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Maybe just a direct limit on the numbers of city they build in each age?
Is there another good way to make them less spam cities others then longer between cities and too costly settlers?
Another option is a mod I created which increases the cost of creating settlers, thus making them a commodity and preventing the spamming of cities. A nice side effect it creates is new strategies now need to be used. Your own settlers need to be defended at all costs, and enemy settlers become a valuable target for you to capture.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1134172064
Both are good mods and I use them both right now.
But the problem with the distance mod is you lose some bonuses from wounders that affect cities within 6 tiles. and on larger maps, there is still a lot of room for spam.
The No more AI spam is also ok. But make the unit way to costly, and if an AI takes it or you take the AI settler it a HUGE drawback.
The best mod yet I have tried is "Let's Play Tall" that limit cities. But if cities are razed no more cities can ever be build again when you have reached the limit.
So was really hoping that a mod like in the top was able to make :)
It might be hard to do and I for sure can't do it. But when you can make a mod like "Let's Play Tall" then there must be a way to make a mod as I hoped about :)
The fact that someone made A, doesn't mean that somewhat related but completely different B can be made.
We (modders) are currently limited by the parameters the game allows us to manipulate.
If the game allows us to change "minimum distance between cities" - we make a mod that does that.
If the game allows us to "set limit to maximum number of settlers per civilization" - we make a mod that does that.
But if the game doesn't give us "max number of cities per era" param - there's not much we can do.
The game does not officially provide modding tools, so we're basically limited to trial and error, built in variables, and guessing what parameters called max_uni_am_era actually mean (sometimes nothing, because the fact it exists doesn't necessarily mean it's used)
The problem with the use of fake buildings is that you need to edit a few UI files to make them invisible for the users.