Settler Scaling
———-WIP Beta, mostly complete———–
——–Works good in SP, MP appears to work and not cause desync———
Basics:
Replaces the in game settler scaling system (adds production each time you build one) with a new one that bases settler production on number of cities a Civ’s currently has. This allows small Civ’s to catch up to large ones and slows runaway Civ’s from expanding exponentially. Settlers are now a rare commodity and expansion comes at a cost, this slows down the game drastically and in my opinion creates a better feel then just settler chaos everywhere. To offset some early slow pacing additional starting units have been given as well as the progression has been balanced to new pace. This is for people that like playing tall and want the A.I. to do the same
-Basics: You need about 12-14/turn production in a city to make the first settler feasible so settle wisely
-Early game (1-5 cities) settlers are expensive but reasonable
-Mid game (6-9 cities) settler prices start scaling up
-Late game (10+ cities) you have to REALLY want one or have an unholy amount of production
A.I.: (Subject to which A.I. you use, i use RomanHoliday’s AI Rework (RHAI))
This mod has the happy consequence of the A.I. now seems to have changed the weighted decision on settlers and improves existing cities and expands them over spamming out more settlers. In general i have found they settle more like a player (placed farther apart for expansion room, better picked locations, more early builder upgrades). If playing immortal or deity you may want to consider disabling the A.I. additional starter units as with this mod they will likely wipe the floor with you unless you get an especially good start and settler steal.
Balance Changes: (Reworked balanced changes to support new playstyle)
-Harder ERA gates to allow smaller civs to catch up
-Changed ERA min/max turns to be a little longer and smoother
-Tech and civics costs small changes
-Minimum city distance set to 4
-City border growth and maximum size increased
-Added builder and scout to starting game units
-Modified Capital Palace to have 5 production instead of 2
-Global CO2 emissions reduced by 25% to make it come a little later
-Added gold cost to early units that were free (Bored AI with no settlers made a sea of warriors)
Mod Recommendations:
-Policy cards for early game
-Mod to make the city outer rings workable
-Mods to reduce AI settler start advantages
***Check out the SJMODS collection above and you will find some of these***
Mod Compatibility: (Will not play nice with mods that alter these values)
-Settler cost (core value of this mod)
-Added Starting unit mods (will likely spawn both)
-Mods that change things listed in "Balance Changes" (Balanced to this mod, easily changed in "SettlerMiscSQL") if you want your own flare on progression.
-Alternative to this if you want other mods to overwrite the pacing in this one, the mod load order is 102 so most mods should overwrite my era changes. If it becomes problematic leave a comment and i will sort a version that splits these options