[Civ VI] Super Settler (WIP)
[Civ VI] Super Settler (WIP)
About this mod Machine translation
[Civ VI] Super Settler (WIP)
Installation: Placed in the Mods folder, i.e.: C:\Users\<USERNAME>\Documents\My Games\Civilization VI by Sid Meier\Mods
Activation: Go to other content and check "Super Settler"
This currently does the following:
Startup Settler is now a "Super Settler" with 10 calibers and 4 visibility
Starting settlers are unlocked and can be built manually via mobilization
All AI and human players will receive this starting unit (but not city-states)
This work is currently in progress. - I'm working on the restoration when I have more time. While the mod is currently working, I plan to address the following issues:
Fix Mod id. It should be generated correctly and not changed manually.
Settlers and super-settlers together increase production costs (building one increases the cost of the other)
Super Settler's icon works - I believe this is just an issue with installation in the base game, but I need to test
Correcting errors in Artdef - I need to look into how to change the unit art and install it correctly in the base game files
Update Civpedia text
Consider rebalancing production costs, movement and visibility. Further testing is required.
Not tested in multiplayer, only single player
This mod takes inspiration and work from the following mods:
Moar Units Mod:
Moar Units Github: / iainmillar23 / MoarUnits
Civ 5 Speedy Starting Settler: = 96695370
Special thanks to Deliverator - this mod is based entirely on his Moar Units mod. Thanks to Horem, gyogen2, lord-yanaek and Mynex.
Finally, I hope to treat this as just a small part of a larger rebalance mod for Settlers in Civ 6, which I'm starting to discuss here:
Installation: Place in Mods folder, i.e.: C:\Users\<USERNAME>\Documents\My Games\Sid Meier's Civilization VI\Mods
Activate: Go to Additional Content and check off "Super Settler"
This currently does the following:
Starting Settler is now a "Super Settler" with 10 movement and 4 visibility
Starting Settlers are unlocked for manual build with Mobilization
All AI and Human players receive this starting unit (but not City States)
This is currently a work in progress. - I am working on fixes when I have more time. While the mod is currently functional I plan to address the following:
Fix the Mod id. It should be generated properly and not hand changed.
Settler and Super Settlers share an increase in production cost (building one increases cost of the other)
Icon for Super Settler works - I believe this is just a matter of installing in the base game but I need to test
Correct errors in Artdef - I need to research how to change the unit art and install it correctly within the base game files
Update Text for Civpedia
Consider rebalancing the production cost, movement and visiblity. Needs further playtesting.
Have not tested this in Multiplayer, only singleplayer
This mod takes inspiration and work from the following mods:
Moar Units Mod:
Moar Units Github:
Civ 5 Speedy Starting Settler:
Special Thanks to Deliverator - this mod is based completely off his Moar Units mod. Thanks to Horem, gyogen2, lord-yanaek and Mynex
Ultimately I hope to make this just a smaller component of a larger re-balancing mod around Settlers in Civ 6 that I've began discussion on here:
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.