New Unit Caps for All

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Authors: Kayy, furoba

Last revision: 6 Mar at 06:47 UTC (5)

File size: 764.34 KB

On Steam Workshop

Description:

TL;DR: Implements Tomb King-style unit caps for all factions. Enhances challenge and army diversity by preventing doomstacks.

HOW DOES IT WORK?

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.

SPECIAL MECHANICS & EXCEPTIONS

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.

COMPATIBILITY & TECHNICAL INFO

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."

SUBMODS & TRANSLATIONS

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

FAQ & REQUESTS

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.

CREDITS

Huge thanks to Vacuity for the original concept and the technical groundwork that made this mod possible.