Sid Meier's Civilization VI

Sid Meier's Civilization VI

Asset Counter
59 Comments
Puddings 16 Jun @ 12:35pm 
Ahh ty. Now why would that be hidden?

I'm at 9240 assets :(
WildW  [author] 15 Jun @ 8:24pm 
@Puddings make sure you have hidden folders visible in your Windows explorer settings or use the "Run" app and type in "appdata" into the box, it'll bring you right there.
Puddings 15 Jun @ 9:13am 
I can't find User\AppData\Local\Firaxis Games\Sid Meier's Civilization VI\Logs

I go to Users then nothing is there
MrBravo6 21 May @ 12:02am 
Can you add counter for each specific expansions too? It's very time-consuming to unload each mods until I got low assets count.
👑Z4NB0 DUCK3T5👑 5 Apr @ 6:08pm 
This mod deserves more recognition really. Maybe even inspire other modders could build something off of this with more inspiration, maybe even identifying the mods that are crashing. Even though C7 is out and workshop prone to happen in the future.
Reddy Aimfire 23 Jan @ 6:55am 
@WildW Gotcha, thanks for that simplification, I've seen games handle it in both ways I described in the past and I never really dug in deep enough to see how Civ 6 handles it. I honestly gave up on the game about a year ago, but with Civ 7 coming down the pipe I thought I'd try again. Seeing your mod gave me some hope there lol
WildW  [author] 19 Jan @ 8:37pm 
@Reddy Aimfire, assets are loaded into a bank at the start of the game, and whenever an asset needs to be drawn to the screen, the game will pull it from this bank. The problem is that the bank can only fit so many assets, so if the total assets added by mods and the game exceeds its limit, some will be written into unallocated space. Assets written to memory in this space could be overwritten or overwrite other game data, which is likely what causes the vertex explosions and lighting bugs as well as crashes.

So to answer the question, assets are only counted at the start of the game, drawing assets as the game goes on does not add to the count. You will only crash to the asset limit bug when loading into the game, other crashes are likely not related.
Reddy Aimfire 19 Jan @ 1:51pm 
@WildW I am going to chalk it up to just how badly this game is coded lol, even without your mod enabled I was randomly getting that same crash. I assumed it was your mod is because that is the only thing I changed and the game was working just fine until I started getting the graphics glitches that are associated with the asset limit bug. That's when I discovered your mod.

It's running now, I just disabled a ton of mods and have been working to build up the list again to something I enjoy but is also stable (so your mod is a godsend for that). The one question I do have is, I assume based on the nature of the asset limit bug, the game loads assets as new units and buildings, etc. are loaded into the game, increasing that limit as the turns roll by. Does your mod log the count for all currently loaded assets, or is it something I have to keep an eye on as the turns roll by to see if the numbers are getting closer to that limit? I suspect it's the former but I wanted to confirm.
WildW  [author] 17 Jan @ 8:08am 
Just as a side note for anyone using the google doc, I gave permission for all using the link to add suggestions but most of the time this just results in people accidentally messing with the formatting of the doc. I just revoked those permissions but I still want the doc to be open to contributions so in that case, just post your information in this comment section.
WildW  [author] 17 Jan @ 8:00am 
@Reddy Aimfire

You will crash regardless if your asset count is high enough, my mod does not change that fact. The most important part of the log output is the total count, which should be at the top. You can refer to the output example I have in the mod description here on the workshop post to see that what you're seeing is typical. Asset counter will only display the specific counts of each mod if they were manually counted and added to a dictionary in this mod's main script, which most weren't.

You can refer to the linked google doc for information on the counts of several popular mods.

Hope this helps.
Reddy Aimfire 15 Jan @ 3:41pm 
I'm getting unhandled access violations when starting a new game using this mod, nothing else has changed.


Unhandled Exception

Code: EXCEPTION_ACCESS_VIOLATION

Error reading address 0x0


I was pretty excited to use this mod so that I could try to parse out what mods I can to create a stable game that I could rely upon whenever I need my Civ fix and unfortunately, loading it up with my existing save just gave me "Unknowns" for the values for all of my mods/DLC, thus my trying to start a new single player game.

I'm not sure if anything I provided here is helpful at all, or if anyone else has experienced this, but I wanted to report it.

Thanks for your time.
WildW  [author] 18 Dec, 2024 @ 6:47pm 
@Daydreamer check your lua.log. It should also print there, but with a truncated message.

