Sid Meier's Civilization VI

Sid Meier's Civilization VI

139 ratings
One City Mode
   
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787.123 KB
Oct 28, 2020 @ 4:14pm
Mar 30, 2022 @ 7:02pm
15 Change Notes ( view )

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One City Mode

In 2 collections by Fuzzle
Fuzzle's Tweaks
26 items
Fuzzle's Mod Collection
54 items
Description
This mod adds a mode that disables the ability of all civilizations to receive settlers in any way besides their starting settler: production, gold, faith, etc.

The Settler unit is no longer tagged as a land civilian unit, preventing it from being purchaseable with faith with the Monumentality dedication/policy. Several other properties have also been tweaked to prevent Production and Gold purchases.

Religious Settlements belief now grants 30% faster border expansion vs the usual 15% since it no longer grants a free settler.

If playing with either expansion, Magnus' Provision promotion grants 25% Production toward Industrial Zone units instead of preventing Settlers from consuming 1 population, as this effect is useless without settlers.

Late era starts no longer grant additional settlers, nor does the AI gain additional settlers from higher difficulties.

There is an entry in the rewards table for Tribal Villages that grants a Settler. In normal gameplay, this reward cannot be received, but the entry is deleted to prevent it from being used if other mods would enable it.

(It is possible that other methods of obtaining settlers have been missed; let me know if that is the case and I'll patch it out)

Non-Steam users:
You can download this mod at this link.[drive.google.com]

To install the mod, unzip the folder to the following location:
Documents\My Games\Sid Meier's Civilization VI\Mods

In game:
Click "Additional Content" and make sure this mod is enabled.

[ko-fi.com]
Popular Discussions View All (2)
2
Jun 25, 2024 @ 9:54am
Not working
Landy
1
Dec 23, 2023 @ 7:26am
A.I. still spawn settlers on the mid game
Joaopcamposs
54 Comments
tristramcooke Feb 8 @ 4:41am 
Love the idea, but my trade caravans are disabled by this Mod. There are cities deffo in range, and the AI is able to make and use routes...Any suggestions?
DrunkenTexan Nov 18, 2024 @ 3:29pm 
This mod causes my entire UI to disappear a few turns into the game. I don't have the issue with this mod disabled; however, it has happened all 3 or 4 games that I have started with this mod enabled, even if it isn't selected as the active game mode.
Landy Jun 25, 2024 @ 9:56am 
Ope I just forgot to tick “one city mode” while setting up the game. All set now. This mod is great!
Meanie Jun 24, 2024 @ 4:59am 
The mod is working. Unfortunately it does not change the bonus from Ancestral Hall building, which provites 50% increased PRoduction toward Settlers.
Landy Jun 21, 2024 @ 12:20pm 
Does this mod still work for the latest version of the game (1.0.12.58)??? I tried this mod the other day and I could still produce a settler and settle a second city.
claudemac24hrs Sep 15, 2023 @ 5:55pm 
This reminds me of Civ5 with the one city challenge and the achievement One to Rule Them All.
Adonis Gaming Apr 3, 2023 @ 9:40pm 
is there a way to make the AI more aggresive I find that the AI just does not attack anyone now. I guess it's cause they are so far away from each other, but idk they just do not attack anyone.
Adonis Gaming Jan 25, 2023 @ 11:46pm 
God this is amazing. For my ultra modded playthroughs this adds the finishing touch I needed. I love it just how it is. Limits everyone to 1 city unless you conquor more. City states between my enemies and I become a political game to see who can influence their nearby citystates to have extra protection.

Wars are long distance affairs now so you can't just pump out unit after unit after each city you take. Combined with unit limit enforcement it makes you have to build up your army for an invasion and plan since you can't just spam 5000 units.

Love it! Been looking for a mod like this!
GRF Dec 20, 2022 @ 1:34am 
Thank you very much for your update, this mod is very comfortable for perfectionists.
Fuzzle  [author] Nov 12, 2021 @ 12:42pm 
I also made some other changes alongside the loyaly changes, allowing more districts in a city and granting trade route capacity at certain civics, etc. It's all in the mode description anyway.