Sid Meier's Civilization VI

Sid Meier's Civilization VI

Military from Population
43 Comments
Nachtblume 19 May @ 12:04pm 
The AI cant handle it, but it's a great, great idea
[PIGZ]MrTango 25 Aug, 2024 @ 3:33am 
Extended policy cards is reading the food b onus as -0.1 food.
El 18 Aug, 2023 @ 8:32am 
Love the idea of this mod!
spartan1204 4 Jun, 2022 @ 11:50pm 
I just wish there's a way to demobilize by deleting your troops in your territory.
spartan1204 26 May, 2022 @ 8:54am 
Does this work?
Erenussocrates 8 Sep, 2021 @ 3:32am 
Please update the mod and make it compatible with new DLC and updates!
Hieb 29 Jul, 2021 @ 2:05pm 
This is such a cool idea, but it just results in the AI continuing their normal trend of overproducing units and then being left with an empire of 1 population cities that they lose due to loyalty system
Nimble-Cat 26 Apr, 2021 @ 1:06am 
Great idea. But those 2 cards are redundant. Please remove them.
Dudalous 1986 9 Apr, 2021 @ 11:03pm 
this is an amazing idea! why no one else thought or built on this??
oktawianavgust 28 Feb, 2021 @ 1:57am 
The idea is interesting! But, for warriors and shooters of the first level, it is advisable not to spread.spread
catshaped-doll 10 Nov, 2020 @ 4:11pm 
I like the idea of this! It would be even cooler if resettle the soldiers as well (add a population to a city)
writtendown 15 Oct, 2020 @ 10:00am 
In previous post context buy means recruit :)
writtendown 15 Oct, 2020 @ 9:58am 
Could it be possible to add a "recruit unit" option with an extra population cost instead of only purchasing with gold? Perhaps it could even vary between government types. For example with monarchy you need to buy units only using faith, while merchant republic uses gold etc.
RetroJ75 2 Sep, 2020 @ 2:44pm 
This mod needs an update!
Light 19 Jul, 2020 @ 7:17am 
as of 19/7/20 makes the game unable to load. Its a good idea thought
Lion-O, Lord of the Thundercats 16 Jul, 2020 @ 1:28pm 
Too fix the loyalty issue play with Loyal Capitals and Key Loyalties Mods. Capitals cant swap ever, no matter how low they get.
Luke ✞ Jesus Saves ✞  [author] 28 Mar, 2020 @ 9:57am 
Sorry I have no idea how to mod the AI. But yeah, the cons of this mod is it screws up AI very badly. However I notice they are very effective at defending because they keep popping out new unit to defend their cities (since new low pop is cheap and the production is reduced).
evandogrev 22 Mar, 2020 @ 4:01pm 
Hell, you might even be able to reduce the AI's loyalty reduction per neighboring pop as a super cheap and dirty solution initially.
evandogrev 22 Mar, 2020 @ 3:58pm 
Definitely look into resetting the AI's priorities. I've been playing with the mod and It's great, but at higher difficulties, the very early wars that AI tend to declare tend to leave even their capitals open to loyalty swaps. Ideally, having the AI recognize that creating units reduces pop, or even simply having the AI prioritize pop to a minimum percentage of each cities max housing, before creating more units at some point after starting, would be great. Although I bet that there is no basis in the AI for that sort of recognition so that may be aground up sort of thing.
[PIGZ]MrTango 4 Mar, 2020 @ 11:00am 
Does this apply to navy?
ronehjr2262 2 Feb, 2020 @ 7:58pm 
1 pop point is too much. I think a set back in growth would be sufficient.
esmcgowan0129 22 Jan, 2020 @ 12:04pm 
I had a thought on how to do this, basically give every military unit a "retire" power, basically giving the coffers their value in gold, and adding +1 population to which ever city they are standing in.
Luke ✞ Jesus Saves ✞  [author] 12 Jan, 2020 @ 9:23pm 
@Crintopsy that's very interesting and I think it is possible. However currently I do not have much time for modding, but when I have, I will definitely look at this idea. Thank you for your suggestion.
weeewooooo 12 Jan, 2020 @ 6:24pm 
Just a suggestion, after soilders are trained they should be able to return to their cities.
Luke ✞ Jesus Saves ✞  [author] 19 Dec, 2019 @ 2:37am 
@sxarexrow I have tried some games, as far as I see, they still have huge cities, but notice that their CAPITAL is very low-pop (3-4). So basically, it seems AI keep producing combat units from their capital. Funny I know, but not game breaking as far as I know. I also notice it's now significantly harder to attack because the defender can pop units out very quickly (due to halved cost), and population growth from 1 to 2 or 3 is very quickly.
Luke ✞ Jesus Saves ✞  [author] 19 Dec, 2019 @ 2:35am 
@Kex: Thanks for the questions, most of them I didn't think about. I just tested in-game:

- Units bought with faith/gold acts the same (just as when you bought Settler)
- Corps/Armies only cost 1 pop. I think that's justified as it's late in the game and you need Academy.
- Unfortunately, Magnus promotion AFFECTS the units also. Sorry this is a side-effect I didn't think about, and quick-checking the game, I don't think it can be solved easily.
sxarexrow 19 Dec, 2019 @ 1:55am 
I love the dynamic this mod creates! But I have a question: I play on HUGE maps with max 60 civs/city states. Basically, territory gets gobbled up and loyalty becomes VERY important very quickly. How is the AI behavior with this mod? Are they just going to get loyalty rolled because they have a bunch of pop 1 cities due to unit spam?
Moyocoya 18 Dec, 2019 @ 9:38pm 
@ Subutai
Well I think it's interesting to study WW II, particularly the reasons why it happened, in order to avoid WW III. Especially during a period which witnesses a development of protectionism and nationalisms all over the world...
Look into my eyes 18 Dec, 2019 @ 11:33am 
Moyocoya, tbh I dont know that much about WWII history as it doesnt interest me nearly as much as it seems to interest other people. I had always assumed that because of Frances heavy casualty rate an addition to blitzkrieg tactics that that was the reason they got roflstomped.
Kex 18 Dec, 2019 @ 9:35am 
Does this also apply to units bought with gold and/or faith? Does that one promotion for Magnus (pop-free settlers) remove the pop cost? Do Corps/Armies cost 1 pop also, or is it 2 and 3 pops respectively?

