Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Settlers at Early Empire
   
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Type: Mod
Mod: Gameplay
File Size
Posted
Updated
987.000 B
1 Sep, 2019 @ 9:02am
6 Sep, 2019 @ 5:54am
2 Change Notes ( view )

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Settlers at Early Empire

In 1 collection by Knasp
AREX --- Likely compatible mods [Discontinued]
35 items
Description
Settlers are now unlocked by the Early Empire civic.

The idea of this mod is that the "early game should be played as a city state before expanding the authority of the state to other regions."
Credits to @Clumsy0015 for the idea.

Should be compatible with all other mods.

A.I. should also require the Civic to build new Settlers, but remember that they start with 2 Settlers on Emperor and Immortal difficulty and 3 Settlers on Deity. If you want the A.I. to start with only 1 Settler, then I'd suggest using a mod like:
AI free settler on deity only
Jam's Difficulty Mod

Feel free to check out my other bigger mod:

Agricultural Revolution - Expanded
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1778838387
39 Comments
DudeChris33 27 Jun, 2021 @ 8:05pm 
Can you add something built into this mod to disable the Pantheon that gives a free settler?
Vonriel 13 Mar, 2021 @ 4:19am 
For those thinking the AI can ignore this, check to make sure the AI didn't get a free settler from either difficulty or the Religious Settlements pantheon belief.

Based on my own games, it seems to be working as intended. Now, if only I could remove that free settler from Religious Settlements...
Varenyky 8 Oct, 2020 @ 9:50am 
This mod no longer works with New Frontier Pass. It only applies to Human player, but AI can build settlers whenever they want.
Imaginization 6 Sep, 2020 @ 6:11pm 
@BoonChi I believe that one of the pantheon beliefs can grant a settler...
BoonChi 5 Sep, 2020 @ 6:22pm 
For some reason AI Norway was able to build a settler before Early Empire. There was never and notification for a city state or player defeat, so it wasn't stolen on turn 1.
murkadha 27 Jan, 2020 @ 11:34am 
@knasp Thank you! I'll look further into editing mods for Mac. I really love how these two mods in conjunction change ancient gameplay, just needs some tweaking.
Knasp  [author] 27 Jan, 2020 @ 10:59am 
@mzmacmurchy: Editing should be easy. For windows you could use the basic Notepad. I don't know Mac but there seems to be lots of alternatives. What you need to do is to find the mod location, which in windows is something like "\Steam\steamapps\workshop\content\289070\1851484340". Then open "SettlerEarlyEmpire.sql" and replace 'CIVIC_EARLY_EMPIRE' with either 'CIVIC_FOREIGN_TRADE' or 'CIVIC_CRAFTSMANSHIP'. Hope it helps!
murkadha 27 Jan, 2020 @ 8:02am 
I love this mod. The only caveat: I also love playing with p0kiehl's Historic Speed mod, where ancient civics can take some 30-40 turns to reach but unit production is unchanged. By the time I get to early empire everyone has one ridiculously huge city, 75% of city states have been conquered, and AI civs that opt for state workforce or military tradition get utterly buried by the settler civilizations. I would like to make settlers available with foreign trade or craftsmanship--I know it makes less sense historically, but for gameplay purposes. The problem with that is, playing a Steam download on a Mac, I have not been able to find the program files to edit (a relevant post in the steam discussions from 2016 has led me to a dead end). So if anyone could help me out with either locating the program files or just making this edit for me, I would be eternally grateful.
Knasp  [author] 23 Dec, 2019 @ 7:33am 
@soggyherman: If playing online, then it should be enough for the host to have it enabled when creating a game.
soggyherman 22 Dec, 2019 @ 3:56pm 
how to turn it on in multiplayer?