Sid Meier's Civilization VI

Sid Meier's Civilization VI

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AI City Spam Fixes
   
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Description
AI city spam: they are hardcoded to produce a settler first, then decide where it should go.

Increasing city distance can cause greater issues for the player. Decreasing it will delay consumption of their space, but make it worse when they come for yours. Loyalty may have been designed to deal with this, but it is the burden of Firaxis that automated site selection is so poor; don't make it mine—the city should never have existed in the first place!

Core change: New Era Settler.

A less herculean solution than changing behavior is to limit how settlers are generated, resulting in 9 per player across a full game. This is still double what I tend towards, and keeps it from feeling like there are no good spots left later. This change also does not account for cities you conquer, and thus rewards aggressive play. A choice to raze will last longer, and if they do come back there is still attrition.

The rest are designed to further develop this line of thinking.

Settlers Retreat: This is actually meant to help the AI; remember, they're stupid. It's up to you whether casual theft, and the grievance cost of surprise war, are worthy strategic options under this new scarcity. I personally felt coerced into needing to capture, and that it was a waste to try using diplomatic points. Also, without protection the AI may break from other mods which trade their starting bonuses for better stats later.

AI Deity Settler and Smooth Scaling: Such as these.

Strategic Forts: The AI will still come at you; this renews your ability to push back. Just remember never to grant open borders, as the base game has no way to revoke that until you declare war.

Barbarian Clans: I love city states. I hate immediately killing them for the same reasons as an AI, when I'd otherwise enjoy trading with them. What I do instead is add mods to this mode and set the initial city state number between 1 and 3 (don't do 0; it disables conversion completely), letting them fill out organically starting around the Medieval era. This stretches out the introduction of mechanics to worry about, making later play more engaging.

City State Introductions and Defense: With the paradigm shifted to effectively "growing" them, this makes it a little harder to abuse or to see none at all.

Religious Settlements: I don't really have a problem with specific extras, just with having them too early. Classical era still comes quickly enough.



Still looking: alternate use for settlers.

With a couple conquests, I don't see myself holding more than seven cities; on top of city states, it's too much to manage. What I'd really like, and may make my first mod for, is to add a Return to The People ability which sacrifices a settler for an even number of great person points across each type. The AI will use this ability if a settler is still alive after some number of turns.
Items (11)
New Era Settler +Walls
Created by Das Capitolin
This mod slows the expansion of civilizations in early game by limiting Settlers and early city capture. A new Settler is granted at no cost with each new era*. Cities will automatically receive Ancient Walls, and City-States will have improved walls. Sett...
Balanced Religious Settlements Pantheon
Created by Das Capitolin
Removes the free Settler awarded by the Religious Settlements Pantheon to prevent early runaway. To balance, 15% border expansion rate is increased to 20%. Ideal when used with my New Era Settler mod. Compatible with Civilization VI: Gathering Storm. Last ...
Settlers Retreat
Created by Machiavelli
A small scale mod that changes what happens when Settlers would be captured. Changes: Settlers aren't captured. Instead they will be teleported back to the nearest friendly city. ...
Bargain Barbarian Clans
Created by Sailor Cat
Barbarian clans cost less to hire, bribe, incite, and ransom....
AI free settler on deity only
Created by Magma Dragoon
For some reason the AI gets free settlers starting on emperor. In my experience they use them to forward settle the human player, build a pair of new settlers immediately and surround me, leaving me nowhere to expand. And then they complain about how I'm t...
Nere's Better Barbarian Clans mode
Created by Nerevatar
Overview Improves the barbarian mode, by making City State conversion more dependent on AI/player actions, and decreasing chance of camps in the snow and other misc changes that I feel fit nicely with the mode. Overall, it makes it so remote camps take a l...
Nere's No normal Camps in barb mode
Created by Nerevatar
Background When using Barbarian Clans mode, some camps a bit into the game will spawn as "normal" camps. This means you can't interact with them, and they cant turn into city states. To make matters worse, it means that they will not spawn any units. What ...
City-State Defender
Created by SeelingCat
Tired of other Civilizations murdering your city-states before you can get a chance to stop them? Worry no more! City-State Defender makes it so that whenever a City-State with a suzerain is attacked by another Civilization, the Suzerain is immediately giv...
Smooth AI Difficulty
Created by Kaige
Removes the significant starting bonuses the AI receive from higher difficulties, while increasing the yield and experience bonuses the AI receives from higher difficulties, allowing AI difficulty to be more meaningful as the game goes on. As a comparison,...