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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.
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?
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.
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.
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.
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.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2740602903