How to remove the settler unit

Gen. Maximus

Warlord
Joined
Sep 7, 2002
Messages
160
Location
Lordaeron & Azeroth
I do not want Settlers in my scenario. What's the best way of removing it correctly from all the XML files. I delete it from the unitinfo file and text file but then it points to some error in unitformation file. I would like to learn delete all traces of it the right way.
I suppose the same way is usable to remove unwanted buildings/wonders and religion.
 
Best way to remove it, I think would be to not remove the unit itself at all, but just disable it in civilizationinfos. Scroll down civilizationinfos and look at the barbarian civ, see how many units and buildings (chiefly great people, wonders, but incidentally, settlers too) are disabled. You can disable settlers for each civ the same way.

You might also have to remove the settler in FreeUnitClass in each civ, I'm not sure what would happen if it gets a free unit from a class it doesn't have. And, to be on the safe side, remove each instance of GOODY_SETTLER in Handicapinfos.

I can't imagine what you would do without settlers though.

You can do the same thing for buildings, that would be even easier. I don't think you would need to do anything other than disable it for each civ in civilizationinfos.

As for religions, the simplest way would be to again leave the religion there in the xml, but disable it. The best way of doing this would be to create a new tech - I'd copy and paste Future Tech and rename it (say, TECH_DISABLED), disable it and disable it as a goody (<bDisable> 1 and <bGoodyTech> 0). Then, go to religioninfos and set the prereqtech to the new tech that you created (TECH_DISABLED or whatever). This way, you don't have to run around deleting every building and every unit and everything else having to do with the religion, but it will never be founded in the game and no one will have access to it.
 
Great People are disabled for barbs ?

That's interesting, because i seen them pop one once... :D They also do build Wonders if they cities are left alone long enought.

I think those tags might not really work as expected :(
 
And yo need to set up a perimeter large enought for the barbs not feeling treatened by your units - -if they see units near the boraders they will withdraw the workers and and such...

And it needs lot's of luck with no one else doing that wonder before the barbs do...
 
Great People are disabled for barbs ?

That's interesting, because i seen them pop one once... :D They also do build Wonders if they cities are left alone long enought.

I think those tags might not really work as expected :(

I have a feeling the Great People tags don't work. Just because I have tried setting some civs with custom GPs (like a UU) but they get a random mix of the regular GPs and the custom ones, and so does everybody else. I think part of this might be because GPs aren't actually built, but received.

The Wonders, I am pretty sure, are never built by barbarians. At least, I've never seen it, and I've had games where barbs wiped out civilization in a continent and took the cities in the ancient era and were still there in the modern era ...

For sure, they do not build settlers (or missionaries, or ICBMS) and those are the other disabled units. Note also they never build submarines, destroyers, ironclads, battleships, aircraft etc. They definately will if you remove those units from their disabled list. So for normal units it seems to work fine.
 
I can't imagine what you would do without settlers though.

Thanks, Frekk! Looks like the best way so far unles someone comes up with something better.
I do not need AI settlers to mess up the world I'm going to create by spamming new cities everywhere hence no settlers.
 
Oh, btw, there is a mod that I think would serve your needs alot better than doing it this way:

http://forums.civfanatics.com/showthread.php?t=255720

"allows MODers to limit the number of cities that can be built globaly and per player ... has comments to help you understand what it does."

Probably python, but it is no big deal to change a few numbers around in python, you can just do that in notepad. As long as you don't have to add any lines or anything it is quite easy.

Actually having a look at it, it comes with a special config.ini, which is all you need to touch. You can set the number of cities per player, set the number of settlers they can possess once they have reached this number (so they could have a settler or two in case a city is destroyed), etc.

This might even limit the barb civilization too. Disabling settlers would not prevent barbs from spamming the map with cities, since they don't use settlers to found them.
 
I do not want Settlers in my scenario. What's the best way of removing it correctly from all the XML files. I delete it from the unitinfo file and text file but then it points to some error in unitformation file. I would like to learn delete all traces of it the right way.
I suppose the same way is usable to remove unwanted buildings/wonders and religion.

I got rid of them for the first version of Road to War by doing a search through all xml files for UNIT_SETTLER and deleting those entries.

It's pretty widespread through a lot of files. :)
 
I got rid of them for the first version of Road to War by doing a search through all xml files for UNIT_SETTLER and deleting those entries.

It's pretty widespread through a lot of files. :)

Holycow!! that gotta hurt!!
- Duke Nukem
 
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