Unit Limit Enforcement (without top panel)

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Author: TC

Last revision: 23 Mar, 2020 at 03:48 UTC (2)

File size: 42.02 KB

On Steam Workshop

Description:

I am no longer supporting this version of the mod. For the new version which includes all updates and the top panel extension(pictured below), unsubscribe to this mod and go grab the new one:

(click picture for link)

BASICS

This gameplay mod sets dynamic limits to the number of units each civ may have at a given time. The purpose of this mod is to prevent an overcrowded map due to AI unit spam.

Units are broken into 4 main groups:

  • Land Combat
  • Naval Combat
  • Support
  • Religious

Additional limits placed on individual units:

  • Settlers
  • Builders
  • Naturalists

Each civilization has a maximum of each group of units, which increases throughout the game, based on:

  • # Cities
  • # Districts (encampments for land/support, harbors for naval, holy sites for religious)
  • # District Buildings (corresponding districts, listed above)

Note: Individual civilian unit limits do not increase with additional districts/buildings.

Default limit variables are listed in the table in the image above. Limits are easily adjusted by editing the values in TCUnitLimit.sql.

HOW DOES IT WORK?

Upon reaching the limit of any unit type, that type will no longer be producible in your cities. When you drop back below that limit, or the limit increases due to a new city/disrict/building, you’ll once again be able to produce that unit type.

If a civ surpasses their unit limit (from losing a city, being rewarded units from villages, etc), the extras will not be removed.

Under the hood:

  • All units have been given a prereq building, such as "Army Unit Unlock", "Settler Unit Unlock", etc.
  • While below the unit limit, this building will be placed in your cities and allow creation of the corresponding units.
  • Once the limit has been reached, this building will be removed from your cities, and those units will no longer be producible.
  • When you are no longer at or above the limit, the building will be created in your cities again, unlocking unit production.

Important: In order for this mod to work, units may no longer require a separate building to produce. Therefore, all units that previously required a building (missionary, apostle, military engineer, etc) now require the tech/civic of those buildings instead. For all practical purposes, the only gameplay difference is now you may create an Apostle before building a Temple.

COMPATIBILITY

This mod IS COMPATIBLE with DLC and modded units.

The only limitations to unit compatibility are:

  • Units must fall within the standard formation classes (Land_Combat, Naval, Support, etc)
  • Unit building prereqs will be removed. Modded units that have only building prereqs, and not a tech/civic prereq, will then be buildable from turn 1.

This mod has been tested with the Steel and Thunder mods and verified compatible.

HOW TO CHANGE THE LIMITS:
  • Navigate to your steam workshop folder(Program Files -> Steam -> steamapps -> workshop -> content)
  • Find the folder titled which contains this mod’s files. Locate TCUnitLimit.lua. Open that file with your choice of text editor.
  • The variables within this file are well documented. Read the notes and change whichever values you wish.

Check out my other mods here:

Strategic Forts (Updated 2020)
Expanded Initial Vision (Verified 2020)
Removable Districts (Updated 2020)
Removable Resources and Features (Updated 2020)
City State Introductions Reworked (Updated 2020)

Download
Revisions:

Old revisions of this mod are available below. Click the link to download.