Sid Meier's Civilization VI

Sid Meier's Civilization VI

Faster Starting Settlers
59 Comments
MudKipster 14 Mar @ 6:54pm 
Still works relatively well! The only issue I've found is with the More Lenses mod the starting settler doesn't get the Settlers lens auto applied. I would have to assume that's because it's technically a different unit or something as it's only an issue with the starting Settler.
Patient 21 Jan, 2023 @ 10:17pm 
@ToryJang ty for the tip
ToryJang 11 Nov, 2022 @ 5:34pm 
In my case, if you use NFP this mod itself didn't work. (Just using GS has no problem.)
But simple you can make it work.
1) Open 'FasterStartingSettlers.modinfo' file
2) original line 9 is <CompatibleVersions>2.0</CompatibleVersions>
3) input '1.2' before 2.0. I mean, change it to <CompatibleVersions>1.2,2.0</CompatibleVersions>
D34DLY 16 Jul, 2022 @ 6:13pm 
Still works fine.
Sejick  [author] 10 Jul, 2022 @ 5:39pm 
Hey everyone, sorry for being unresponsive. I no longer play Civ VI and I am generally inactive on Steam overall.

Anyone who wishes may feel free to create a fork from this mod and modify it however you like.
D34DLY 20 Aug, 2021 @ 2:44am 
oh, and I've noticed the AI main civilization settlers seem to get their speed boosted as well. (Assuming they weren't always allowed to fast travel.)

The city state settlers don't get the bonus.
D34DLY 20 Aug, 2021 @ 2:39am 
If you edit the file, and change the +1 to +1000 movement, things get interesting. The game doesn't know how to use all that movement, and sometimes when you click on a tile you see 3 tiles away, your settler will go on a 100 move random jaunt across the map. Once, I circled the globe, when I right clicked to move 2 tiles.

Why 1000 movement, you ask? Well, barbarians, if you bump into them, halt your settler's movement. But on the first turn, there are no barbarians or camps on the map, so nothing will make you halt and lose the rest of your movement. Also, if you so choose, you could gobble up all the goody huts on turn 1.
lukewarm 5 Jan, 2021 @ 10:55am 
is it at all possible to make this work with custom launch settings?
Firefly Banner 1 Apr, 2020 @ 8:04am 
This is so helpful.

Thank you.
Nice Cockatoo 17 Feb, 2020 @ 1:39pm 
Causing desync in MP, probably conflicting with YnAMP. Did some tests, if you have desync on 3 move it's probably this mod. The thing is: if one or more City-State can't settle, it tries to move away another title, even if it's possible to live here, on 3rd move the game will delete it's settler, causing client to disconnect, without possibility to reconnect normally.
Leile............. 6 Jan, 2020 @ 2:27am 
Nice, Thanks!
Ingolenuru 31 Oct, 2019 @ 10:57pm 
Thank you very much. Sometimes remembering something that I forgot takes a lot of mental gymnastics. I have more appreciation for mods that slip through the code easily these days. :)
Sejick  [author] 31 Oct, 2019 @ 8:56pm 
@Ingolenuru Just tested it and everything seems fine. Its a very lightweight mod, so there isn't likely to be any conflicts unless there are significant updates to the game.
tilarium 30 Oct, 2019 @ 4:06pm 
Test it and see instead of waiting for someone else to test it for you. Otherwise you might be waiting a while for no reason.
Ingolenuru 30 Oct, 2019 @ 12:09pm 
Can we get a 'Sept ok' please?
Geoclasm 17 Jun, 2019 @ 5:19pm 
@Sejick Figured it out. Apparently saved configurations for new games will uhm... fail to incorporate new mods so a new game configuration must be created and saved.
Sejick  [author] 17 Jun, 2019 @ 11:10am 
@Geoclasm I don't know of anything that conflicts. But this mod does only activate under the Standard, Rise and Fall, and Gathering Storm rulesets. If you are playing in a scenario, or using a custom ruleset then the mod won't activate.
Geoclasm 16 Jun, 2019 @ 8:12pm 
Is there anything that conflicts with this mod, or am I just doing it wrong?
I'm not seeing 3 movement on my starting settler...
Pigeon 13 Mar, 2019 @ 3:50pm 
Does this mod affect the Maori starting ocean-embarked settler?
Neverminder 24 Feb, 2019 @ 6:53pm 
BTW, the recommended mods prolly don't work anymore
tilarium 20 Feb, 2019 @ 9:55am 
@Myers Aside from City-States spawning to close together, the AI almost always settles first turn.
Myers 20 Feb, 2019 @ 2:25am 
Does this affect the AI as well?
Sejick  [author] 19 Feb, 2019 @ 4:43pm 
Thanks for all the comments! It appears to be working with GS so I added the compatibility tag. If you still are having issues with it not working, leave a comment describing the problem and any mods you have installed. Thanks!
abuchristim 18 Feb, 2019 @ 8:45pm 
Okay. I love this mod. It was really irritating to be so limited on first city placement. Not any more! Thanks!
Luke ✞ Jesus Saves ✞ 17 Feb, 2019 @ 9:41am 
Can you please mark this MOD as compatible with GS? Simply add these. Your mod works fine for GS for me:

