Sid Meier's Civilization VI

Sid Meier's Civilization VI

Many Units Depopulate
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!
Comrade Noot 5 Feb, 2022 @ 10:47pm 
Thats good to know and thanks for the detailed report.
dansal  [author] 5 Feb, 2022 @ 11:41am 
An interesting event during my standard map size playthrough:
The AI's closest city to my borders had a population of 8, probably to prevent losing the city from lack of loyalty, and mostly produced units from its two other cities, which were at 3 population each. Then it attacked my nearest, smaller pop city with a moderate force of units.
dansal  [author] 5 Feb, 2022 @ 11:38am 
Note that I started all my playthroughs at the ancient era, at standard speed, on a shuffled map. I took count of the AI cities just after the medieval era, and ended the game there.

From what I understand, Comrade Noot's concern was that the AI players would just spam units right from the beginning and continue to do so for the rest of the game, which they did not, with the sole exception of the AIs in the tiny map game.
dansal  [author] 5 Feb, 2022 @ 11:33am 
So, The unmodded AI seems to handle population amounts just fine, aside from the tiny map size. The AI cities show a large range of populations, and usually had at least one city with a population of 5 to 8.
dansal  [author] 5 Feb, 2022 @ 11:28am 
On the tiny map size most AIs had three cities of 1 pop each.
On my small map playthrough the AI cities ranged from 3 to 4 pop.
On the standard sized map the AI cities ranged from 3 to 5 pop, with a few cities at 7 or 8 pop.
n the large map playthrough the AI cities ranged from 3 to 5 pop.
n the huge map playthrough the AI cities ranged from 2 to 5 pop.
dansal  [author] 5 Feb, 2022 @ 6:15am 
I'll try to play some games without any mods other than this one and give more feedback as soon as I can.
dansal  [author] 5 Feb, 2022 @ 6:13am 
The main factor seems to be whether or not there is room to grow, so this mod might be unsuitable for very small maps or medium sized maps with a high number of civilizations.

I also want to point out that I play with mods that grant 10 or so various starting units to all major civs, and I also use the Real Strategy (AI) mod, and those mods probably have a large impact on how the AI chooses to produce and use units.
dansal  [author] 5 Feb, 2022 @ 6:05am 
It varies from civ to civ and it also depends on where the AI civs start in relation to each other on the world map. AIs that start near each other and have limited room for expansion do seem to spam units like you said, but its not 100% of the time and it doesn't happen with all civilizations or leaders. AIs with less aggressive leaders or civs and AIs with plenty of room to grow usually seem to have an average population count.
Comrade Noot 4 Feb, 2022 @ 10:38pm 
How does the AI handle this? I imagine AI being dumb as it is would relentlessly spam units as soon as it has enough pop and wind up with a bunch of 1-2 pop cities.
dansal  [author] 2 Feb, 2022 @ 1:06pm 
Ripz 1 Feb, 2022 @ 11:26pm 
any chance we can get a version that JUST adds 1 pop cost to all units, and does nothing else? Been looking for that and there's always random exceptions and I dont get why. Only exception i'd want is great people and even then i wouldnt really care.
dansal  [author] 26 Jan, 2022 @ 5:53pm 
No problem bud!
White Shadow 26 Jan, 2022 @ 8:55am 
Thank you for uploading this. Been meaning to create a similar mod for personal use, and you've saved me the hassle of doing so.