Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Armoguy Oct 5, 2018 @ 9:29pm
Unit upgrade and production costs!
I have tried doing a search for unit production costs, and the consensus seems to be that they do not change from their base. However, I previously noticed (via save-scumming), when having 3 archers, the production cost was 3X the base cost of 60. When crossbows were available, the PC jumped from 180 to 540 (still 3X, but still high). That cost hasn't changed now that I have 6 archers, but now, I can't afford to upgrade them all! Each one will cost at least 570 GP! Can anyone explain? FYI, it may be mod related, as I'm using a bunch of mods atm. But is there a base game mechanic that is causing this?

https://steamcommunity.com/sharedfiles/filedetails/?id=1531496998
Last edited by Armoguy; Oct 5, 2018 @ 9:30pm
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Showing 1-8 of 8 comments
Leon Declis Oct 5, 2018 @ 10:05pm 
Could you repeat the circumstances without installing any mods? Because the most likely explanation is mods.
Armoguy Oct 5, 2018 @ 10:10pm 
I would have to rummage through the list of mods (like more units) to figure this out. In the meantime, I would have to restart the game with mods disabled, etc etc.... what a headache....
donald23 Oct 6, 2018 @ 6:43am 
This is definitely not in the base game. Might be a conflict between two or more mods.
Paulytnz Oct 6, 2018 @ 7:14am 
I have a feeling I know what is going on here. You have a mod or mods installed that adds units between Archer and Crossbowmen. There's a couple that add Composite Bowmen in between.

Since you are trying to skip a unit in between the Archer and Crossbowman (probably Composite Bowman) you are paying more because you are actually paying for 2 unit upgrades. It all works out in the end. This way you don't have to upgrade the unit twice and wait extra turns like I think we had to in base game or maybe it was civ 5.

If you were to build say the composite bowman then upgrade it to the Crossbowman it would be cheaper. But obviously you can't do that now since you can already make Crossbowen.

Moral of the story? Upgrade each time you unlock the next tier or you can delete that unit and just rebuild with production which is probably cheaper in the long run. Of course you lose any combat lvls but that's the option.
Armoguy Oct 6, 2018 @ 8:07am 
IDK about Civ 6, but I'm pretty sure units in Civ 5 upgrade 1 step at a time. At any rate, I don't have any composite bowmen here, which would be nice... Also, as I mentioned, the PC cost goes from 180 per archer to 540 per Xbow, a hefty jump! That meant my archers nearning completion just went to 20-30+ turns nothing flat. At any rate, I'm still about to wipe the floor with Saladin, so, I got that going for me, which is nice.
gimmethegepgun Oct 6, 2018 @ 8:21am 
The production price is triple the base price because you're playing on Marathon speed, which triples the price of everything. And Crossbowmen cost 3x as much as Archers (though once you get Feudalism the melee/ranged/anticav card will affect xbows and not archers, which when used will functionally make them cost 2x as much to build).
Armoguy Oct 6, 2018 @ 6:43pm 
Ah yes of course; I should have known! I've been semi-aware of of such multipliers before, but completely forgot that feature for this case. :steamfacepalm:
SamBC Oct 7, 2018 @ 8:10am 
Originally posted by Armoguy:
IDK about Civ 6, but I'm pretty sure units in Civ 5 upgrade 1 step at a time.
Purely as an aside, in Civ6, upgrades are straight to the most modern unit in the line.
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Date Posted: Oct 5, 2018 @ 9:29pm
Posts: 8