Sid Meier's Civilization VI

Sid Meier's Civilization VI

No more AI city spam
54 kommentarer
Ryan 12. nov. 2024 kl. 16:54 
do you got a version that doesn't take too the extreme? maybe doubling would be enough
Mdk25  [ophavsmand] 11. juli 2023 kl. 13:50 
@DREWSTER yes, it does (otherwise it would not be fair)

@mrp8196 Unfortunately that is a change that cannot be done with the modding tools released by the developers of this game.
mrp8196 8. juli 2023 kl. 11:54 
I just want em to space em out more instead of all the tile sharing make the ai use culture
Vertigio 6. juli 2023 kl. 10:44 
does it limit the player too?
-=Maure=- 5. juni 2021 kl. 20:11 
I never said I wanted to get the first pantheon. I was responding to the previous comment regarding a more moderate setting for this mod, try to understand what you are reading please.
god of being bad at everything 21. apr. 2021 kl. 23:55 
well mauer if you want to get the first pantheon the rules are either go mansa musa and settle surrounded by like 4 desert tiles
-=Maure=- 15. jan. 2021 kl. 6:08 
You can change the initial cost and cost increase in the file Settler.xml in the mod folder 1134172064
I personally play with 100 initial cost and each new settler cost 100 more.

The AI still picks the settler pantheon, usually whoever picks it snowballs harder than everyone else. In higher difficulties the aI gets a free settler at start.
- 3. nov. 2020 kl. 12:22 
I've been using this mod for a while and I really like the concept. For players, it works well in slowing down the progress to empire expansion. However, the AI isn't so smart. Even with AI enchancements, the AI civs seem to really struggle (either full spam without the mod or an absolute crawl with the mod). Is there a way to tweak the mod so the AI isn't as handicapped, but players are? Or maybe cut the cost a bit so the AI can get a few more cities out (perhaps a steeper cost curve)? Anyway, I really like the mod and appreciate your work and willingness to share it with the community.
Nebulancer 25. mar. 2020 kl. 23:28 
Thanks for this mod. It's still possible to have a city set up to pump out settlers (with the civics card and an ancestral hall), but you have to earn it now. As it should be. Only a few civs/cities in history were known for founding colonies far and wide. Like Carthage, which has a third bonus to stack :)
Chip Ahoy 17. mar. 2020 kl. 14:47 
Neighbouring AI can still settle new cities despite having low population and within ten turns.
Mdk25  [ophavsmand] 18. feb. 2020 kl. 14:37 
@AlterEgo
This mod indeed changes the game style significantly, and makes settlers the most valuable comodity in the game.
You will basically need to halt your entire economy to build one.
You can open a war with an AI faction to steal theirs.
etc.
For the play style you're looking for, I recommend this (or a similar) mod, which will limit the number of settlers each civilization can build:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1492540660
BluJ 18. feb. 2020 kl. 9:49 
This is a great idea, but the execution is poor. I just went through 130 turns with this mod, and I had a grand total of 2 cities. That's because a settler takes about 30-40 turns to train. It's ridiculous and makes the game boring. This should simply double settler cost, not quintuple it. That would be sufficient to stop the spam. Anyone can link to a mod that increases settler cost, but not by this much?
Mdk25  [ophavsmand] 2. feb. 2020 kl. 12:32 
Should now be compatible with the latest Civ VI version

