Sid Meier's Civilization VI

Sid Meier's Civilization VI

New Era Settler +Walls
57 Comments
AlliyahTruesilver 31 Jan, 2023 @ 11:39am 
While it might be nice and seem more progressive, building early settlers can be key for certain civs like the Mayans for example as part of their strategy. I think leaving it as is works.
-=Maure=- 23 Nov, 2022 @ 10:15am 
Personally I like the cost as is, but increase the cost for each built, so that you can settle around one more city per Era without crippling your progress.
Das Capitolin  [author] 3 Nov, 2022 @ 6:47am 
@robbiegr2: I think that most players would agree the cost is appropriate, so that Settlers are unaffordable in early game but buying/producing becomes possible by mid game. That said, you are welcome to customize the cost by editing the file NewEraSettlerUnits.sql.
robbiegr2 2 Nov, 2022 @ 11:25am 
Hi, I really like this mod so thanks for all your work. Is there any way to raise the cost on new settlers more? I want more restriction on the settler production because late game with some of my other mods AI starts spamming settlers and floods the map with settlers that cant/wont settle lmao
Melkor Unchained 11 May, 2022 @ 8:13pm 
Thanks I appreciate. I already use a mod to grant city states free walls so myself and the AI can't rush them, but city states are known for walls. A little, unsuspecting Mayan village in the jungle however... Plus on higher difficulties with the AI settler advantage, its good to be able to knock one down a peg sometimes, especially if you have a civ that calls for it like Aztecs.
Das Capitolin  [author] 10 May, 2022 @ 7:09pm 
Free walls were added to further prevent an early runaway lead. Some people may not like it, but I stand by my decision as it creates much better balance in the early game. Before adding free walls, taking a second city in the ancient era would put you at an enormous advantage that others could not catch up to. That said, I have published this mod without free walls here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2806609794
Melkor Unchained 10 May, 2022 @ 1:56pm 
Their strat is early conquest with eagle warriors because they start with their unique unit. Everyone starting with ancient walls nerfs this, though you can still generate the free workers from defeated units to district rush, which is the main benefit, not being able to conquer a couple cities as early is a big downside.
Das Capitolin  [author] 7 May, 2022 @ 8:23am 
@Melkor Unchained: So that I can better understand the problem, please explain how this affects early Aztec gameplay.
Melkor Unchained 6 May, 2022 @ 2:46pm 
Can there be an option for this to switch the ancient walls off? Some cities just don't need walls, and it really messes with Aztec early gameplay.
Das Capitolin  [author] 7 Apr, 2022 @ 4:25pm 
The idea is to balance the start of the game, so you can't runaway with an early lead. Find enjoyment in the struggle.
wuTz 3 Mar, 2022 @ 1:18pm 
maybe to prevent snowball @mr.fancypants
will try the mod now, sounds good
Mr. Fancypants 26 Feb, 2022 @ 1:05pm 
I really don't like the change to this mod where all cities start with ancient walls. It makes it impossible to get that second city early on when you can't make settlers. Why this change?
BonBonB 6 Jan, 2022 @ 1:46pm 
Yes, that was weird. I've started two games since and had no problems at all. I couldn't replicate the problem so can't give you any useful feedback. Like I say, loving the mod. Great work!
Das Capitolin  [author] 6 Jan, 2022 @ 12:11pm 
@BonBonB: My friends and I confirmed that in separate games using this mod, we all could declare war right away. I declared a surprise war on Dido as Gilgamesh on turn 3: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2710340991
BonBonB 4 Jan, 2022 @ 2:01am 
1, That's weird. Playing as Lady Six Sky wanted to take advantage of her early UU, but couldn't declare war until the third era. I'll start a new game later and see if this replicates - will report as soon as I have more feedback.
2. That makes sense. Even so I was expecting everyone to get that settler on the same turn. Regardless, thinking of it as a 'chance of a free settler' with no guarantee exactly when means you still have to consider building settlers. I like this.
Das Capitolin  [author] 3 Jan, 2022 @ 10:40pm 
@BonBonB: 1) This mod does not alter the war function. 2) It behaves normally in vanilla, but differently in the expansions due to how the game defines an era.
BonBonB 3 Jan, 2022 @ 6:16am 
More feedback. Still loving the mod just a few observations, if you could update the description.
1. Cannot declare war until Medieval - I'd read this elsewhere, but it should also be here
2. Settlers: I haven't worked out the pattern. One settler each new era, but I often don't get my first free settler until 7 turns into Classical, and got my 3rd free settler 11 turns before Medieval. Other Civs were waiting for their settler until almost 20 turns after the next era (I know as I was scouting out of curiosity).
All told, great mod, but seems inconsistent - could this be made a feature I wonder?
Das Capitolin  [author] 1 Jan, 2022 @ 2:16pm 
Version 1.55: New Settler is granted at no cost with each new era. Cities automatically receive Ancient Walls, City-States improved walls. Settler requires 10 population, costs 400 production while reducing 3 population once completed.
BonBonB 1 Jan, 2022 @ 3:50am 
Pretty cool. I like the way it indirectly rebalances the way game works, am seeing a lot more AI troops on the playing field, I guess because once the city centre buildings are up there's not too much else to work on after that. The main weakness of the mod I found is religious victories look too easy now, with much fewer cities to convert: though I didn't play either of my two games to completion.

