cannot build more.

By donig this, you no longer have that annoying settler-spearman comno trekking through your land, no more border desputes, no more loosing your only resourse because a civilization builds a city on the border of your empire and takes it culturally.

Changes in v1.1:
Fixed the problem of settlers disbanding.
Get it right here:
Enjoy!!
 
I played through this a bit. Once I obtained a world map, I noticed the two rival civs on my landmass had only one city each. I wonder if the AI opted to disband its extra settlers at the start of the game?
 
well, if you could, please investigatge the cities and tell me if they have them fortified, or what.
Does anybody else do this?
 
Double-check to make sure all Settlers are considered free units. The AI might disband them, forgetting that it cannot build more, to save money.
 
Problem fixed: Now you can't disband settlers. Version 1.1 available now.
 
Looks good, I might give this a try. What map size do you recommend for this?

Has the tech rate been updated to save it taking forever to research techs after MA??
 
hmmm..I haven't adjusted anything in that area...
not sure if I should.
 
ok, if I get time I'll play it through and let you know what the tech rate is like later on.

Also, is it possible to pop settlers from goodie huts in this mod??
 
hmm...your bringing up something else I never took into account. I don't think so, as in the editor I made it so the settler was buildable by noone-including barbarian cheifdom, the slot which decides what is given out by them. so, I'd imagine no.
 
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