Zorak 11. dec. 2019 kl. 22:11 
This is working great for me. Really lets me play without having to deal with the (completely nonsense for a game about early civilization) rush to occupy all available land.
Hati 15. sep. 2019 kl. 22:36 
no compatibility !
Netharon 2. sep. 2019 kl. 20:53 
Still working after June update?
zon 26. feb. 2019 kl. 4:31 
seems working fine with GS - to get rid of the compatibility warning add this to line 8 of .modinfo:
<CompatibleVersions>2.0</CompatibleVersions>
Setornam 2. dec. 2018 kl. 2:02 
I changed the set cost from your 400 to 600. However, after starting a new game with this edit the mod stopped working. Any idea what could be going on?
gorbachevsbuttcheeks 25. okt. 2018 kl. 13:49 
i want the exact opposite of this, iwant ais to expand rapidly
doead anybody know of a mod that can do this?
Mdk25  [ophavsmand] 20. okt. 2018 kl. 4:55 
These penalties apply to all players. Both AI and human.
ale93 19. okt. 2018 kl. 12:46 
Do these penalties only apply to the AI players or do they apply to the human player too?
kongkim 14. okt. 2018 kl. 8:20 
Listerx 5. okt. 2018 kl. 11:29 
This mod saved my game. Tyvm:steamhappy:
ɢʀᴇᴇɴ ᴅʀᴀɢᴏɴ 14. apr. 2018 kl. 0:15 
sorry but isnt it RAF not RNF? because otherwise what the fuk is RNF?
StoneMonkey 23. feb. 2018 kl. 7:26 
Mate ... all good. I just used your numbers in the primary Gameplay\Data Units file. Working as intended. Again, thx for your work :)
StoneMonkey 23. feb. 2018 kl. 5:37 
Sorry, Alex ... me again. Found the folder in C:\Program Files (x86)\Steam\SteamApps\workshop\content\ ... still no luck getting it to fly with RnF though, unfortunately. Cheers.
StoneMonkey 23. feb. 2018 kl. 5:31 
Hi Mdk25. Enjoyed this with vanilla, but it is not working for me with RnF, unfortunately. In addition, whilst I have properly subscribed and your content appears in my 'Additional Content', I can find no folder in my C:\Users\User\Documents\My Games\Sid Meier's Civilization VI\Mods. Any ideas would be great. Thx regardless :)
Voluptificus 18. feb. 2018 kl. 0:40 
It works perfectly.
I am trying today :
<Set Cost="400" PopulationCost="0" PrereqPopulation="8" CostProgressionParam1="400"
Epic, huge map.
Mdk25  [ophavsmand] 14. feb. 2018 kl. 3:53 
@KrumStrashni
I don't have RnF.
Feel free to try it... :)
KrumStrashni 14. feb. 2018 kl. 2:01 
does it still work with RnF?
Voluptificus 7. feb. 2018 kl. 0:07 
Oh yes !
I do thank you :)
Mdk25  [ophavsmand] 6. feb. 2018 kl. 22:54 
@Voluptificus
When you install the mod, it is downloaded to your mods directory.
You can look at the source code there.
It's fairly simple, but I'm here if you have any questions about how it works.
Voluptificus 6. feb. 2018 kl. 22:27 
Hello, good work indeed !
I would like to have access to the mod for changing some parameters, should it be possible ?
Thanks in advance.
:)
Mdk25  [ophavsmand] 10. jan. 2018 kl. 20:47 
Try my other mod: CityState-Only Game.
(It's linked in the comments)

You can also disable all miss but this and start a new game - to see the mod is actually working for you.
Kyoterra 10. jan. 2018 kl. 19:44 
weird, somehow China in my game still managed to spam 5 cities before hitting Classical Era, & even for my civ it's not really that expensive to build either, only 6 turns or 260g

