Sid Meier's Civilization VI

Sid Meier's Civilization VI

Art of War
77 Comments
SANDE iG. 6 Nov, 2023 @ 7:03pm 
it says he is online rn :lunar2019deadpanpig:
Kraft 25 Sep, 2021 @ 10:52am 
how does somebody create mods changing social policies N such?
˞˞˞˞˞˞˞˞˞˞˞˞˞˞˞ 22 Aug, 2021 @ 12:11am 
I just looked at his personal wordpress. Last post on it unless mistaken was in 2017.

I think he might be dead guys. We might have to maintain this mod on our own.
Desmond Doss 11 Mar, 2021 @ 6:52am 
update pls!!
RetroJ75 4 Sep, 2020 @ 6:55pm 
Would love an update on this great mod!
Salty♔Kirby 30 Dec, 2019 @ 10:26am 
one of the best ideas to happen in civilization series
Titan Hunter87 27 Oct, 2019 @ 9:04am 
This mod still works for the new dlcs and updates. I've been using it for months and I've had no problems or crashes.
Shlomo Von Schekelstien 24 Oct, 2019 @ 11:36pm 
i love this idea i'm about to give it a go
Indiaman_At_Sea 20 Aug, 2019 @ 5:02pm 
Does this support GS?
CR 6 Aug, 2019 @ 4:37pm 
It isn't as comprehensive as Art of War, but I have started a new mod with a similar idea of city population decreasing when most new military units are trained. There aren't any other changes to offset this, otherwise the gameplay is the same. Just uploaded a first draft if anyone wants to try it out:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1827304901
Erenussocrates 26 Apr, 2019 @ 9:41pm 
when will this get an update??
mrdounut77 25 Apr, 2019 @ 9:07am 
Update please!!! :)
roha6304 14 Mar, 2019 @ 3:36pm 
Will this be updated? Since the game update it's part of the many mods that are incompatible.
Slapped_Chimp 21 Dec, 2018 @ 8:07am 
Ahhh, I see, it works like a settler.
DoodleBobRed 8 Dec, 2018 @ 8:29pm 
Im not sure its working anymore? Anyone else? Its enabled and yet I don't notice any unit count restrictions.
Cutuljo 20 Oct, 2018 @ 5:09am 
Great mod! It makes Deity doable lol
My Grave 23 Aug, 2018 @ 5:52am 
Great idea but need an update.
DoodleBobRed 18 Aug, 2018 @ 8:12pm 
Awesome mod in terms of reducing the number of units on the battlefield. My computer is incredibly slow at later era turns. Any chance you could make an addition for religious units and great person units? The AI has a habit of spamming these, leading to more lengthy turns, processing all those additional units.
abel1717 27 Apr, 2018 @ 12:15pm 
Thank you!
Machiavelli  [author] 10 Apr, 2018 @ 2:44pm 
abel, you can achieve that by going to your mods/Art of War/Gameplay folder and renaming all the files except "Units.sql" and "Eras.sql".
abel1717 10 Apr, 2018 @ 1:01pm 
Is there a version of this with just the population requirement (no policies districts or buildings changes)?
Sesshomaru 10 Mar, 2018 @ 7:18pm 
Good News, It launched and did not crashe at start! I am using R&F and still do not know about game play!
:ecos:
Sesshomaru 10 Mar, 2018 @ 6:29pm 
kool ideal
I can let you know if it crashes my game and its all good!
:Dominated:
Machiavelli  [author] 9 Feb, 2018 @ 9:27pm 
FYI for current users:

This mod has not been updated to support the Rise and Fall expansion. I can not promise that the mod will work correctly if you try using it with Rise and Fall. I will delete this comment when the mod is updated and regression tested.
Fire Lord Mako 30 Jan, 2018 @ 12:51pm 
Not sure if anyone pointed out yet, but the Macedonion UB that replaces the barracks does not get the +3 Iron production. Is this intentional?
Also, haven't tried many civs yet but does this mod still give adjacency bonuses for civs with UA like Brazil with rainforests or Japan with adajecnt districts?
Imperator Rax Raxous 8 Jan, 2018 @ 4:18pm 
Okay ill keep that in mind when i try it once...
Machiavelli  [author] 8 Jan, 2018 @ 4:02pm 
Renaming the file should prevent it from being loaded when the mod is activated. Thus disabling the population cost.