If you know anything about lua code you can try modifying my script to call "print" multiple times to avoid message truncation if you need the longer message length. The total asset count will be at the top so it shouldn't be a big issue.
Bluesky95 16 Dec, 2024 @ 2:19pm 
no automation.log on steam linux proton
Rabs Warren 12 Nov, 2024 @ 11:02am 
This is so useful thank you. Strange that my total asset count is 6901 and I'm still getting a CTD when reloading an artdef file in the console, just after changing a unit count
Simon Sullivan 23 Oct, 2024 @ 10:19pm 
This is awesome. I've only just started to add mods and it's good to know there's an issue and a way to track it. Total asset count: 7911 for me currently - now to see how much extra all the other things I'm about to include add to the total
WildW  [author] 19 Oct, 2024 @ 7:10pm 
@伯劳萌萌哒 It's not straight forwards, if it were easy I'd already have done it, but I understand it's a goal worth shooting for.
Bluesky95 19 Oct, 2024 @ 6:23pm 
I like the warfare expanded but ffs
伯劳萌萌哒 19 Oct, 2024 @ 7:12am 
Can asset restrictions be lifted? Very necessary
CyberGamer15 14 Sep, 2024 @ 5:37am 
Wanted to say I'm currently at an asset count of 9147, and things seem to be fine on my end in terms of stuff like Natural Wonders and Units not glitching out.
Sylien 16 Aug, 2024 @ 3:25am 
Just if anyone is wondering: I've experienced being able to start a game and play fine, with 12000 assets... but I was then completely unable to load a savefile of the game. The only time I've been able to load a savefile is when the asset count was below 8200, currently playing with 8198. So if you're wondering how you could start a game but it won't load now, this is possibly why.
Obb 12 Jun, 2024 @ 8:21am 
I definitely will ! I'd love to share the good news ^^
I've already scoured the net though, I’ve little hope of finding more...
And even less for the devs fixing it ! Let’s hope for civ7, at least.

Thanks again, what’s for sure is that the mod is a precious help !
WildW  [author] 12 Jun, 2024 @ 3:33am 
@Obb I don't know any other tricks. If you come across any feel free to mention them here for others!
Obb 12 Jun, 2024 @ 2:36am 
Indeed !
I shouldn’t skip the biggest comments, they’re often the most relevant ^^

I was starting to get light visual bugs, like naked or totally missing units for example, at around 8800+. I haven't made enough progress in my new game, at around 8100+, to certify that it's fine now. Though, if it is, I'll try higher next time !

I also removed all the animated leaders files, and the multiplayer scenarios, I’m not sure if it removed a lot of assets, if any, but it is supposed to make the game a bit lighter… I see it’s stated in the comments, I’ll read them all this time ! ^^ Do you know any other tips I could try maybe ?

Thanks for your reply !
WildW  [author] 11 Jun, 2024 @ 7:43pm 
@Obb you might be able to go a little higher, Zegangani and some others report that the leader pass made slight improvements to the problem. I cannot confirm but maybe it's worth considering. You can see the conversation about that a little further down in these comments.
Obb 11 Jun, 2024 @ 6:33am 
Very nice ! Thanks much.
So, around 8100 would be a max amount to aim ?

The asset limit is frustrating =(
And deciding which mods to disable is going to be difficult lol
emikorn 4 May, 2024 @ 10:48am 
Any update of the google doc?
pubs of england 3 May, 2024 @ 6:26pm 
this has been super helpful in getting my game setup and knowing the limits. Thank you for doing this its very useful
Zegangani 2 Jan, 2024 @ 6:06pm 
Most Natural Wonders have a tiny or no Asset footprint. That's because they use Height Maps (which is just a 2D Texture) rather than adding new 3D Assets.
The_Competent_Gamer 20 Dec, 2023 @ 8:46am 
So, I'm a bit confused here. When I first launched the game, my asset count was listed at, let's say, 8523. When I disable some of Sukritact's Natural Wonder mods, namely the Grand Canyon and Tonle Sap, the asset count still listed as 8523 when I relaunched.

Am I missing something? Are these mods not adding new assets?
LETS GO KANGAROOS 17 Jul, 2023 @ 8:53am 
Does anyone know if the log location for Mac was moved? Seems like my Automation.log hasn't been giving correct values for months now.
Doc_Furtado 14 Jun, 2023 @ 3:22pm 
Great Mod, tks
Zegangani 12 Jun, 2023 @ 1:40pm 
@Argonne Divulge, it seems so. Before the Leader Pass my PC couldn't go beyond ~8200 Assets without crashing, but in a recent Test, I reached ~9300 Assets without the Game crashing (when going to the main menu or existing the Game it would crash the Game, but it works fine while you're playing a Game, or when reloading the Game, so not a big Issue overall). The hard limit for my PC seems to be between 9300 and 9900 (need to test more to know exactly).

