Greetings.
First of all I'd like you to know that I am NOT a modder. The following simple ideas to change Xyth's History Rewritten mod are only to make it possible to play this pretty heavy mod with lower spec computers. Since I refuse to do my "duty as consumer" and buy a new computer I might as well start this project.
Id like to do as many changes as possible myself and hence learn something for a change. So if you can provide any useful tips how to do these following changes, please do so. Also if you see something which is out of reach of regular modding, point it out.
1.)
The first and foremost idea is to add a bunch of unit limits to the game to avoid the game from "exploding" to your face in terms of lagging. To make this more sensible I'd like to make these limits as a part of the the gameplay in very involving manner.
Everyone starts the game with one scout and a settler no matter what difficulty you play. (read on, explaining soon why)
To make this unit limit as part of the gameplay I decided to create a some sort of national military maintenance pool. The pool would consist of resource points which would determine how many certain units could be available to your nation.
All military units consume base deployment cost of 1 food point. They might as well consume other resource points like bronze, iron, horse, aluminium or such. You can aquire these resorce points by securing resources and trading with other civilizations. Every resorce pit would give you 5 points of its own type. And of course with resource pit Im referring to regular resources seen on Civ map.
For an example for having 10 knights you would have to have at least 2 sources of horses, 2 sources of iron and 2 sources of any food types. All these resource points (10 each of them) are now considered used in national military maintenance pool. If you have still one iron mine lying around, you could still afford 5 maceman or such. Since food is the most easy resource available for you this would mean that you would always have some crap units as regulars in your army.
[Ah almost forgot the explanation. Scouts are not considered military units so they wouldn't consume any points.Will propably add a base unit limit for them to avoid AI using them as basic defending militia.]
[I believe I first have to reach unit missionary in documents and study how the unit limit has been made for that unit. Then I can start test-limiting some units and create a code. Still need some advices though]
Any comments so far? I will add more to this post (and edit first message) but so far I'd like to hear your opinion about this idea. I do realize there will be a lot of issues to be taken care of after altering the base gameplay this much.
Edit: Changed 3 to 5 after doing some math.
Regards: Thyran
First of all I'd like you to know that I am NOT a modder. The following simple ideas to change Xyth's History Rewritten mod are only to make it possible to play this pretty heavy mod with lower spec computers. Since I refuse to do my "duty as consumer" and buy a new computer I might as well start this project.

Id like to do as many changes as possible myself and hence learn something for a change. So if you can provide any useful tips how to do these following changes, please do so. Also if you see something which is out of reach of regular modding, point it out.
1.)
The first and foremost idea is to add a bunch of unit limits to the game to avoid the game from "exploding" to your face in terms of lagging. To make this more sensible I'd like to make these limits as a part of the the gameplay in very involving manner.
Everyone starts the game with one scout and a settler no matter what difficulty you play. (read on, explaining soon why)
To make this unit limit as part of the gameplay I decided to create a some sort of national military maintenance pool. The pool would consist of resource points which would determine how many certain units could be available to your nation.
All military units consume base deployment cost of 1 food point. They might as well consume other resource points like bronze, iron, horse, aluminium or such. You can aquire these resorce points by securing resources and trading with other civilizations. Every resorce pit would give you 5 points of its own type. And of course with resource pit Im referring to regular resources seen on Civ map.
For an example for having 10 knights you would have to have at least 2 sources of horses, 2 sources of iron and 2 sources of any food types. All these resource points (10 each of them) are now considered used in national military maintenance pool. If you have still one iron mine lying around, you could still afford 5 maceman or such. Since food is the most easy resource available for you this would mean that you would always have some crap units as regulars in your army.
[Ah almost forgot the explanation. Scouts are not considered military units so they wouldn't consume any points.Will propably add a base unit limit for them to avoid AI using them as basic defending militia.]
[I believe I first have to reach unit missionary in documents and study how the unit limit has been made for that unit. Then I can start test-limiting some units and create a code. Still need some advices though]
Any comments so far? I will add more to this post (and edit first message) but so far I'd like to hear your opinion about this idea. I do realize there will be a lot of issues to be taken care of after altering the base gameplay this much.
Edit: Changed 3 to 5 after doing some math.
Regards: Thyran