Sid Meier's Civilization V

Sid Meier's Civilization V

Speedy Starting Settler
53 Comments
gr8penguinking 22 Jun, 2019 @ 8:38am 
Any way to get this working with modded civs?
Cringe Isekai Enjoyer 1 Jan, 2018 @ 2:46am 
Awesome mod!

@Ryan42 I just made a mod with every settler having 4 move points and with ignore terrain cost promotion at this page: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1233487201
radagash 5 Dec, 2017 @ 3:01pm 
This is simple but one of the best workshop items out there! Indispensible for a multiplayer game.
Alex111 16 Sep, 2017 @ 1:40am 
Good mod.Thank you.
Sugerius 27 Jul, 2017 @ 3:27am 
I think the mod makes me not being able to build settlers. I couldn´t neither build one in my city neither buy it. (I'm not an English speaker, sorry for mistakes)
JuliusGameser 4 Jan, 2017 @ 11:53am 
doesn't work
Ryan42 22 May, 2016 @ 5:56am 
Can anyone create a mod in which every settler has 3 or 4 movement points?
Ignorus 7 Mar, 2016 @ 7:33am 
might be... I'm using 3 units per tile and Sukritact's Events and Decisions in all my modded games. Never had any issues though...
Keukotis  [author] 6 Mar, 2016 @ 12:45pm 
Well, it's never done that for me in the years I was using it, so I don't know what the problem is. Conflict with another mod?
Ignorus 6 Mar, 2016 @ 9:54am 
Sadly, the mod (and this mod only) somehow deletes the free settler you normally would get from Independence... Any way to fix this?
AnyaLightBringer 10 Feb, 2016 @ 4:29am 
Bless Your Soul!
Keukotis  [author] 16 Oct, 2015 @ 6:13pm 
@ The Sandvich Overlord
Just edit the XML file. Set the movement to, like, 1000 or something.
hellhound 15 Oct, 2015 @ 4:44am 
I love this mod! Could you possibly make another version with unlimited speed?
Fenragon 5 Oct, 2015 @ 5:50pm 
@Seshayn no mods natively work with multiplayer, you need to build your own DLC pack using MPMPM (check civfanatics) to do that. The reason it says "multiplayer yes" is because when you're building a mod with modbuddy, that is a selectable option which is default on (and which actually doesn't do anything). It's a derp by Firaxis.
Keukotis  [author] 6 Sep, 2014 @ 10:43am 
What gives is that this was my first ever mod, and it's just a slight edit of another guy's mod. I didn't know what I was doing back then, and apparently he didn't either.
Seshayn 4 Sep, 2014 @ 8:22pm 
This mod says Multiplayer: Yes but when I have it selected I can't pick multiplayer... what gives?
Ralf 16 Aug, 2014 @ 6:27am 
Good mod, the new settler is moved to the 'Future Tech' technology btw, I've never seen a mod that's edited that tech but it may conflict with this. I've never had a problem with this mod though - good work.
Scarrer 23 Feb, 2014 @ 9:38pm 
I dont know if this does work with other mods.
Venusaisha 18 Jan, 2014 @ 3:41pm 
works fine to me
dls6w4 11 Dec, 2013 @ 9:55am 
I've found that if I install this and then later install a new civilization mod, it doesn't work with that newly installed civilization. However, if I uninstall the settler mod and reinstall after including the new civilization, it does. It would appear that if you're going to grab a new civilization, it must be installed prior to the speedy settler for it to work. Anecdotal evidence only.
Keukotis  [author] 3 Dec, 2013 @ 6:17pm 
I use it with both expansions and all DLC. None of them affect it. If it's not working, perhaps there's another mod that's also changing your starting units.
Altered Nova 25 Sep, 2013 @ 10:15am 
@kevinjk - I was using Really Advanced Setup! That must be the culprit then, thanks.
Keukotis  [author] 24 Sep, 2013 @ 7:17pm 
@Altered Nova
I've seen that too, but only sometimes, and only when using Really Advanced Setup . I don't know why it occurs, but if you're using that mod as well, that may be it.

@perdvrabo
There should be no way for this to do anything like that. It doesn't affect anything in the UI. Of course, "shouldn't be possible" never means "impossible" when modding games. If it's causing that for you, I can't fix it because I can't replicate that behavior.