Can you increase the cost even further?
Montanus77 7. nov. 2017 kl. 2:27 
wow, thanks in advance. i'll test it as soon as possible.
Mdk25  [ophavsmand] 6. nov. 2017 kl. 10:45 
@Montanus77 I've created a mod as you suggested: http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1193740301 I had no time to test it yet, so please let me know if it works well or not.
Montanus77 3. nov. 2017 kl. 7:21 
an alternative version with utopian settler costs (like a few thousand production) would be great, so you can really play as city state against other AI-city states (e.g. athens vs. sparta). other so called 'city-state-mods' either only affect the player (but not the AI) or give huge disadvantages to the AI (with features the AI is just too stupid to use). this mod here seems to be the perfect basis for a fair chance for player and AI, since both are affected in the same way.
Luthervian 3. nov. 2017 kl. 3:57 
Perhaps a way to have the settler cost increase as a civ gains more and more cities? Not a request - just throwing out an idea and seeing if it sounds useful/any good.
Mal 20. okt. 2017 kl. 22:19 
Would love to see a version that only affects the ai. Atm i find the ai is expanding way too fast for my liking, its forcing me to expand like a maniac to keep up. Then again i just suck at this game xD
Daddy Kon 9. okt. 2017 kl. 16:27 
I like this mod but...I'm playing on mayrathon and I'm on around turn 300 and only have 1 city. The A.I. has 1 or 2. The reason is, paying 5 pop will gut my city and bring all the build times way up again. For mayrathon play, 4 pop cost might be a bit more balanced. Thanks.
Mdk25  [ophavsmand] 9. okt. 2017 kl. 14:45 
@Daddy Kon
Limiting the number of units per civ can be tricky, as I have no idea how to do it (or if it's even possible).
Mdk25  [ophavsmand] 9. okt. 2017 kl. 14:45 
I can easily create a new mod with different values if you like (3 minimum city size for settlers, or larger penalty, or whatever).
Let me know if you need it, and with what values...
Mdk25  [ophavsmand] 9. okt. 2017 kl. 14:43 
@zorin1960
As a matter of fact I did test it. Many times.
I distinctly remember in one of my first playthroughs with this mod, having started in Medieval era (Marathon speed) I saw AI player nearby having just built 2 settlers, was trying to hide them from the Barbarians that appeared near by (I was using a raging barbarians mod as well). So I took advantage of that, and with 2 spearmen captured both his settlers. And while his army was still busy, quickly moved them away and founded 2 cities of my own. With 4 cities now (agains his 2) I was easily able to overcome him later in the game (it's a Marathon game, so it took some time.

And you are mistaken, there are no buildings needed to build units. The only thing that can be required (but even that, only for certain units) are resources. And military buildings (Barracks, Stables, etc.) reduce the required resource count. But still, the requirement is resources, not buildings.
Daddy Kon 8. okt. 2017 kl. 12:39 
How about limit the amount of settlers each civ can build to 1 every 20 turns? (or whatever amount of turns seems ballanced) That will make it truely even. Winning will depend on improving the cities you have, not spamming more.
zorin1960 6. okt. 2017 kl. 22:13 
I suppose you tried the strategy you mention, and you know for sure it works. You build an army? With what? With one city? Than what you build first? Units or Buildings, because you know, you cannot build certain units if you dont have the building, but according to your plan you cannot build the building because you build the units, kind of egg and chicken dilema. Makes sense the city where you build a settler to take a hit somehow , but minimum 5 population to be able to build one is much to much in my opinion, a 3 would have been a much better number. And dont count on the fact that AI does not adapt, it does if you play on the easy levels, not if you play on the last 2 hardest.
Mdk25  [ophavsmand] 6. okt. 2017 kl. 21:44 
It's true it takes a special effort to build a settlers now. Does this mean you can't build new cities while the AI can? Not necessarily.
Settlers basically become a resource, like a random village or a barbarian settlement.
The AI can build settlers before you do?
Excellent, that means you can invest your resources in an army that will steal the settlers from him.
Afraid he's gonna wage a war against you?
Don't be, you now have at least one more city over him, and he just took a 2 citizen hit on his city..

As I said, the settlers now becomes the most valuable resource in the game.
So you now need to start thinking of new strategies of using this to your advantage...
zorin1960 4. okt. 2017 kl. 1:46 
Works fine but do I need this one?! Cannot build settlers unless the city has a 5 population? Well, you will have a second city in the Modern Era in this rithm. Actually this mod goes along the original Civ6 setup when takes forever to build something while AI goes fast past by you. Maybe works on small maps when to have 2 or 3 cities is enough.
Dozer 20. sep. 2017 kl. 18:07 
Working now mate, thanks heaps :)
Mdk25  [ophavsmand] 16. sep. 2017 kl. 13:49 
@Dozer

Amazingly, the ModBuddy generates some stuff that breaks the manually written things.
Try it now...