Equivalent alternatives include:
1) commenting the contents of the file out
2) editing the modinfo file to not load Units.sql
3) deleting the file (assuming this doesn't cause a file missing error check)
Imperator Rax Raxous 8 Jan, 2018 @ 10:19am 
@Machiavelli
Will that fullfil the purpose as i would like it? And just rename it, or configure it? And rename, like to make the script or however it id programed not able to use, wouldn't then be better to delete it?

@popcicleman
I kind of get the point... Though i also think this idea, still would needed to be parsed for the game's options... I'm not a very good programmer, because of that i also know how hard it is, cause thats what causes me trouble. Allthough i think a modder should open possibilities, and thus would be nice to be able to configure such options
Machiavelli  [author] 6 Jan, 2018 @ 7:32pm 
If you want to disable the population loss aspect of this mod, go to the mods/Art of War/Gameplay directory and rename Units.sql.
popcicleman 6 Jan, 2018 @ 6:54pm 
removing the pop is kind of the point of this mod
Imperator Rax Raxous 6 Jan, 2018 @ 12:21pm 
Okay... You should create a spin-off version of the Mod, where this one part is disabled, or somehow make it possible to configure it.. I'd like to test it, but i surely dont want my pops decreasing, thats just not Civ...
Machiavelli  [author] 6 Jan, 2018 @ 11:47am 
Like with Settlers, the population of the city goes down when the city completes a military unit.
Imperator Rax Raxous 6 Jan, 2018 @ 9:46am 
Is the training of a Unit causing the POP it needs then consuming it aswell, or does it just require it to be avalable but not using?
popcicleman 2 Jan, 2018 @ 7:23pm 
is germany's special district suposed to get nerfed by this mod??
Hobbes 28 Nov, 2017 @ 5:20pm 
I suppose #2 is more thought provoking :-)
Machiavelli  [author] 27 Nov, 2017 @ 6:54pm 
Population is not refunded when a unit is deleted.

As for why, pick whichever answer you find more appealing:
1) It was hard to implement
2) It is commentary on how it is easier to escalate conflicts than forgive and make peace :Dredge:
Hobbes 27 Nov, 2017 @ 5:26pm 
Is the population returned when a unit is deleted? I just got this mod and if someone knows I don't want to risk it. If not it definitely should be introduced (demobilization).
San-Kyu 12 Sep, 2017 @ 11:55am 
Right now this mod makes the game too easy - all the player needs to gain an advantage early on in any war and the AI just can't cope. Increased cost for producing military units means that all wars are decided within the first few fights. Without a decent AI to properly plan an assault it becomes too easy to bleed out AI even when they outnumber the player.

The AI isn't exempt from the snowballing either-from the ancient era alone its not uncommon to see the total defeat of two to three non-warmongering civs. To live up to the namesake of your mod perhaps you need more penalties to the active use of military forces (maintanence costs? War weariness per lost unit health?) and to simultaneously code for the AI to be much more reluctant on attacking. Unless they can either win decisively or take out their target in a single turn they should be more inclined to fortify or maneuver.
San-Kyu 8 Sep, 2017 @ 1:53pm 
At 90 turns... and the mod certainly makes things alot harder, especially with AI deviousness. Balancing military and anything else is now much harder since both now rely on population much more closely. Having anything less than parity with other civs makes them war on you.

Teddy declared war on me, and I only survived because I turtled down and used my own city as bait for his attacks. Jadwiga declared war after I got peace from Teddy (at least she had the honor of not double-teaming me with Teddy).

