dreadknought
timelord
They really should raise all the unit limits at least up to 10000 plus as I have played several games where I couldnt build more units do to the existing limits. I would like to see it top at closer to 20000.
sealman said:I never had this problem. What is the unit max?
Philips beard said:The unit limit works fine, perhaps a little bit higher. After all it will be 2005, CIV 3 was made in 2001, when people had lozy computers!
rupertslander said:My computer wouldn't be able to handle any more units than are allowed. On a related topic, however, I think there should be limits on the number of units that can occupy a tile. This could be a soft limit - but if you violate it, your units will suffer from disease, especially before modern times.
Aussie_Lurker said:I agree DH. If you raise it any more you run the risk of making the game too much like those awful RTS 'churn and burns' !
Rather than impose set limits on units, though (which is way too arbitrary), I think that it would simply be better to give units a more accurate cost in population and monetary terms. This will force even the biggest warmonger to consider ALL his options before building up his military capacity. Another possibility (which, oddly enough, was in 'Jeff Wayne's War of the Worlds-an RTS game!!) is to tie resource disappearance probabilities into the number of units you have and/or are building, which require said resource! This could force a player to stop building swordsmen, and start building archers instead, as he runs the risk of exhausting his iron supply (in war of the worlds, the more units and buildings you had or were constructing, the lower your 'resource' pool and, therefore, the slower you built EVERYTHING!)
Yours,
Aussie_Lurker.