Sid Meier's Civilization VI

Sid Meier's Civilization VI

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One City Mode
   
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28 OCT 2020 a las 16:14
30 MAR 2022 a las 19:02
15 notas sobre cambios ( ver )

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One City Mode

En 2 colecciones creadas por Fuzzle
Fuzzle's Tweaks
26 artículos
Fuzzle's Mod Collection
54 artículos
Descripción
This mod adds a mode that disables the ability of all civilizations to receive settlers in any way besides their starting settler: production, gold, faith, etc.

The Settler unit is no longer tagged as a land civilian unit, preventing it from being purchaseable with faith with the Monumentality dedication/policy. Several other properties have also been tweaked to prevent Production and Gold purchases.

Religious Settlements belief now grants 30% faster border expansion vs the usual 15% since it no longer grants a free settler.

If playing with either expansion, Magnus' Provision promotion grants 25% Production toward Industrial Zone units instead of preventing Settlers from consuming 1 population, as this effect is useless without settlers.

Late era starts no longer grant additional settlers, nor does the AI gain additional settlers from higher difficulties.

There is an entry in the rewards table for Tribal Villages that grants a Settler. In normal gameplay, this reward cannot be received, but the entry is deleted to prevent it from being used if other mods would enable it.

(It is possible that other methods of obtaining settlers have been missed; let me know if that is the case and I'll patch it out)

Non-Steam users:
You can download this mod at this link.[drive.google.com]

To install the mod, unzip the folder to the following location:
Documents\My Games\Sid Meier's Civilization VI\Mods

In game:
Click "Additional Content" and make sure this mod is enabled.

[ko-fi.com]
Discusiones populares Ver todo (2)
2
25 JUN 2024 a las 9:54
Not working
Landy
1
23 DIC 2023 a las 7:26
A.I. still spawn settlers on the mid game
Joaopcamposs
54 comentarios
tristramcooke 8 FEB a las 4:41 
Love the idea, but my trade caravans are disabled by this Mod. There are cities deffo in range, and the AI is able to make and use routes...Any suggestions?
DrunkenTexan 18 NOV 2024 a las 15:29 
This mod causes my entire UI to disappear a few turns into the game. I don't have the issue with this mod disabled; however, it has happened all 3 or 4 games that I have started with this mod enabled, even if it isn't selected as the active game mode.
Landy 25 JUN 2024 a las 9:56 
Ope I just forgot to tick “one city mode” while setting up the game. All set now. This mod is great!
Meanie 24 JUN 2024 a las 4:59 
The mod is working. Unfortunately it does not change the bonus from Ancestral Hall building, which provites 50% increased PRoduction toward Settlers.
Landy 21 JUN 2024 a las 12:20 
Does this mod still work for the latest version of the game (1.0.12.58)??? I tried this mod the other day and I could still produce a settler and settle a second city.
claudemac24hrs 15 SEP 2023 a las 17:55 
This reminds me of Civ5 with the one city challenge and the achievement One to Rule Them All.
Adonis Gaming 3 ABR 2023 a las 21:40 
is there a way to make the AI more aggresive I find that the AI just does not attack anyone now. I guess it's cause they are so far away from each other, but idk they just do not attack anyone.
Adonis Gaming 25 ENE 2023 a las 23:46 
God this is amazing. For my ultra modded playthroughs this adds the finishing touch I needed. I love it just how it is. Limits everyone to 1 city unless you conquor more. City states between my enemies and I become a political game to see who can influence their nearby citystates to have extra protection.

Wars are long distance affairs now so you can't just pump out unit after unit after each city you take. Combined with unit limit enforcement it makes you have to build up your army for an invasion and plan since you can't just spam 5000 units.

Love it! Been looking for a mod like this!
GRF 20 DIC 2022 a las 1:34 
Thank you very much for your update, this mod is very comfortable for perfectionists.
Fuzzle  [autor] 12 NOV 2021 a las 12:42 
I also made some other changes alongside the loyaly changes, allowing more districts in a city and granting trade route capacity at certain civics, etc. It's all in the mode description anyway.