How to raise unit limit?

wedosyang

Chieftain
Joined
Mar 15, 2016
Messages
6
Hi guys,

just started modding yesterday so I am a total noob.

I am trying to make a barb civ, and want to be able to spam unlimited brute soldiers. Unfortunately the unit limit slows the production.

is there anyway to get rid of it? Preferably just for one specific civ?

Thanks for the feedback.
 
Questions should be in the main C&C forum (not the Tutorials sub-forum) - I've asked the mods to move this.

Unit production limits apply to all civs at the same rate, so while you could mod it based on handicap - Prince, King, etc - (it'll be one of the entries in the Handicaps table) you can't change it on a per civ basis.

You can however make units not count against the limit, IIRC missiles don't count and it's the <NoMaintenance>true</NoMaintenance> flag for a unit that achieves this
 
Thank you for the quick answer. That should actually be exactly what i was looking for, since only my civ will be able to prduce brutes.

Sorry about the misplaced post btw. Please feel free to move it.
 
Unfirtunately it doesnt work as expected.

I dont pay maintenance in the unit now, but it still works towards my unit supply cap.

any ideas?
 
Digging into the C++ code there's nothing you can do to alter this on a per player basis. You can alter it based on handicap, or you can remove the production penalty completely, but both of those affect all players in the game, not just a specific civ
 
I've not come across any arbitrary coded unit limit - unlike the old hard-coded "no more than 255 promotions" (which was lifted a long time back). There are theoretical limits (the unit ID is a 32-bit integer, so that'll max out eventually) and also practical limits (your CPU/GPU WILL grind to a halt/overheat processing turns at some point!)
 
Just on a side note whoward is there an actually unit limit of how units can be on the board so to speak at any given time or is that an urban myth the unit limit
This may also be carry-over 'mythology' from the previous versions of the game. Civ1 only allowed a player X number of units at any one time, regardless of map-size. As I recall all previous versions of Civ (except perhaps Civ4) had hard limits on the number of cities that could be on the map at the same time.

[edit to clarify]There's nothing in Civ5 that seems to work as the previous versions did wrt unit-limits and city-limits, but you still see people insisting that some of these limits from the previous versions of the game also exist in Civ5.
 
Again there's nothing in the three canFound() methods (unit, player and site evaluation - terrains etc) nor the init methods (CvPlayer:: initCity() and CvCity:: init()) that limits the number of cities per player, and even if you run out of city names, you just get a city called "City"
 
Sorry. I meant that there's a fair amount of nonsense about civ5 running around on the internet based on the fact that the previous versions of the game did 'X', or 'Y', and no amount of contrary evidence that 'X' and 'Y' no longer happen in Civ5 is ever enough to kill this nonsense.
 
So what does setting GoldMaintenance to 0 or -1 do as opposed to setting NoMaintenance to True?
 
There is no such thing as GoldMaintenance in the Units table. There is ExtraMaintenanceCost, which increases the cost by that amount independently from the standard unit cost calculations (I don't know if it works when you make it negative).
 
ExtraMaintenanceCost changes the gold cost of supporting units (BTW do NOT set this to -1 or the AI will get a divide by zero error when trying to work out which units to disband!) and not the support cap (the one that impacts city production)

Doesn't look like there is a per-civ or per-unit way to change that.
 
Oh sorry, I forgot Buildings have that but Units don't. I'm assuming each unit has some sort of constant Gold maintenance cost, that might or not scale with Era or something.

Does setting GoldMaintenance cost for Buildings to 0 or -1 do anything?

Also, would it be possible to come up with some dummy population on some dummy something shenanigans to raise supply cap but somehow magically make it not affect everything else related to population?
 
Oh sorry, I forgot Buildings have that but Units don't. I'm assuming each unit has some sort of constant Gold maintenance cost, that might or not scale with Era or something.
Unit gold maintenance costs scale with eras
Does setting GoldMaintenance cost for Buildings to 0 or -1 do anything?
'0' for a Building's GoldMaintenance is the default value and does what one would think it does. The building has no per-turn gold maintenance cost. However, it also makes it so the building can not be sold off.

Never tried '-1' for a building's GoldMaintenance: no idea what will happen.
Also, would it be possible to come up with some dummy population on some dummy something shenanigans to raise supply cap but somehow magically make it not affect everything else related to population?
I have no idea because, well, this bit of your message is :crazyeye::confused:
 
Is this column in the Policies table nonfunctional?
No, but it too only affects the maintenance cost of units. It doesn't exclude units from the production limit, nor affect the production hit for units that are out of supply
 
AssignStartingPlots! They really did shrink-wrap-seal and lock-box that whole game mechanic. I was hoping for a minute there that V.V. had found something obvious we had all been overlooking.
 
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