Capped Unit Limits Begone
How many times have you come across the game incorrectly counting capped unit limits while playing as Bandit, Nanman or Yellow Turban factions and locking you permanently from recruiting as many units as you should be able to?
Well… no more.
It entirely removes the annoyingly buggy Unit Cap/Limit feature from the game because it doesn’t work properly and cleans it from most of the existing UI, which is used by all capped units in Bandit, Nanman or Yellow Turban factions, along with their technologies and buildings.
The mod overwrites the effect_bonus_value_unit_record_junctions table, which is what enables the feature and turns regular units into capped units. So it has to be overwritten in order to properly disable the feature and clean it from the UI.
Translation; it’s an entirely useless table that no other mod touches so the mod is compatible with absolutely everything, with the exception of mods which increase/decrease existing caps/limits.
Special faction features such as Nanman fealties will still display non-functional cap limit bonuses because to visually remove them would require editing CEO files, which are not worth touching just for minor visual clarity. So they are intentionally left to ensure the mod is compatible with absolutely everything.
If you wish to check out my other mods, feel free to visit Crimsomrider’s Workshop.