Overall, it seems the Stability and Performance improvements that were done to the Game during the Leader Pass did indeed do something to make the Game more stable and playable. A big Thanks to Firaxis Devs for working on that. Tbh I didn't expect at all for the Asset Limit to be increased, so it's a nice surprise/discovery from LP.
Argonne Divulge 5 Apr, 2023 @ 4:55pm 
Did they increase asset limit finally? For some reason my game currently load about 8900 assets and work no problem. Further than that - it gets some artifacts. I remember very clearly that the maximum of what i could load back in the day was 8200 so something must have changed.
WildW  [author] 29 Mar, 2023 @ 3:03pm 
@Lantari Apologies, they just moved the log location to `User\AppData\Local\Firaxis Games\Sid Meier's Civilization VI\Logs` a couple updates ago, I forgot to update the description here.
Lantari 29 Mar, 2023 @ 2:54pm 
Hello, the mod is not printing new stuff to lua.log, and it wasn't to automation.log either so I deleted that and it's not coming back. Please help!
Jäger 17 Mar, 2023 @ 11:21pm 
I wonder if they changed or expanded the asset limit with this 15 March Update
camembert4u 9 Feb, 2023 @ 1:52pm 
@WildW
I do get into the game. Also, I just checked my files to see if I had lua.log and now I have Automation.log. Thanks!
WildW  [author] 5 Feb, 2023 @ 10:39am 
@sascha some people have reported that to me before, I'm not sure, but maybe even when my script has a very low load order it still doesn't load fast enough when there is an especially large amount of mods to print before the crash. If this isn't the issue, and you're still getting into the game, I really have no clue to why it wouldn't work.

First, ensure that the mod works at all (check lua.log, it also prints there), then check Modding.log and Lua.log (again) for errors that might prevent it from printing. Also confirm that you're at least getting to the dawn of man loading screen before loading into a game fails if that's your case.
camembert4u 5 Feb, 2023 @ 9:08am 
I don't get Automation.log in my Logs folder.
WildW  [author] 30 Jan, 2023 @ 7:51pm 
@Cave Johnson, thanks for the support and the question, though I've looked into it a little before and to be honest, I'm not sure. I know that when I tested the size of the Great Negotiators pack it was around 4-6 assets IIRC, which did puzzle me as I had assumed leader models and animations had more measurable impacts on the limit. I've never personally tried disabling dlcs or removing leader models/animations to help boost the limit on my personal mod configurations and so everything I know about it is in anecdotes from others.

It's most probable that counting the assets isn't enough, such as there being other factors to the bug we are not sure about or caveats to what exactly counts as an asset. I'm personally not that invested into pursuing the root issue of the limit any longer but I'm willing to provide input on any future insights and provide support to people using this mod going forwards.
Cave Johnson 30 Jan, 2023 @ 12:08pm 
First of all thank you very much, this could very well be one of the most important mods to come out simply because it helps us understand this whole asset limit conundrum a bit better! Now one can finally make more precise adjustments to the mod collection one uses.

Still, there is something that puzzles me... There is this tip going around that one can prevent the game from loading the leader animations to make space for more assets. However, wouldn't this contradict the fact that the asset count for DLCs only adding a leader is 0 (e.g. Persona Packs, Leader Pass)?
Any ideas on this?
WildW  [author] 28 Nov, 2022 @ 6:52pm 
Cooleatack, maybe. Someone recently added comments to include a lot more information which was very much appreciated, but the process for finding out how many assets a mod includes is tedious. Currently you have to load into a game and subtract the amount of assets loaded without the mod from the total assets loaded, one mod at a time. Though, there might be a certain correlation with XLP entries and what are considered individual assets but it's been a while since I looked into it. If I get around to it, I might be able to write a script that generates much more extensive documentation.
Cooleatack 25 Nov, 2022 @ 1:09am 
Will the docs list be updated shortly? It is an incredibly useful tool, but very few mods are included so far
WildW  [author] 30 Oct, 2022 @ 4:35pm 
I don't think it's very likely this mod caused your game to crash, afaik it doesn't contribute to any limit. There're no art assets included, all it does is run a short script on game load. But if it did, very ironic indeed lol xD
Kyrie 30 Oct, 2022 @ 12:48am 
Funnily enough this mod was somehow the straw that broke the camels back in my mod configuration and made it all crash. Holy shit the irony
WildW  [author] 22 Oct, 2022 @ 9:07pm 
DaniAngione, we can only hope...

Thanks for the kind words though, as well as everyone else's.
DaniAngione 21 Oct, 2022 @ 9:50am 
I love and hate this mod...

I love it because it finally allows me to fine-tune and fix my collection to not cause issues without removing way more than I needed to remove.
Thank you.

I hate it because it made me realize that the only way that I can have the *gameplay* I want is to remove the absolutely gorgeous Leugi's City Styles :(

Damn you, Firaxis!

Thank you for your work, WildW... But if I may be honest, I sincerely and genuinely hope Firaxis would listen and your mod will one day be outdated and useless <3
Winn 16 Oct, 2022 @ 4:47pm 
conspiracy theory: Firaxis added the asset bug on purpose to handicap modders from completely overhauling the game, either to make dlc more profitable or to make their game look better than it actually can be
KrumStrashni 8 Oct, 2022 @ 4:32pm 
Kudos. Amazing. Can help me optimise Warfare Expanded.
hoppo9 19 Sep, 2022 @ 1:34am 
It's surprising how many DLC's have to be turned off to run warfare expanded. Totally worth it though, and all possible thanks to this absolutely genius mod. You sir, are a scholar among mortals :steamhappy: