Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Historic Speed: Higher Unit Costs
   
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10 Dec, 2018 @ 3:17pm
17 Feb, 2019 @ 4:48am
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Historic Speed: Higher Unit Costs

Description
Description
Updated for Gathering Storm!
Optional add-on for my game speed mod Historic Speed (Extended Eras).

This mod increases the production cost of all units by 150%.

Requirements
This mod REQUIRES Historic Speed (Extended Eras). It is solely designed as an add-on for that mod.
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No it's not outdated.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the mod is outdated and needs updating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