Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Many Units Depopulate
   
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5.043 KB
25 Jan, 2022 @ 4:20pm
6 Dec, 2024 @ 3:57pm
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Many Units Depopulate

In 1 collection by dansal
Depopulation Mods
3 items
Description
This mod makes more units cost population to produce, grants an extra starting Settler, and makes some other changes, listed below the links.

I HEAVILY recommend pairing this mod with mods that add starting units


Also!: this mod was designed for SINGLEPLAYER ONLY, and has not been tested or calibrated for multiplayer matches at all, so be warned.


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This mod should affect all units, even custom units, for both players and AI.
    By default, all units cost 1 population to produce.
    These UNIT TYPES are exempted:
    • Great People
    • Heroes and Legends
    • Recon Units, except for Spec Ops
    • Naval Raider Units, except for Nuclear Submarines
    • Military Support Units, except for Anti-Air Support Units
    • Religious Units, including Cultists, and excluding Missionaries
    These STANDARD units are exempted:
    • Spies
    • Archaeologists
    • Naturalists
    • Rock Bands
    • Biplanes
    • Soothsayers
    These UNIQUE units are exempted:
    • Warrior Monks
    • Lahore Nihang
    • Babylonian Sabum Kibittum
    • Chinese Crouching Tiger
    • Korean Hwacha
    • Ottoman Janissary
    • Vampires
    • Questing Knights
    These units cost TWO population to produce:
    • Settlers
    • Aircraft Carriers
    • Giant Death Robots
    These units are half-price due to their increased population cost:
    • Settler
    • Builder
    • Trader
    • Missionary
    -----------------------------------------------------------------------------------------Here is my other version of this mod, which adds more starting ancient units so that civs have something to do at low populations:
    Depopulator Plus
    https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2732828476It grants two of every basic ancient unit, plus 2 additional scouts, at the start of any game that starts in the ancient era. Affects human and computer players.OR, if you feel this mod makes too many exceptions or other changes, there is:
    Depopulator Raw
    https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2740602903This mod makes ALL units cost one population, except in cases where it would cause issues running the game. Not Recommended, as there can be too little to do at the beginning.
    !! Make sure that only ONE depopulator mod is active at once !!
23 Comments
dansal  [author] 14 Nov, 2024 @ 5:01pm 
This mod is made strictly for singleplayer, so I haven't tested it in multiplayer settings. I'll update the mod's description.
meow 14 Nov, 2024 @ 1:03pm 
Does this mod play well in multiplayer? I'm getting desyncs and I'm not sure what mod it is, and my first instinct would be a mod like this...
dansal  [author] 6 Nov, 2024 @ 6:23pm 
Its mostly the first mode you mentioned.

for military units, first I set the pop cost on a formation-class basis, and THEN I alter individual units.

For civilian units, I changed the population cost for each individual unit.

So, modded military units should cost 1 pop, while modded civilian units will use their default costs.
meow 6 Nov, 2024 @ 5:33am 
I'll ask here since this is the mod with the highest engagement

How does this handle modded units?

Is the population cost added to all units with the exclusions hand selected, i.e. any modded units will default to 1 population cost, or is the population cost added to every single unit individually resulting in any units added by mods not having a population cost?
Justin 29 Jun, 2024 @ 7:14pm 
only thing I'd change is the unit descriptions probably need to be updated to show population cost but other than that thanks for uploading
ZuryMcFlapjack 21 Jan, 2023 @ 9:45am 
Yes, depop for training and then also retirement button would be sick. It exists in golden age mod but that mod breaks many others I would rather play with. Golden age is a huge mod package I would rather not have turned on just to use a single feature from it while losing many other mods. But enlistment and retirement does not exist as a stand alone mod. I have spent a lot of time looking over the mods files trying to see if I could create the mod but it seems outside my skill set. SpatialX has ALMOST a perfect version except units have 40 turn life span that I am not interested in. I also spent a lot of time in that mod file looking for how I could delete the lifespan portion of it but could not figure it out.
spartan1204 6 Jun, 2022 @ 11:18am 
A personal preference, it would be cool if there was a demobilization ability where soldiers can reenter civilian life.
dansal  [author] 5 Jun, 2022 @ 7:44am 
No, it would be like deleting a settler. Once the pop is used for a unit its gone from that city for good.
spartan1204 5 Jun, 2022 @ 12:34am 
Can deleting units repopulate a city?
dansal  [author] 6 Feb, 2022 @ 9:41am 
No problem!