New Unit Caps for All
TL;DR: Implements Tomb King-style unit caps for all factions. Enhances challenge and army diversity by preventing doomstacks.
Building-Based Limits: Unit capacity is tied directly to your military buildings. Basic units remain free, while elite units are strictly limited.
Shared Caps: Weapon variants (e.g., Longbeards w/ Shields vs. Great Weapons) share a single cap pool if they are recruited from the same building level.
Note: An alternative version is available if you prefer every variant to have its own unique cap.
Dynamic Calculation: Caps are calculated algorithmically based on unit tier, gold cost, and building level to ensure a balanced progression.
Global Scope: These limits affect both the Player and the AI by default.
Note: A Player Only submod is available.
Cathay Caravans: Excluded from the system. Caravan units do not require or consume caps.
Waaagh! & Blood Hosts: These ARE included. Units in these temporary armies count toward your global total to maintain campaign balance.
Ogre Kingdoms: Camp armies are capped, but Camp buildings provide significantly higher capacity to compensate for their importance.
Allied Recruitment: Units recruited from Outposts are unaffected.
COMPATIBLE WITH:
- Multiplayer Campaigns & Mid-campaign saves (Safe to add/remove anytime).
- AI Mods.
- Mods that change unit sizes or stats.
INCOMPATIBLE / UNSUPPORTED:
- Incompatible with major Overhauls such as SFO or Radious.
- Modded units or buildings are unsupported unless a compatibility submod exists. They will still work in-game, but they will not have any caps applied.
- Do not use submods designed for the old version of "Unit Caps for All."
No Caps for AI – Restricts the system to the player only.
Additional Starting Caps – Provides extra starting capacity. Recommended if you are missing certain DLCs, as it prevents you from being overly restricted by the lack of DLC unit options.
Translations: Chinese | French | Russian
Can you make a submod for [Mod X]?
We focus exclusively on the main mod. However, creating your own submod is easier than it looks! We have written a step-by-step guide to help you customize the mod to your liking.
Can you change the caps for [Unit X]?
The caps are assigned algorithmically based strictly on unit gold cost and building level . We do not manually adjust caps based on whether a unit is "meta" or "underwhelming" for its price. Our stance is that balancing unit performance itself (making a weak unit more attractive) is the responsibility of Creative Assembly or dedicated battle-balance mods. This mod’s scope is strictly limited to implementing a fair, logic-based cap system.
Huge thanks to Vacuity for the original concept and the technical groundwork that made this mod possible.
Revisions:
Old revisions of this mod are available below. Click the link to download.