uberdubersoldat
Chieftain
- Joined
- Sep 29, 2010
- Messages
- 66
Thanks to this mod, I have a convenient way to configure extra Settlers independently for Humans vs AI at the game's start:
https://forums.civfanatics.com/threads/extra-human-player-units-at-game-start.605753/
This allows me to do some of what I want if I keep myself honest (I only use a settler right now when I get to a new era)
I would further love a way to limit settler construction officially with a mod. I hope this would change the gameplay away from city spam mode every AI and human player is naturally encouraged to participate in, due to the game's design.
I'm interested in the following specifics:
https://forums.civfanatics.com/threads/extra-human-player-units-at-game-start.605753/
This allows me to do some of what I want if I keep myself honest (I only use a settler right now when I get to a new era)
I would further love a way to limit settler construction officially with a mod. I hope this would change the gameplay away from city spam mode every AI and human player is naturally encouraged to participate in, due to the game's design.
I'm interested in the following specifics:
- Disabling the ability to make a Settler until things below have occurred
- UPDATE: https://forums.civfanatics.com/resources/civ-vi-super-settler-wip-0-01.25768/ This Civ 6 mod I hobbled together completes this portion. Giving the starting settler extra movement ability. Basically this Civ5 mod: https://steamcommunity.com/sharedfiles/filedetails/?id=96695370
- Tagging specific technologies to reward the player with a Settler
- Receiving a settler when you get to specific Eras
- Unlocking Settler Manual Construction in a specific lategame Era via an Economic Policy Card
- Multiple Economic Policy cards reducing the cost of Settler construction (so player can stack effects)
- Multiple Economic Policy cards that boost Production the fewer cities the player has (A multiplier if you only have a couple cities, would be ineffective if you have say 5+ cities - unsure how to word this efficiently atm)
- Increasing Science/Civics costs of technologies (Other mods can do this, but I'd like to make it a component of this one)
- Dream Scenario: Settler allotments, kind of similar to traders. The above things would give you a +1 allotment, allowing you to construct a settler from any city, and decrementing when they're built. A cap i.e. 0/1 or 0/2 which would limit how many you can have at one time so lategame when the allotment is removed, you're still limited by simultaneous Settler construction.
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