Sid Meier's Civilization VI

Sid Meier's Civilization VI

Settlers at Early Empire
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?
Solmyr 13 Sep, 2019 @ 1:20am 
@Knasp I use Real Strategy, don't know if it affects AI cultural research. AI does get settlers eventually in my game, it's just that I can usually rush to Early Empire much faster (it's the second civic you can research after Foreign Trade), and get out my settlers before the AI can.
Knasp  [author] 12 Sep, 2019 @ 11:25pm 
@Solmyr @htnke Are you using or have you tried using any AI mods, like AI+ or Real Strategy? Just curious if there's any difference in AI behaviour.
Solmyr 12 Sep, 2019 @ 4:05am 
This does give a bit of an advantage to the human player, as you can rush Early Empire while the AI tends to be slower in researching it.
snowflake_smasher_86 11 Sep, 2019 @ 12:35am 
Had a game with this (as well as other mods) enabled. Somehow disabled AI's ability to build settlers entirely. Were well into the Medieval and all AI civs are still 1 city (used another mod to disable start advantages such as free settlers). They can conquer cities but not train settlers.
Knasp  [author] 9 Sep, 2019 @ 3:22am 
@VanemParm Updated description with suggestions of mods to change that.
VanemParm 8 Sep, 2019 @ 11:36pm 
Tried it.
Doesn't make much sense, if AI starts with multiple cities on Emperor+
Knasp  [author] 8 Sep, 2019 @ 12:13pm 
If people enjoy a more quasi-historical experience, then I'd recommend trying out my other mod Agricultural Revolution: Expanded . I've just released a new update which fixes some previous issues and should make for an interesting experience.
Knasp  [author] 8 Sep, 2019 @ 12:09pm 
@Bobby Z Yes, but they will still start with 1-2 more Settlers if you play on Emperor-Deity difficulty.
Bobby Z 8 Sep, 2019 @ 9:30am 
I assume this applies to the AI as well..?
Caligula 7 Sep, 2019 @ 6:15pm 
thank god i found this mod,now i can stop the AI from spamming out 2-4 settlers before code of laws!
jazzborn 7 Sep, 2019 @ 11:04am 
following!
Keladoa 7 Sep, 2019 @ 11:04am 
seems like a cool Mod
Ѐszep hito 7 Sep, 2019 @ 5:47am 
Was just about to start a new game with a new mod list and saw this pop up and decided I NEEDED to include it!
Clumsy 7 Sep, 2019 @ 12:47am 
Thank you so much for making this mod, I've been wanting something like this for a long time. Especially with longer tech mods, it makes the early game feel much more unique and historic, and also more relaxed because you aren't so worried about forward settling immediately. :D
scoops 6 Sep, 2019 @ 11:09pm 
It's like playing as the Maori! Great idea
[1st M.I.] Cobber 6 Sep, 2019 @ 6:17pm 
Love the idea behind this mod, particularly for playing on the slower speeds like Epic & Marathon where you can actually get full value out of the idea. Chuck in a mod that increases research costs or reduces research speeds for Civics and Tech and this mod is a brilliant idea for those of us who love their ancient history and love trying to replicate how it played out in the Civ franchise.
ViZer0iV 6 Sep, 2019 @ 5:16pm 
Bump @Imaginization
nkrisc 6 Sep, 2019 @ 8:13am 
This is such a subtle and interesting change. Great mod.
Pslytely Psycho 6 Sep, 2019 @ 3:56am 
Dammit, started a new game yesterday, saw this mod today and thought, "This makes so much sense!"
Now I have to start a new game today.
Damn you! But thank you too in the same breath!:steamhappy:
Knasp  [author] 6 Sep, 2019 @ 3:09am 
@bigbear5199 It doesn't affect the starting number of Settlers. if you want to remove A.I:s extra Settlers I'd recommend that you get one of the countless mods doing that, like Jam's difficulty mod for e.g.
James Finn 4 Sep, 2019 @ 9:28pm 
Honestly, this makes so much sense. Love it.
Pokepug 4 Sep, 2019 @ 7:47pm 
How does this affect the free settlers the AI get on higher difficulties?
lilMobStick 3 Sep, 2019 @ 9:04pm 
this actually a dope realistic idea
Knasp  [author] 2 Sep, 2019 @ 11:49pm 
@Imaginization That's an interesting suggestion. Right now I'm working on the next update of AgrevExp but maybe I could take a look at it later.

I guess it should be possible but I'm not sure how the A.I would deal with it. And what about the abilities (activation effect?) of Great People? Founding cities would probably be superior in almost all circumstances. I think the unit is automatically removed when their charges runs out / or you settle a city. I guess one solution would be to give great people one extra charge. And then there's the question of whether you should be able to capture enemy Great People.
Imaginization 2 Sep, 2019 @ 9:58pm 
@Knasp, would you be willing to make or suggest another mod... I like the idea of a single city to start but I'm thinking remove settlers and let great people have the honour of being the city founders. Admirals would need to build adjacent to the tile they occupy. Hope you can help me.
Knasp  [author] 2 Sep, 2019 @ 9:32am 
AI should require the civic as well.
AEG1S 2 Sep, 2019 @ 8:56am 
Does it include the AI?
Raptor-Caliph 2 Sep, 2019 @ 1:13am 
Very cool idea
Clumsy 1 Sep, 2019 @ 10:41am 
Epic