The first test game (on Prince) one of the other AI's had a settler on turn 19, which shouldn't be possible. The second game (Emperor) nothing to report, other than it was a refreshing change. Will play this mod from time to time. Nice work.
Jakori 11 Oct, 2021 @ 10:56am 
Well u can (and also AI) reduce the building speed on a % base (one diplomatic policy and a building)
Das Capitolin  [author] 11 Oct, 2021 @ 7:51am 
@Jakori: This mod makes it nearly impossible. Unless you're ultra rich early on, or a mega-production powerhouse, you won't be able to buy or produce a Settler in the first many eras.
Jakori 11 Oct, 2021 @ 1:28am 
i would love to have a version in which it is impossible to build new settlers (still gaining one every era tho)
Mr. Fancypants 3 Oct, 2021 @ 6:11pm 
Yeah its a good mod, slows down settlement of the world and leaves wide open, untouched places to exploit in the mid game
Das Capitolin  [author] 29 Sep, 2021 @ 8:01pm 
You are welcome! Since user comments are the only thing I get for my efforts, it's great when they're appreciative. :CapitalDome:
icemorebutts 28 Sep, 2021 @ 11:37pm 
This is right up my alley, great work!
Das Capitolin  [author] 10 Sep, 2021 @ 5:31pm 
I recommend mentioning it to the author of that mod, so that they can adjust their load order/code.
Abaddon 10 Sep, 2021 @ 10:39am 
Not working with "Take your Time Ultimate - Slower Research Trees" or similiar mods.
Das Capitolin  [author] 16 Mar, 2021 @ 2:51pm 
@19chschulz94: Keep in mind that the Religious Settlements Pantheon also awards a free Settler, if you're playing with the Gathering Storm expansion pack (I linked to a mod that reworks this pantheon). Game difficulty also matters, since Emperor and Immortal difficulty grant AI a second Settler upon founding their Capitol, while Deity difficulty will create a third Settler.
chris_lee_bear 16 Mar, 2021 @ 10:30am 
Well, I always find myself in a position where I discover AI civ's that have a city more than me or settle quicker, and it's quite frustrating at this point
Das Capitolin  [author] 16 Mar, 2021 @ 9:23am 
@19chschulz94 Players receive a free Settler when they enter a new era. Producing your own Settler is discouraged, which I thought was very obvious to all. Apparently not.
chris_lee_bear 16 Mar, 2021 @ 3:09am 
Gave the mod a try, had different setups, even different speed, and the mod didn't help at all
I had to wait till 10 population in my first city, while some civs had their settler out at six or seven population
So, it doesn't really change much
Meryas 13 Jan, 2021 @ 12:41pm 
With a well-placed industrial zone and right policies, cities can easily get 50-60 production per turn. So that settler will take 20-16 turns to produce(all standard speed). That makes Magnus mandatory in mid-late game, as with this limited amount of settlers, getting a few more cities means everything.(Unless you want to conquer with that production.) Or does the production cost get scaled with era?

I know whatever I am saying is speculation, I will try the mod as soon as I can :).
Das Capitolin  [author] 12 Jan, 2021 @ 5:16pm 
That's one of his perks. Of course, to take advantage of that perk, you have to spend 1000 production to produce a Settler. Try doing it, and tell me if it still seems broken. (Spoiler: it won't be.)
Meryas 12 Jan, 2021 @ 4:15pm 
I want to try this, but wouldn't this make Magnus' abiltiy that makes it so that settlers do not cost any population a bit broken?
Mr. Fancypants 14 Jul, 2020 @ 8:29pm 
#Das Capitolin: For some reason it works now. Had to disable all mods, restart game, then it started working. I've even re-enabled all of the mods I was using before and this mod still works. I'm not sure what was keeping it from working before hand . . .
Das Capitolin  [author] 23 May, 2020 @ 11:12pm 
Like the other mods that affect saved games, you must start a new game (with the mods you want to use enabled) for them to appear in your game.
爱让一切都对了 19 Apr, 2020 @ 10:29pm 
I like the idea, but the setting is too aggressive.
vfs 19 Jan, 2020 @ 10:00am 
Thx for ur job, want mod like this, to stop early expansion) go testing:steamhappy:
Royal Raven 17 Jan, 2020 @ 9:03pm 
Yeah the only time I usually play without mods, is if I jump into multiplayer. I haven't played without mods since maybe when base game came out years ago. But most of my mods are cosmetic and UI stuff anyways.
Das Capitolin  [author] 17 Jan, 2020 @ 8:38pm 
Thanks for the support! I also use Real Strategy AI, and I agree, it likely modifies how Settlers are used. In mid to late game, AI finds every little crack to settle in. Like you said, loyalty eventually takes them, but not when you play vanilla Civ 6 (which I also test with).
Royal Raven 17 Jan, 2020 @ 6:32pm 
Well here is my mod list:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1337796922

Maybe using Real Strategy changes the way the AI sets out it settlers.
Royal Raven 17 Jan, 2020 @ 6:17pm 
Yeah I disliked that in a later game AI would keep doing those settlers and then would just push this in a gap way in your borders. I mean in some way I don't mind it, loyalty I get them, but when they do it too much I don't like it. I only had one AI do that in my game now and did it once, which wasn't bad.

