Sid Meier's Civilization VI

Sid Meier's Civilization VI

Half Unit and Building Production Costs
55 kommentarer
JFire 23. apr. kl. 8:31 
It works btw
potato 14. sep. 2023 kl. 20:57 
does this work with all gamemodes
Czar of Koskea 15. okt. 2022 kl. 7:41 
remember to downvote all old mods that no longer receive updates.
that way we can all search by ratings and avoid seeing them
FogRain 19. juli 2022 kl. 19:58 
not working anymore...
STuRoK 12. mar. 2021 kl. 22:28 
just edit .sql in the mod folder with Notepadd++. It's very easy to do.
MaxtheCat 20. jan. 2021 kl. 13:29 
I second Humzu9. Building cost is fine, but unit cost is too high.
Humzu9 25. dec. 2020 kl. 20:49 
Is it possible for you to make a half unit production cost mod but building production stays the same?
News_12 27. maj 2020 kl. 14:51 
Does this work in the marathon game mode as well?
Gutvald 13. maj 2020 kl. 2:09 
This mod needs Gathering storm or cannot work with actual Civ 6. It prevents me from launching any game.
Archee 30. mar. 2019 kl. 0:10 
half only unit cost version please for gs!
White Shadow 8. mar. 2019 kl. 15:37 
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 kl. 13:49 
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 kl. 20:59 
@theormos

Does this also halve GS-specific content, though? Such as the new districts, units, and wonders?
theormos 1. mar. 2019 kl. 6:43 
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 kl. 12:48 
Update by chance?
warhammerfrpgm 25. feb. 2019 kl. 18:24 
@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 kl. 0:25 
Please Please update for GS
Trajan007 16. feb. 2019 kl. 11:51 
Yes, I would like to support previous post, please update to be compatible with latest Gathering Storm patch
pxseas 15. feb. 2019 kl. 6:39 
please update for gathering storm!!
cio117 14. feb. 2019 kl. 14:24 
thosnt work with GS,DLC:steamsad:
Master Ace 11. feb. 2019 kl. 14:07 
tried on marathon, didnt work, simply didnt had no effect
DaxMan71 9. feb. 2019 kl. 13:35 
This mod made the game fun.
CoachGunns 24. dec. 2018 kl. 0:25 
This mod isnt working for me ... maybe its because im using warfare complete mod?
Therhenner 16. dec. 2018 kl. 12:36 
If this works, that is exactly what I was thinking i needed while walking my dog
enigma 5. sep. 2018 kl. 3:20 
only player or the AI too?
joe scmhoe 31. aug. 2018 kl. 14:40 
this is what i needed in my life
EdzTech 16. aug. 2018 kl. 19:25 
thank you! much needed
Maitre Supreme 6. mar. 2018 kl. 16:40 
Great mod - THX ! :steamhappy:
titand120 27. feb. 2018 kl. 13:22 
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 kl. 17:24 
Does this mod work with R & F?
Dose this mod work with the DLC Civs?
liamek1462 8. feb. 2018 kl. 7:16 
Has this been tried with the Rise and Fall expansion ?
流明贤者 1. feb. 2018 kl. 9:35 
hi, I want to know whether the mod can make a different cost change on building, disctrics and wonders?
wdwtdf 27. jan. 2018 kl. 3:40 
sometimes doesn't work after loading the game archive(some of leader).
Apheirox 15. jan. 2018 kl. 6:13 
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 kl. 16:05 
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. okt. 2017 kl. 12:24 
Does this work with Modded civs? Or is it just basegame civs?
Suisight 12. aug. 2017 kl. 2:20 
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 kl. 2:07 
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. juli 2017 kl. 12:30 
it must be something different because the costs are halved for me even with DLC civs
Itzgeez 9. juli 2017 kl. 19:28 
@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. juni 2017 kl. 13:35 
Doesn't work with the DLC Civs, hopeing that you'll add that eventually.
Itzgeez 28. maj 2017 kl. 5:42 
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. maj 2017 kl. 13:19 
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. maj 2017 kl. 1:26 
Is there a possibility to connect that Mod with Deliverator's MOAR Units Mod?
sercera 29. apr. 2017 kl. 20:36 
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 kl. 17:39 
mod*
Chief Daddy 27. apr. 2017 kl. 17:39 
is there a nod that reduces the prices extremely to where its instant ?
LOBO 27. apr. 2017 kl. 13:47 
sercera did you have it fixed?
sercera 24. apr. 2017 kl. 11:43 
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  [ophavsmand] 24. apr. 2017 kl. 10:38 
Everything.