Sid Meier's Civilization VI

Sid Meier's Civilization VI

Half Unit and Building Production Costs
55 Comments
JFire 23 Apr @ 8:31am 
It works btw
SnazzyWeirdo™ 14 Sep, 2023 @ 8:57pm 
does this work with all gamemodes
Czar of Koskea 15 Oct, 2022 @ 7:41am 
remember to downvote all old mods that no longer receive updates.
that way we can all search by ratings and avoid seeing them
Charles_Wen 19 Jul, 2022 @ 7:58pm 
not working anymore...
STuRoK 12 Mar, 2021 @ 10:28pm 
just edit .sql in the mod folder with Notepadd++. It's very easy to do.
MaxtheCat 20 Jan, 2021 @ 1:29pm 
I second Humzu9. Building cost is fine, but unit cost is too high.
Humzu9 25 Dec, 2020 @ 8:49pm 
Is it possible for you to make a half unit production cost mod but building production stays the same?
News_12 27 May, 2020 @ 2:51pm 
Does this work in the marathon game mode as well?
Gutvald 13 May, 2020 @ 2:09am 
This mod needs Gathering storm or cannot work with actual Civ 6. It prevents me from launching any game.
Archee 30 Mar, 2019 @ 12:10am 
half only unit cost version please for gs!
White Shadow 8 Mar, 2019 @ 3:37pm 
This is a great mod, and I am not trying to convince people not to give it a try. Though I will say, I am more of a fan of production boosting mods rather than cost-reducing ones, for this very reason. I really like the newer "Production per population" mods, for example.
Korbyn Battlecry 8 Mar, 2019 @ 1:49pm 
I just checked. While theomos is correct that the mod will work with GS, it does NOT WORK with GS units and buildings. It also does not reduce the resource cost for any of the units in the game.

This is a mod that I would definitely love to see updated for GS, however, in my test games I found that keeping the resource requirements the same as the base game helped keep from having too many units in the game.
White Shadow 1 Mar, 2019 @ 8:59pm 
@theormos

Does this also halve GS-specific content, though? Such as the new districts, units, and wonders?
theormos 1 Mar, 2019 @ 6:43am 
Hey just to give everyone an update. This mod does work in GS, all you need to do is open the game and go to additional content, and manually turn on the mod. I just tried it and it did work.
Emergency Twink 27 Feb, 2019 @ 12:48pm 
Update by chance?
warhammerfrpgm 25 Feb, 2019 @ 6:24pm 
@insanelampshade any chance we can get an update to mark as compatible with gathering storm. would love that. i know its the only mod you have made for civ6 but it would mean a lot.
theormos 21 Feb, 2019 @ 12:25am 
Please Please update for GS
Trajan007 16 Feb, 2019 @ 11:51am 
Yes, I would like to support previous post, please update to be compatible with latest Gathering Storm patch
pxseas 15 Feb, 2019 @ 6:39am 
please update for gathering storm!!
cio117 14 Feb, 2019 @ 2:24pm 
thosnt work with GS,DLC:steamsad:
Master Ace 11 Feb, 2019 @ 2:07pm 
tried on marathon, didnt work, simply didnt had no effect
DaxMan71 9 Feb, 2019 @ 1:35pm 
This mod made the game fun.
CoachGunns 24 Dec, 2018 @ 12:25am 
This mod isnt working for me ... maybe its because im using warfare complete mod?
Therhenner 16 Dec, 2018 @ 12:36pm 
If this works, that is exactly what I was thinking i needed while walking my dog
enigma 5 Sep, 2018 @ 3:20am 
only player or the AI too?
joe scmhoe 31 Aug, 2018 @ 2:40pm 
this is what i needed in my life
EdzTech 16 Aug, 2018 @ 7:25pm 
thank you! much needed
Maitre Supreme 6 Mar, 2018 @ 4:40pm 
Great mod - THX ! :steamhappy:
titand120 27 Feb, 2018 @ 1:22pm 
For those wondering, the mod does seem to work for Rise and Fall. Tested it with Spec Ops on Online Speed: 520 production without the mod, 260 with it.
- 21 Feb, 2018 @ 5:24pm 
Does this mod work with R & F?
Dose this mod work with the DLC Civs?
liamek1462 8 Feb, 2018 @ 7:16am 
Has this been tried with the Rise and Fall expansion ?
流明贤者 1 Feb, 2018 @ 9:35am 
hi, I want to know whether the mod can make a different cost change on building, disctrics and wonders?
wdwtdf 27 Jan, 2018 @ 3:40am 
sometimes doesn't work after loading the game archive(some of leader).
Apheirox 15 Jan, 2018 @ 6:13am 
This should probably be the default setting for the base game. Far too high production costs by default. Thanks for uploading.
sercera 12 Nov, 2017 @ 4:05pm 
yeah I also amend my statement: This mod does not work correctly with any DLC. You can play with the mod enabled and it won't crash your game, but anybody playing a DLC civ/leader (and I presume any modded civ or leader) will not get half cost for any of their unique units or buildings. Everything else is correctly halved.
Techno Maestro 23 Oct, 2017 @ 12:24pm 
Does this work with Modded civs? Or is it just basegame civs?
Suisight 12 Aug, 2017 @ 2:20am 
I retract my statement or amend it: the new feature of pre-saved game configurations overwrites mod selection. So starting a game via the configuration uses the mods that were selected when it was created, not the one selected at this very moment. Seems to everything okay with this mod.
Suisight 12 Aug, 2017 @ 2:07am 
Does not work for me (no effect and does not show in mod list when bein in a game). Does show up in the "enabled" mods though. Related to update?
sercera 25 Jul, 2017 @ 12:30pm 
it must be something different because the costs are halved for me even with DLC civs
Itzgeez 9 Jul, 2017 @ 7:28pm 
@bipolar Brady, dank member Thank you for noticing this! I was wondering I why my production times were still slow even with this mod enabled.
Bipolar 13 Jun, 2017 @ 1:35pm 
Doesn't work with the DLC Civs, hopeing that you'll add that eventually.
Itzgeez 28 May, 2017 @ 5:42am 
Thanks so much for this. This will make things a lot more fun. Are you aware of any compatibility issues with popular mods?
Mori The Vampire Lord 23 May, 2017 @ 1:19pm 
nice this will speed things up a bit, make the early game way less boring and waity waity wait feeling should go, nice work thanks
Junky 15 May, 2017 @ 1:26am 
Is there a possibility to connect that Mod with Deliverator's MOAR Units Mod?
sercera 29 Apr, 2017 @ 8:36pm 
LOBO I don't think it's fixed. This seems like a really simple but really good mod, I hope the author would consider looking into it. I have verified that when only this mod is enabled, I get this "negative production" error in repairing districts.
Chief Daddy 27 Apr, 2017 @ 5:39pm 
mod*
Chief Daddy 27 Apr, 2017 @ 5:39pm 
is there a nod that reduces the prices extremely to where its instant ?
LOBO 27 Apr, 2017 @ 1:47pm 
sercera did you have it fixed?
sercera 24 Apr, 2017 @ 11:43am 
I think there may be a problem. When I capture a city and have to repair any district the costs seem off. I only just started playing the game a few days ago so I could be wrong. However, district repairs have negative gears/hammers whatever the term is so they take many turns to get just to 0 and then rebuild them. For example, in a city with a pillaged holy district, in my game it says it costs 32 production, however, it has "-75/32" in the production area. My city has only 9 production per turn so it takes 12 turns to complete. I don't see the problem in repairing the district buildings, just the districts themselves.
InsaneLampshade  [author] 24 Apr, 2017 @ 10:38am 
Everything.