Sid Meier's Civilization VI

Sid Meier's Civilization VI

Historic Speed: Higher Unit Costs
26 Comments
DeadWeatherDrums 19 May, 2022 @ 9:45pm 
If I may, dear Readers, let me suggest the mod "Unit Limit." It puts a cap on any civ's # of units, be they Military, Civilian, Religious, Support, and the # is based on your # of Cities, Districts, Buildings, AND, the map size. That'll zap those pesky spammers!

Note: I haven't played either of the Historic Speed mods here yet (they sound great but I only recently found them) but from the various comments in both it seems like they may not accomplish precisely what some people are looking for. Ergo, "Unit Limit" may be your ticket to ride.
Revan 8 Mar, 2021 @ 6:05pm 
@Kagoule
Yes it does.
Kagoule 23 Jan, 2021 @ 1:04pm 
(I also asked this question with Historic Speed (Extended Eras)) Does your mod work with the various official game modes (Secret Societies, Dramatic Ages, Heroes & Legends ...)?
Thank you for your great mod!
LOBO 23 Aug, 2020 @ 1:56pm 
Is there a mod like that but to use without Historic Speed (Exttended Eras) Mod? Thank You
p0kiehl  [author] 11 Aug, 2020 @ 10:11am 
No it's not outdated.
Boyar 11 Aug, 2020 @ 10:03am 
the mod is outdated and needs updating
kralj.stefan 11 Jul, 2019 @ 5:48pm 
Hey p0kiehl, I enjoy both your pair of mods but, as @Pillowesque said, in the later game it becomes just unit spam; I tried editing the cost multiplier but that seems to mostly affect the early game, making everything crazy expensive (when you don't have much production), but eventually you'll reach a point where everything is still fairly quickly made.

Is there any way to adjust production cost for units/buildings to scale by era? Or per set amount of turns?

Thanks!~
Longhorn 8 Mar, 2019 @ 3:10pm 
I didnt see this mod activated in my game with GS expansion.
Pillowesque 21 Feb, 2019 @ 4:39am 
In Civ6 marathon I speed through research and can't put out any of the wonders or buildings I want and in this even with 150% unit cost things can get silly. For example in my (Japan) game I was able to pump out military ships in one turn in two of my powerhouse cities by the medieval era. It devolved into degenerate levels of unit management shockingly quickly, where everyone just had too many units to wage any sort of real war haha I'm pretty sure the better water tiles mod had something to do with me being too strong :)

I realize I'm rambling don't mean to clog your page but is there anywhere you would recommend going for extremely basic tips to mod this game? How did you start? I feel bad asking people to do this stuff for me on mods like this and would like to learn in my free time so I can be a positive change in communities like this, tww2, and rimworld since I spend so much time playing and enjoying mods in them.
Pillowesque 21 Feb, 2019 @ 4:33am 
After scouring the workshop for any mod that would let me relive my previous marathon pace of previous civ games I mercifully found yours. I played through a japan game on that #1 giant earth mod map and let me say that these are a super well done pair of mods and I really appreciate your work.

Is there any chance of you ever adding a 200% or any other (much) higher variant of this? Or one that mirrors the speed of the other techs -- even if it has to be a bit faster to make sense or be fun I'm not a coder -- for someone like me who (ironically) would love to see a super long game with much less unit/colony spam? I'm all about building tall and exploring the map and it actually stresses me out to have to deal with more than 10 settlements or 50 units at a time x.x
p0kiehl  [author] 17 Feb, 2019 @ 4:49am 
This mod has now been updated for compatibility with Gathering Storm.
Gom3R 17 Feb, 2019 @ 12:47am 
This mod needs to be flagged as compatible on GS or is this already included in GS version?
Cosmic Fox 16 Feb, 2019 @ 10:17pm 
Yes if you look at it, find out yourself he clearly states this! :steamhappy:
‡ Ðalveen ‡ 14 Feb, 2019 @ 7:54pm 
this still works on GS?
Dark Lord of History 10 Feb, 2019 @ 10:24pm 
Okay then. Thanks for the quick answer. ^_^
p0kiehl  [author] 10 Feb, 2019 @ 7:41pm 
Yes.
Dark Lord of History 10 Feb, 2019 @ 7:39pm 
Does the production fix apply to units made by modders? I'm using the warfare expanded mod and steel and thunder: unique units mod and I'd like to know.
p0kiehl  [author] 10 Feb, 2019 @ 7:13am 
Thanks for the kind words, Codfish107!
Codfish107 9 Feb, 2019 @ 11:48pm 
Thank you for adding this. I can't play Civ 5/6 without using historic speed mods (or something similar) and this mod solves the extreme ai unit spam that often results of those mods.
And thank you for your other mods, i use a lot of them.
p0kiehl  [author] 8 Feb, 2019 @ 5:35pm 
That makes no sense and isn't true.
kyljaeden 8 Feb, 2019 @ 5:32pm 
AI seems only programmed to "work" on fast normal speed not slower speed sadly
cRAGGLEOz 15 Jan, 2019 @ 3:08am 
Excellent add on.
p0kiehl  [author] 15 Dec, 2018 @ 7:39am 
@Danverryn - Thank you VERY much for providing such detailed feedback! I'm so pleased that you have found this to improve the balance of Historic Speed for you. When I get more time to actually play, I will be using this add-on to see for myself. If I have a good experience and continue to receive similar feedback as yours, I will consider making this the default way to play with Historic Speed.
Danverryn 15 Dec, 2018 @ 5:19am 
Currently playing a game on a big YNAEMP (Largest, west border: Bering Strait, east border: Urals, north border: north pole, south border: north Africa) with 20-ish civs on Deity. I'm in the late medieval era, and turn timers are around 5-10 seconds. By comparison, if I tried running a map as large as this with that many civs on Deity without the add-on, turn timers would be 30 seconds minimum up to a couple minutes by now with Civ 6 taking up 80+ % of my computers memory. For referance I'm running an i7-4790, a GTX770 and 16GB RAM. You can build a sizeable army by the classical era while still building districts and the most important buildings. The AI has a reasonably large standing army, but not so big as to lag the system and bankrupt themselves like they did without the add-on. I will update once I've played more, but so far this add-on seems balanced and is a must-have for me.
p0kiehl  [author] 11 Dec, 2018 @ 8:17am 
Production. The base mod already increases maintenance. I'll clarify in the description, thanks for bringing this to my attention.
civplayer705 11 Dec, 2018 @ 7:48am 
Question - is the increase in costs for production or maintenance costs?