Mods can be tagged as compatible by either adding "<CompatibleVersions>2.0</CompatibleVersions>" to the properties section of the modinfo or by marking compatible versions in the project page of ModBuddy.
MegGoldberry 15 Feb, 2019 @ 2:00pm 
Worked for me with Gathering Storm and Starting Scout Mod.
tilarium 15 Feb, 2019 @ 8:06am 
@Proquantu Do you have any other mods active? You might have one that's overwriting this one as it works fine for me.
Proquantu 14 Feb, 2019 @ 10:31pm 
2/15/19 Mod is not working with Gathering Storm. I'm sad - I really like this mod. Hopefully it can be fixed quickly.
tilarium 14 Feb, 2019 @ 10:08pm 
Working fine for me. Oddly, it wasn't working for me before GS hit but now it's working and makes the start of the game so much better!
Kat9508 14 Feb, 2019 @ 10:41am 
@AlexMD
does mot seem to work with my game of GS.

Can you please go through this mod and take a look?
AlexMD 14 Feb, 2019 @ 9:47am 
this seems to work with gathering storm
BlueFénix 14 Feb, 2019 @ 6:21am 
Is it gathering storm compatible?
Sejick  [author] 10 Sep, 2018 @ 10:37am 
Yes, the AI receives the same bonus to their starting settlers, although they usually still settle in place.
Moyocoya 8 Sep, 2018 @ 6:12am 
Does AI players have the same starting settlers ?
北落紫霄 19 Aug, 2018 @ 5:48am 
初始移民+1移动且无视地形
Kilted Weirdo 6 Aug, 2018 @ 8:23pm 
yeah i got quite a few. i think i was just a little too umm (legalize it) to realize the jump from 2-3. ui read 3 with new settler. i think i was just not counting right at that time (i'm so not used to settlers moving like lvl 2 scouts lmao)... but you do some good work. i'm learning from others work because of the age of the modding tutorials on civfanatics. feel free to add if you ever need a extra set of eyes on issues.
Sejick  [author] 6 Aug, 2018 @ 12:44pm 
@skitosoldier: Huh, that's strange. There is a brief moment when starting the game where the UI refreshes and the movement range increases from 2 to 3, but I don't know what would cause the movement to increase to 4. Do you have other mods that might affect settlers?
Kilted Weirdo 27 Jul, 2018 @ 3:13pm 
does not update ui though. but movement is still available. starting settlers say 3/3 but can move 4
Kilted Weirdo 27 Jul, 2018 @ 3:10pm 
yes R&F compatable. works with embark as of new patch
iieeann 27 Jul, 2018 @ 5:45am 
Thanks a lot, the mode is simple but great. Based on your mod I modified it to benefit only for me and extend to all subsequent settlers. Of course OP, but i like it :steammocking:
你大爷 9 Jul, 2018 @ 1:49am 
Very good:steamhappy:
Panzerkampfwagen-VI 8 Jul, 2018 @ 12:24am 
R&F compatible i presume?
兰斯洛特 26 Jun, 2018 @ 8:13am 
good
开黑的滚 23 Jun, 2018 @ 3:56am 
that sounds interesting,thx
tilarium 8 Jun, 2018 @ 10:12pm 
THANK YOU! I rarely take the start location the game puts me in, but if you don't then you're at a disadvantage so this is very welcomed in my games.
Sejick  [author] 26 May, 2018 @ 12:04pm 
@ Chainsaw: Nope, achievements are still enabled with any number of mods active!
就想空一把 26 May, 2018 @ 11:16am 
666
jazzborn 26 May, 2018 @ 8:51am 
thanks!
Charlie Russell's Ghost 26 May, 2018 @ 12:41am 
Will this stop achievements?
Drakuun 26 May, 2018 @ 12:19am 
Awesome!