"Unit Limit" Adjustment and Translation
To avoid top panel overlap, this mod’s required dependency has been changed to Unit Limit (Without Top Panel). By complementing the missing content, this ensures full gameplay functionality while significantly improving UI compatibility.
This mod is an adjustment and refinement of the classic mod Unit Limit, including translation, numerical rebalancing, and various optimizations. Primarily addresses the issue of AI producing excessive units in high-productivity environments.
TC’s original "Unit Limit" mod received its final update on April 23, 2020—over five years ago. While it hasn’t been included in major mod collection such as HiD or GA, it addresses a very real issue faced by many players: excessive AI unit counts. This not only creates performance strain but also degrades gameplay through wasted AI production and prolonged, tedious conquest phases.
However, the original mod has something to adjust—such as overly restrictive unit caps in the early game and insufficient maximum limits in the late game (capping land combat units at just 37). Additionally, it lacks proper translation support. To address these issues, I’ve created this "mod-mod": a revised version that maintains the original’s intent while improving its balance and usability.
Special thanks and respect to TC, gBazov, Chrisy15, and the CQUI team—pioneering modders whose early contributions continue to inspire the community.
– Removed the original hard cap on all unit count.
– Increased naval unit capacity from cities from 0 to 0.2 per city.
– Increased base naval unit capacity from 2 to 4.
– Increased base religious unit capacity from 1 to 2.
– Increased religious unit capacity from buildings from 0 to 0.5 per building.
– Increased support unit capacity from buildings from 0 to 0.5 per building.
– Increased base settler capacity from 2 to 3.
– Increased settler capacity from cities from 0 to 0.2 per city.
– Increased base naturalist capacity from 2 to 3.
– Increased naturalist capacity from cities from 0 to 0.2 per city.
Added full Chinese translation and restructured text tags to enable comprehensive localization, including support for languages beyond English and Chinese.
Simplified the AI unit limit evaluation system—checks now occur only at the beginning of each turn, reducing computational overhead when ending turns. (Note: Testing suggests the original mod was already quite efficient, so gains here are modest.)
Updated the Unit Limit top-panel UI to automatically switch its tracking target when the player changes civilizations during gameplay.
Optimizes the City Center’s dummy buildings into a Property-based system at the capital to streamline the UI and reduce conflicts.
When using the Unit Limit (Without Top Panel) version, this mod will restore the top panel content while avoiding the issue of panel overlap.
Below is the updated list of capacity sources for each unit type after adjustments:
Once again, I’d like to express my deep appreciation to the pioneering modders for their foundational work and for pushing the boundaries of modding technology. The original mod was already highly refined—when I started this project to make just a few adjustments, I struggled to find anything else that truly needed changing.
In fact, I only realized afterward that the original mod’s description already thoroughly explains all aspects of its functionality, including how it works and how the values are modified (which made my planned expansion of the value changing unnecessary, so it has been canceled). I will also encourage everyone to read the original mod page directly.
Tips: This mod is in-game named Apry’s Units Limit Adjustment.
And don’t forget to upvote the original Unit Limit mod as well!
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Alright, I’ve found another aspect worth adjusting. Upon reaching 25 likes, I’ll provide an additional optional fix that removes the long string of building names carried by cities in the ToolTips. This cleanup helps reduce visual clutter and improves interface clarity.
With 40 likes I would deal with the conflict of top panel.
This mod now uses a Property system to replace the previous dummy building approach, eliminating conflicts with unit pre-buildings and removing the long string of building names. Your continued support is greatly appreciated.
The legacy dummy building method is retained as a non-default option in the Advanced Settings, intended for non-standard platforms (such as Android) that do not support the Property system.
Save files previously using dummy buildings will continue to use them temporarily for compatibility.
Since a mod-mod cannot undo the original mod’s override of the top panel, this mod provides a rewritten UI using a new approach, designed specifically to be compatible with versions of Unit Limit that do not include their own top panel. The two versions of Unit Limit are interchangeable, but be sure not to enable them simultaneously, as this can easily cause confusion.
Players who wish to avoid top panel overlap can use Unit Limit (Without Top Panel) together with this UI modification to restore full functionality without covering other top-panel elements.
The technique for avoiding top panel overlap is inspired by "Celebration Mode", an interesting and well-crafted mod in its own right.
Required items:
Click the title to search on this site.
Unit Limit Enforcement (without top panel) — Steam Workshop
Revisions:
Old revisions of this mod are available below. Click the link to download.