Sid Meier's Civilization VI

Sid Meier's Civilization VI

65 ratings
Starting Free Cities [R&F]
Type: Mod
File Size
0.015 MB
Mar 30 @ 11:42am
Apr 7 @ 7:38am
2 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
Starting Free Cities [R&F]

Start the game with Free Cities already on the map, ready for anyone to convert with loyalty or military force.

Choose the number of free cities you want with a slider on the Advanced Setup screen, from 1 to 100.

The cities will be scattered randomly across the map, a minimum of 5 tiles apart from each other and from player start locations. If there isn't enough space for the number you chose then it will place as many as possible.

Requires the Rise And Fall DLC.
< >
Azayi Jun 29 @ 9:30am 
I love this mod but is there any way to make it so that the cities can't be taken via loyalty? i.e. is it possible to give them an extra high initial starting loyalty? Not sure if this is possible.
Tiramisu Jun 16 @ 7:59am 
@HandyVac: I have found a bug in StartingFreeCities_Main.lua occuring when someone combines your mod with my Free City States mod.
The reason is that pPlot:GetX() or pPlot:GetY() will crash the game when pPlot is nil.
So e.g. I suggest that you change line 300 as follows:

if pPlot then print(sPlayerType .. " has a settler on plot " .. pPlot:GetX() .. "," .. pPlot:GetY() ); end
(or simply delete that line).
Zyxpsilon May 21 @ 9:38am 
A small request if possible..
If we capture any such Free-Cities, the usual Notification always declares;
The Capital of Free Cities has been captured by ---!

Maybe if we could get the actual City Names instead of the term "Free Cities" for everything, please?
Thorite Gem May 10 @ 12:35pm 
The option for the Free Cities doesn't even show up on mine... I do have Rise and Fall, and I also have a bunch of other things from the Workshop. Is it possible that one of them is interfering with this?
Vixxynn Apr 24 @ 11:23am 

Ah, then it makes sense!
Dark Apr 17 @ 9:14am 
Would it be possible to get a version of this mod, or better yet a toggle in the setup, for the army generation of Free Cities? Having each city be as strong as a City State seems pretty broken to me. It usually ends up with dozens of Free City units roaming around like persistent barbarians at all times in my games. Not had the aforementioned issues with them being ahead in tech, but even when they're equivalent it can make the game much more difficult. I understand the reasoning though, so maybe just an option?
Quarrel53 Apr 16 @ 6:46am 
Never had this happen before......took over a free city and my glasses slipped down my nose and landed in my bowl of cherry pie and custard. Please fix, as this is obviously down to your mod.
HandyVac  [author] Apr 15 @ 4:54pm 
Technically all the free cities are one civilization, the "Free Cities" civ, and the game handles them in the same way as any other civ. e.g. earning tech with science. I haven't done anything to change that in this mod.

So if you set up a game where Free Cities has 100 cities then they're going to be getting a lot of science per turn and will tech up quickly.
Vixxynn Apr 15 @ 5:58am 
Uhm.. is the free cities supposed to be ridiculously OP? They are always one or two eras ahead of everyone else. There is basically no chance to conquer them with sworsdmen when they have timetravalled to get som semiautomatic rifles to defend their city.
Sgt.Johnson Apr 10 @ 3:23pm 
When I get a popup telling me a citizen has migraited to a new city, I get a CTD. No one else here seems to have that issue so I'm guessing I have a mod conflict. That suks. I have a lot of mods installed