Either way aninteresting idea that should also balance out the wide vs tall play a little, I belive. Will definitely try it out. It always bothered me that war in the game has very little impact on population, when in reality it's all mass murder; although, I was thinking more along the lines of citizens getting killed by pillaging personally.
Luke ✞ Jesus Saves ✞  [author] 17 Dec, 2019 @ 2:52pm 
The Recon units' cost are not decreased (and all units that are not affected by population change) and they are generally much weaker than proper combat units.
Dr Chaz 17 Dec, 2019 @ 2:08pm 
Found an exploit to this and I'm not even subbed XD. Just spam out recon units because they cost 0 pop and just rain hell on low pop cities (because all cities are going to be low pop).
Moyocoya 17 Dec, 2019 @ 12:05am 
Whatever is said below, there is something civilization and this mod does not take into account : one did not waged war in the same way at all during middle ages, XIXth century, WWII or nowadays.
As an example, WWII was a "nation in arms" war, millions of people enlisted and engaged, when modern warfare concerns mainly professionnal soldiers, and when middle ages battles were fought by a few thousands people.
Civilization is just a game. As many mods, this one has almost no link with reality nor history, it just makes the game more difficult if needed.

@Subutai : I must point out that the main reason of the french military defeat in 1940 was it's out of date strategy, especially concerning armoured units organization and commitment, as well as its lack of armour/airforce coordination, not at all its manpower (France had 5 M soldiers at the beginning of the war, Germany 4.7). Never seen even one historian, one book on the subject nor one historic document supporting your assertion.
ChrisMartin 16 Dec, 2019 @ 4:46pm 
I disagree with you, Shuino. When creating a military force, you committing (converting) population to the armed forces. Not growing soldiers in a test-tube. Of course we can argue about difference with standing, professional, conscription, robot -army, but Civ6 engine isn't build for that kind of logic.
And about using the enemies population to fuel your army-campaign? No. Maybe you might manage to build 2 units in a "enemy city" but in that time, you would have loyalty problems, if you didn't focus on growing the newly conquered city. And Civ6 doesn't see difference of origin of population. Without peace with former owner of city, it will not grow, and with poor production.
Look into my eyes 16 Dec, 2019 @ 4:38pm 
Does it not also seem absurd that if you have a city with large population and high production you can spam out units every other turn and overwhelm the enemy? Wouldnt that city/country have trouble fielding an endless army from their military aged men and women? France after world war 1 was so depleted of fighting aged men that in world war 2 they couldnt even put up a conventional fight. This mod may not be the most realistic thing, but neither is civ in general. Its just a different way to play the game for people that play on higher difficulties where the ai makes like 15 warriors by turn 40 and just rushs every city around them.
Shuino 16 Dec, 2019 @ 11:41am 
"Ever asked why combat units come from nowhere while you have to pay a population for your Settler?" well every pop is not one person. the number of actual people increases exponentially per pop. 1 pop could be 1,000 and 10 could be 100,000. It wouldn't make sense for a group of knights to be sometimes 100,000 actual people and sometimes 1,000 actual people. It nerfs early wars only to people who don't understand the game. Taking over a city state or just one player and using their pop to fuel your army will secure a win for you. I know I don't have to download it but I just wanted to explain why this is dumb
truiz024 16 Dec, 2019 @ 11:00am 
You should have the option to "retire" units and add population back to a city. Perhaps getting one extra pop per-promotion or something.
Stubo 16 Dec, 2019 @ 12:49am 
Wow, never thought of this before, but it's a good idea, going to give it a go.
Playing with Rebalanced Mines mod, for early farms on hills, means a good growth focus will help militarily.
Luke ✞ Jesus Saves ✞  [author] 15 Dec, 2019 @ 2:32pm 
Not sure which one you used. I tried subscribing this one: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1292617460 and test with 3 mods enabled (and many other mods for testing): Steel and Thunder, this mod and Starting Slinger. Everything works well, no error in the logs, their units remove a population on creation. Must be something else. I checked Steel and Thunder code, their LoadOrder is very low so my mod should work well for them.
Look into my eyes 15 Dec, 2019 @ 2:30pm 
I love this
Vengeance 1791 15 Dec, 2019 @ 1:53pm 
I am experiencing a conflict with the steel and thunder mods, trying to see specifically what that conflict might be
Luke ✞ Jesus Saves ✞  [author] 15 Dec, 2019 @ 1:32pm 
@The_Peoples_Vengeance I did consider that when making the mod, so I put my mod LoadOrder as 500. If your other mods is using a lower LoadOrder, it will work for them, but no crash if these units are not affected :) Please try and tell me if it does not work for these, I can increase that number.
Vengeance 1791 15 Dec, 2019 @ 10:26am 
stoked about this one, been looking forward to a mod like this for a long time. Thank you! Curious if this is compatible with Steel and Thunder, other unit mods, etc?