Other civs are also keeping their cities at only 1 pop. There are brief periods where some civs raise it to 2-3 after getting 4-7 warriors/slingers/scouts. I can only guess how long it'll take them to found a 2nd city.

I guess its kinda realistic? Maybe have some techs give a small increase in growth times to slowly increase overall population as science marches on?
San-Kyu 8 Sep, 2017 @ 12:02pm 
Trying out this mod, looks like a way to curb massive armies that plague turn times in mid-to-late game. Was also looking for anything to increase maintanence costs to maybe do the same thing, but this looks real interesting.

I have AI+, 8 ages of peace, CQUI comm.ed., better coastal cities and water tiles, CIV 6 improvements patch, Dynamic Diplomacy, Moar units, resourceful, and a few others but mostly cosmetic. One mod has a larger explored area on start and adds a scout to every start. another greatly increases barbarian spawn. another mod has that promotion doctrine thing.

First 40 turns so far, King difficulty, large world with 15 AI and 9 city states... I've met Jadwiga and Teddy, and both can't seem to hold their first cities beyond 1 pop. AI may be unable to prioritize growth over anything else, but its still early. I'm worried that I may have to do the same becase Teddy has 2-3 rank 2 warriors patrolling my borders.
Machiavelli  [author] 15 Aug, 2017 @ 8:09pm 
Thanks for the info Dauceer. I have a theory as to the cause. I'll put a fix together and push out an update later this week.

On a separate note, I'm looking into a few ways to make it easier for folks to disable some parts of the mod if they don't want to play with modded districts & buildings or modded policies.
Dauceer 14 Aug, 2017 @ 3:02pm 
I'm pretty sure this is unintended, but while using this mod alone, I've found that watermills no longer give +1 food to wheat and rice resources.
Natesos 27 Jul, 2017 @ 12:03pm 
i agree with Zuntrix get ridd of all the unnecessary and frankly annoying bells and whistles and i think this would be a 5 star mod i think.
Kurnn 24 Jul, 2017 @ 7:05pm 
A VERY interesting mod.
seal 25 Jun, 2017 @ 6:38pm 
I found the gameplay with this mod combined with a AI+ mod to make the game more intresting and it was much more of a challenge
Machiavelli  [author] 23 Jun, 2017 @ 4:12pm 
That is possible. There are a couple of ways to do it. You can edit the mod info file in notepad and remove all the gameplay files except the units.sql.

Look for <InGameActions><update database...>
Zuntrix 23 Jun, 2017 @ 9:19am 
Hi Machiavelli :)
Is it possible to use this mod with nonly the "Military units require population to train." script/effect?
I think you came up with a very good idea here!, but the changes to cities, districts and policies are too much of a change, and probably not well balanced yet. So i would be very happy to hear if that is possible :) good luck developing!
Mazzini 11 May, 2017 @ 7:57am 
@Kepos, these sort of achievements are good part of testing "realism" Mods, which is "what if..", I see it doen t fit when you don t want to "test" and the effect comes as a surprise. however, thank you that is "good to know". A personal opinion for "Art of War" is: the policy growth bonus should be reduced at 5,10,15 % from 25,50,75% nowadays. You would have the "inhabited" land effect, of course
Kepos 20 Apr, 2017 @ 8:20am 
Short update: seems a combination of Real Tech Tree, Art of War and last but not least Real Marathon has caused this effect. Most civilizations didn't prosper but built only troops. The simple calculation, armies have been way cheaper to build then colonizer, while every unit has cost population which AI might not be able to calculate. After checking off Real Marathon, things started to act as usual in a new game. Actually, Real Marathon seems not accessible, so I can't give a response to the author.
Kepos 20 Apr, 2017 @ 12:28am 
Great experience, thx.
What I recognized is, that warmonger AI, in my case Greece+Mongolia, refuse to build cities but instead only build armies. Can you adjust it a bit, otherwise they are absolutely outnumbered. Besides using AI+, just for the records.