I never did that with ranged attacks and bombers, lol.

I think the movement is fine. I am not really having any encroaching issues, not like when I don't use the mod. I mean there is so much you can do, the AI will still do what it does, stupidly. I think to mod is at a good spot. I can't really see anything really needing change. I will see more in-depth with more games. I tend not to play Domination. The game I got now is Scotland and I am going to go for Science Victory.
Das Capitolin  [author] 17 Jan, 2020 @ 4:20pm 
Thank you for the valuable feedback @Raven_2012. Prior to this mod, AI would keep building Settlers well into late game when there was nowhere to settle. If at war, I would capture them, and use them to get close to cities so I could complete ranged attacks (especially with bombers). With this mod, I still use them like that, but if the enemy captures them they will become a settler, which I can capture back and use.
Regarding this mod, I might consider limiting Settler movement to only 1 tile per turn. That would really slow them down, but also make it possible to block encroaching settlement more easily. What do you think of this idea?
Royal Raven 17 Jan, 2020 @ 7:38am 
Yeah agreed. I set it back to your settings. Yeah I was thinking about that later game when you still get settlers. I am probably going to delete them or put them to sleep.

I really do like the early game a lot though. I give this mod a 10 out 10 in my book.

I think the more games we play, we will get an understanding where things should be, like you said its Beta.

Too bad there couldn't be coding to say after a certain game Era, stop giving out those free settlers. I feel like Renaissance Era i might not need the free ones anymore, since I have enough production in a few cities to do them myself.

Well Thanks for doing this mod, greatly appreciate it.
Das Capitolin  [author] 16 Jan, 2020 @ 8:49pm 
Keep in mind that this is the first (beta) release, so it's easy enough to tweak numbers for a subsequent release. I have played three games, and in all of them the era change brought more Settler's that I would have bothered to normally build. In late game, I could more easily produce them (except that all land was pretty well taken).
Royal Raven 16 Jan, 2020 @ 12:48pm 
Well doing another parallel game with the 8/4, it made no difference compared to 10/5. I am going to end up around the same amount of cities as I did in my other game. With 8/4 I still wasn't able to buy a settler until I was around 10 pop, because of the production cost. I mean I could of put one in queue but it would not be worth it. Maybe if I had a better first city where they are lots of hills and I put mines, I could of got one out, but I don't think so. Only way I see a 8/4 working is if production cost was down some. I am wondering if 800 production cost would be good for a 8/4 settler.
Royal Raven 16 Jan, 2020 @ 8:45am 
There was a few times I was thinking if producing a Settler required 8 pop and then reduced to 4, there might be a little bit more balance in the first two eras to maybe get me another city in there, or the AI could too.

I like the idea that you half your population from the required cost of 10. I think that would help Potato Settler mod, if they went 6 cost and reduced to 3, like I said below 6/3. But I find the 6/3 is too soon for a city in my taste. That is why I want to play with the idea of 8/4 and see how that plays out.

Maybe more players will give us more feedback on the 10/5. I want to see what they think.
Royal Raven 16 Jan, 2020 @ 8:40am 
I am in my first game I am about end of Medieval era. I am thinking 10/5 might be too much. I know for me Potato Settle 6/1 seems to little for me. I keep thinking in my head 8/4 might be good, and I might tweak your mod to try it out.

I find my first city gets too many Districts and unit. I find I am producing things I don't really need. By time I get to 10 pop in a city, I am at the point where I can't build anymore Districts until I have 10 pop. So I either have to build a Settler or another District.

Things go really slow for me and AI, then Medieval came I was able to get like 2 or settlers out, from either Era or production. I think I had already 2 cites before that. There didn't seem a steady incline up new cities before that. It was like I was at 2 then there was a boom for me in Medieval era.
Royal Raven 13 Jan, 2020 @ 8:29am 
Yeah good find with that one. I wasn't really paying attention to the pop numbers with Potato Settler mod, since I just thew it in my game and ran it. I would of found out the hard way with my city being crippled.
Das Capitolin  [author] 13 Jan, 2020 @ 8:27am 
Yes, a city IS crippled after dropping to 1 population, so after testing I decided 5 was an ideal compromise. I really look forward to your feedback @Raven_2012!