@richardwestmoreland67
This was made before the expansions so it doesn't require them, but still works just fine with them. If you're attempting to load a previously saved game with new mods that weren't active before, that can cause the game to crash regardless of what mods you added. If you're starting a new game with this, then I have no idea why it would crash.
richardwestmoreland67 24 Sep, 2013 @ 4:48am 
Not only does it not work, it causes my game to freeze at the load screen. I only have vanilla, so if you have to have the upgrades you should say so.
Mat-e 20 Sep, 2013 @ 9:51pm 
I'm running about 40 other mods and i isolated this one as causing my Captiol Build Queue Button . . . to no work. Thus I cannot finish the turn cause the "select production" icon can't be removed.
Altered Nova 18 Sep, 2013 @ 1:37pm 
I'm not sure if it was caused by an incompatibility with another mod (City Limits is the only other one that affects settlers I think) but I had an interesting bug when using this mod. I started the game with 2 settlers, one with 2 movement that showed the city limits as per the other mod, and another with 10 movement that wasn't affected by the other mod.
Keukotis  [author] 15 Aug, 2013 @ 11:00am 
It works with all game versions.
losthexed 24 Apr, 2013 @ 3:23pm 
I am not sure if it because of this mod, but I have had this mod twice in games where I found my main city doing WAY more production than it should (60 production on like turn 5, and this keeps going up as game goes on), this only happens for the hex my first city is on, and both times I was on top of a resource. In the most recent game I was only using this mod, the unoffical civ V mod and the Enchanced Civ 5 Gods and Kings Mod. Again I don't know if this was caused by this mod, but don't remember seeing that at other times when using the other two mods. I saw that at least some of the AI also had main city hexes with WAY too much production as well. Going to start a new game with the above 2 mods but not this one to test.
DNP2121 9 Apr, 2013 @ 7:45am 
Can we increase the movement value even more? I love this mod :) Starting your city next to a city/state settler keeps them from starting their city. Attack the settler and you end up with a free worker :)
Keukotis  [author] 25 Mar, 2013 @ 7:45pm 
That's not from this mod. It's just a known issue with Civ V. Sometimes mods will just delete and then refuse to redownload. I happened to me a few months back. Repeatedly unsubscribing and resubscribing eventually fixed it.
Huevos Rancheros 25 Mar, 2013 @ 5:35pm 
@eGo - Same happened to me. Can't use this mod anymore even though I'm suscribed...
thenasmax 7 Mar, 2013 @ 10:33pm 
This will not download for me. Any help?
Grim Shiada 20 Feb, 2013 @ 2:27pm 
niiiice mod man, and I agree with Fiery saint
Heinz 27 Jan, 2013 @ 8:25pm 
Thank you for creating this for the rest of us to use. GREAT!!
Fierysaint 25 Jan, 2013 @ 6:32am 
Good! I'm sick of being pigeonholed into whereever the hell "the computer" tells me to start! Thumbs way up and subscribed! This better work.
=(eGO)=Elldallan 17 Jan, 2013 @ 6:20am 
where has the file gone, I had to delete and reinstall my Civ 5 and now cannot get this mod? anyone know of any thing similar
Share 22 Dec, 2012 @ 10:29pm 
it wont seem to let me download it?
ekrabs 10 Nov, 2012 @ 1:56am 
Nice mod. Thanks!
Piot 17 Oct, 2012 @ 8:46pm 
Awesome mod, works great.
hans.ritter.1 17 Oct, 2012 @ 1:06am 
Whow, what a great little mod!
Liobuster 16 Oct, 2012 @ 9:05am 
Great mod, that i waited so long for
Old Rick 30 Sep, 2012 @ 7:23pm 
Doesn't seem to do anything on Civ 5 G&K, Diety, Babylon,, 1.01.705, slightly modified starting option files
Munky 26 Sep, 2012 @ 4:41pm 
what happens when you start in future era games and they give you three initial settlers? do they all have this effect?
torcmac1 24 Sep, 2012 @ 5:34am 
awsome mod brilliant idea
I've Been Better 23 Sep, 2012 @ 11:08am 
SadN3rd, I'm here! What do you want?
Svinyavol 23 Sep, 2012 @ 5:33am 
May I call hax, dirty hax? :D
<#20B2AA>phantomaxl1207 21 Sep, 2012 @ 3:02pm 
It's nice to see a settler rushing mod around
Rapengaarder 21 Sep, 2012 @ 11:00am 
I approve of this mod, love the idea, can't tell how many times i discovered that my intitial settlement site was horrible in comparison to what lay 1 tile in the fog, it allows you to deal better with the given starting positions and with your own vision of what you wish to achieve. prefer this over the reseed mod since it does not change the idea behind the game: That you have to make the best of what luck's given you.
DangerRuss 20 Sep, 2012 @ 4:02pm 
i believe the starting location is also based on the difficulty. Not 100% sure about that, but it's entirely possible. There is also another mod that allows you to reveal and "reseed" the entire map if you're not satisfied with it. This mod (kevinjk's) is actually very useful. I can't tell you how many times I've started in a terrible location and this would have been handy. I like this mod and use it with the mod that changes your starting warrior into a scout! This way you can reveal the most amount of land as quickly as possible! Have an upvote from me @kevinjk
Servabo 20 Sep, 2012 @ 6:40am 
You don't always start on a very good spot. I'd say that it happens at 90%. Sometimes you start on a fair spot but not good enough, expecially if you're planning to build a tall empire