reinesance settler replacement: the colonist

well, if you ever played an info era start you know that in those games your cities start with a bunch of buildings. as i said i am quite busy in the moment, but i do hope to play with this unit one day, perhaps modding it myself if i have the time (ive no experience in modding but i am a programming student so it might help a bit)
Yeah, I do play medieval-start games sometimes, so I'm aware of this. I think this feature is tied to the building code rather than the unit code (i.e. the building has a tag that designates which era you will get it for free in late starts, iirc.). As such, I don't think this code can be tied to the idea discussed here (in simple XML code at least). But maybe we should make a thread and ask in modding forum? It sounds like a mod that does this could be pretty popular.
 
There was a mod called Era Settlers that I used to use. New cities started in each era as if you used the advanced starts. Not sure if it's still there. I'd have to look. It made late game settling more tolerable.
 
If it hasn't already been mentioned. Civ4 had a map and I can't remember the name of it, but it started all the civs on one continent. That left a second large continent to be settled and by the time you got to it, it would be teaming with barbarians to conquer. The barbarians of course were much tougher then. So you could not just half-a$$ with settling a new city. You had to bring serious protection with it or the barbarians would easily over run it.
 
This map exists in CiV, it's called Terra. But the AI doesn't seem interested by settling on the New World. But yes, this continent is usually a barbarian stronghold!
A fun map to play with polynesia.
 
This map exists in CiV, it's called Terra. But the AI doesn't seem interested by settling on the New World. But yes, this continent is usually a barbarian stronghold!
A fun map to play with polynesia.

Perfect for Indonesia and Spain too!
 
Ok I'll get the new version.

The script is good, looks easy to understand and adjust according to needs.

One question, is it possible to modify the script, so instead of applying to the new unit Colonist, it applies to normal Settlers but only after a key policy is aquired?
 
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