Sid Meier's Civilization V

Sid Meier's Civilization V

Units - Colonists and Pioneers - Settlers of midgame
31 条留言
Latex Santa 2024 年 3 月 4 日 上午 6:21 
@Martin
When I last used these units, they started up cities with larger populations and several basic buildings already built. Either this is the way the mod is intended to work, or that was something from another mod. I recommend testing it for yourself as well. The farther you are along in the tech tree when you found a city using a colonist or pioneer, the more pre-built buildings the city comes with.
Martin 2023 年 6 月 25 日 上午 9:55 
Doesn't use unfortunately. The colonist and pioneer are simply more expensive settlers but provide nothing extra when building a city.
BurgerAttacker  [作者] 2022 年 6 月 25 日 下午 6:59 
@bobbyandassociate I still use it from time to time and it works fine. Also, the AI uses the units
ropestring3 2022 年 6 月 23 日 下午 2:31 
to anyone trying nowadays, doesnt work
ropestring3 2022 年 6 月 19 日 上午 9:29 
does the ai utilize these units?
BurgerAttacker  [作者] 2019 年 8 月 26 日 上午 9:28 
Yes
Lucius, the Heavenly Dragon 2019 年 8 月 18 日 下午 7:30 
By one of the Expansions, I'm assuming you mean BNW or GnK right?
I'm just asking to make sure.
Sputnikiski 2016 年 5 月 23 日 上午 5:05 
hi layelaye, I'm having a problem with the mod, everytime i found a new city the city doesn't pop up. It fully functions and such, but none of the buildings are there.
pls halp
BurgerAttacker  [作者] 2015 年 9 月 27 日 上午 7:05 
no, a normal city
stinky 2015 年 9 月 25 日 上午 1:53 
Does the colony become a puppet city?
inahut 2015 年 1 月 17 日 上午 11:45 
nicely done. balanced. no problems using. TU.
ipswich 2014 年 10 月 4 日 上午 4:26 
Great mod, could you make it so that the settler you get from the Liberty policy tree is the instead what ever your most recent settler you researched (colonist or pioneer)
scdebaun 2014 年 8 月 24 日 上午 9:58 
Looks interesting. Could you provide a non-Steam download link for those of us Mac users that can't download using Steam? Thanks
Blitchga 2014 年 8 月 9 日 下午 3:29 
I have Gods and Kings and am running one other mod. It is "Play the world extended (Gods and Kings edition)".
BurgerAttacker  [作者] 2014 年 8 月 2 日 下午 3:35 
@Sexual velociraptor: You can see how many extra pop, tiles or buildings each unit gets in the Lua files. I made the code as simple and as dynamic as i could, so you can easily edit it and change it for your liking.

For the record, Pioneer and conquistadors start with 4 pop, 3 extra tiles, granary/library/monument/colosseum and watermill/lighthouse (if on shore/river)

The colonist starts with all of the above buildings, 6 pop, 5 extra tiles and workshop/university/market/aqueduct and harbor if on shore.

Both units turn into a worker after founding the city.

The cost of each is all the buildings + settler + worker multiplied by roughly 0.75 (if i remember correctly) This is because my own testing deemed the full cost too expensive. I am looking for feedback however, so try playing with it and let me know what you think.
BurgerAttacker  [作者] 2014 年 8 月 2 日 下午 3:35 

@Blitchga, FEGELEIN 3: What expansions/ dlcs you have? what mods are you using?
Every bit of information you can give me will help me determine the issue. The mod should work if you have GnK, but im not 100% sure it would work with BNW alone.
Sexual Velociraptor™ 2014 年 8 月 2 日 下午 1:46 
I agree that the late game units should have combat strength. Maybe the mid game one too, equal to scouts.

I'd like to see some actual numbers on what they do. Do they have 2 and 3 pop or 3 and 5 pop? What do they cost to build?

I think they should cost the base cost of a settler, plus the cost of each of the buildings they start with.

Pioneers should have Monuments, Shrines and Granaries. Colonists should have that and workshops, library and markets as well as start with how much production a harbor costs so they can build a harbor in 1 turn, or something else if they're inland.

This would basically be like the city is sending people out to found a city with supplies and stuff to build a basic city.

Actually if you can get production to roll over correctly, just start them with the needed amount of production. That way you could build whatever is most applicable.

I've subscribes for now so I can see where this goes. Good luck.
Blitchga 2014 年 7 月 30 日 下午 2:38 
I am not sure what I could be doing wrong but it doesn't work...
refpuz 2014 年 7 月 27 日 下午 5:48 
I think that the late game settler unit (when you make it) should have its own combat strength if possible. That's the only thing that I think would add on to the already powerful Colonist. This is so the can't get captured easily like a settler can.
BurgerAttacker  [作者] 2014 年 7 月 27 日 下午 12:26 
Thanks for all the compliments guys!

Let me know what you think about it balance wise (Should it have more/less population / free territory / buildings. How about the price tags on the units?)
Turboscopic 2014 年 7 月 27 日 上午 1:51 
Genius.
Cathonide 2014 年 7 月 26 日 上午 2:08 
This is a really good idea. Founding citys late game was pointless unless you have chosen Order with the 'New founded citys have +3 population' perk. Cheers!
TRandomNumber 2014 年 7 月 25 日 下午 12:02 
this might just be the best "game fix" ever
Tank Girl 2014 年 7 月 21 日 下午 3:24 
It crashed my game when i tried to use it. :(
devineason99 2014 年 7 月 20 日 下午 10:00 
Very great idea. props!
BurgerAttacker  [作者] 2014 年 7 月 20 日 上午 6:59 
I might add another settler unit later though, so we have one for midgame settlign and one for modern era settling, but first i want to get some more testing done on this setup.
BurgerAttacker  [作者] 2014 年 7 月 20 日 上午 6:56 
Hi guys, thanks for using my mod! Let me know what you think about it balance wise - At the moment i am considering adding more pop and buildings to the new city.

@tomi65d: The additional pop is fixed, however certain policies can increaese it - Liberty's finisher in my other mod adds 1 pop to every city you found, and Order's resettlement can add 3 pop as well.

@Sushisquid ye, who wouldve thought. Actually thinking it wouldent work is the reason i made this mod now, and not 6 months ago when i first came up with the idea.
tomi65d 2014 年 7 月 20 日 上午 3:58 
Great idea. Is the amount of additional population fixed or does it depend on researching any particular techs, era, or maybe on distance to capital ?
Keukotis 2014 年 7 月 19 日 下午 8:08 
Beautiful concept. I was surprised to see that a Lua check run on the tile of a city that's being founded will still return the unit that founded it. I had thought you might need a DLL edit to do something like this.
BurgerAttacker  [作者] 2014 年 7 月 19 日 下午 1:49 
Yes. Infact you have to have gnk or bnw for it to run
Bone Zone Jones 2014 年 7 月 19 日 下午 1:34 
Is this G&K compatible?