Sid Meier's Civilization VI

Sid Meier's Civilization VI

Not enough ratings
Many Units Depopulate
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
5.848 KB
25 Jan, 2022 @ 4:20pm
8 Mar @ 4:37am
5 Change Notes ( view )

Subscribe to download
Many Units Depopulate

In 1 collection by dansal
Depopulation Mods
3 items
Description
This mod makes more units cost population to produce, grants an extra starting Settler, and makes some other changes, listed below the links.

I HEAVILY recommend pairing this mod with mods that add starting units

-----------------------------------------------------------------------------------------

This mod should affect all units, even custom units, for both players and AI.
    By default, all units cost 1 population to produce.
    These UNIT TYPES are exempted:
    • Great People
    • Heroes and Legends
    • Recon Units, except for Spec Ops
    • Naval Raider Units, except for Nuclear Submarines
    • Military Support Units, except for Anti-Air Support Units
    • Religious Units, including Cultists, and excluding Missionaries
    These STANDARD units are exempted:
    • Spies
    • Archaeologists
    • Naturalists
    • Rock Bands
    • Biplanes
    • Soothsayers
    These UNIQUE units are exempted:
    • Warrior Monks
    • Lahore Nihang
    • Babylonian Sabum Kibittum
    • Chinese Crouching Tiger
    • Ottoman Janissary
    • Vampires
    • Questing Knights
    These units cost TWO population to produce:
    • Settlers
    • Aircraft Carriers
    • Giant Death Robots
    These units are half-price due to their increased population cost:
    • Settler
    • Builder
    • Trader
    • Missionary
    -----------------------------------------------------------------------------------------Here is my other version of this mod, which adds more starting ancient units so that civs have something to do at low populations:
    Depopulator Plus
    https://steamproxy.net/sharedfiles/filedetails/?id=2732828476It grants two of every basic ancient unit, plus 2 additional scouts, at the start of any game that starts in the ancient era. Affects human and computer players.OR, if you feel this mod makes too many exceptions or other changes, there is:
    Depopulator Raw
    https://steamproxy.net/sharedfiles/filedetails/?id=2740602903This mod makes ALL units cost one population, except in cases where it would cause issues running the game. Not Recommended, as there can be too little to do at the beginning.
    !! Make sure that only ONE depopulator mod is active at once !!
19 Comments
Justin 29 Jun @ 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.