Is it possible to change the national limit of units?

MMX5000

Chieftain
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Topic. I really dont like the 5 limit on executives so I was wondering if there was any way to change the limit.
 
Topic. I really dont like the 5 limit on executives so I was wondering if there was any way to change the limit.

Yes, go to the CIV4UnitClassInfos.xml and change
Code:
			<iMaxPlayerInstances>5</iMaxPlayerInstances>

on any unit to whatever you want (-1 will make it have no limit).
 
Nice thanks. Why is the limit on execs so low anyway. With even a moderate sized empire it takes an eternity to spread.
 
Yea I can build 4-5 each turn. Thats the problem. Then I have to build something else until all 5 are finished before I can start building them again. Thanks for the help again. Hopefully with a limit of 20 I wont go as crazy
 
Mmm. Why is because it's a corporation. It takes time for them to spread out and take over the business in another place and in most cases a company doesn't plan on and execute takeovers in more than a couple places at a time.

Cheers
 
Is it possible to have some non-national units that aren't aggressive barbarians (like the workers scattering)?
This brings up the idea for having neutral units (not to many, just representational amount), like non-violent or affiliated animals.
How about non -country created or allegiant units with financial, religious, diplomatic, exploratory, development (resource seeking) motivations?

I love a bit more 'Living World' (non-determined) stuff in the game to spice up the environment, and vary up outcomes. Like the barbarians, and animals, I think guilds and corporation units should be spawned and exhibit behavior Outside of what is determined by a civilization. Corporations and Guilds, operate across borders and can have operations and strategic interests in several countries simultaneously.
Ever see trader units respond and flee to other countries when there is a war declared?
Ever see a truck or trader unit get created by a corporation and travel between cities?
Ever see a religion try to spread it's own religion by sending out missionaries?
Ever see modern animals spawn much in modern times? (In both Atlanta and Dallas, an occasional bear, coyote/wolf, harmless rabbit, or rarer animal encounter wanders into neighborhoods; Gators in Florida and Louisiana. It is a problem in some places.)
Trade route connections could be shown that way. You could keep it represented by just 1 unit going back and forth along a trade route.
Guilds (just build that resource), Businesses(just launch that idea) , Corporations (just make money), even Religions (just spread it) could represent their own interests.
The same could go for non-aligned travelers, explorers, missionaries (can some of them they have their own agenda for their religion?). You could just have a random (non-built) explorer, missionary, trader just randomly pop up and do it's thing every now and then.

I would like the occasional unit to move themselves and have motivations other than attacking.
It is all breathing (instead of static) behavior. Some, but not to much, would make the game interesting.
 
I a not sure but doesn't the "Unlimited units" option remove all the national limits on all units?

Yea but I dont want every unit to be unlimited. I just think the limit is too low on execs. Part of the issue I have is how big the map can get vs how slow they spread. Its not so bad making 5 execs when your map is small - normal. But on the largest maps, 5 is too low IMO.
 
Is it possible to have some non-national units that aren't aggressive barbarians (like the workers scattering)?
This brings up the idea for having neutral units (not to many, just representational amount), like non-violent or affiliated animals.
How about non -country created or allegiant units with financial, religious, diplomatic, exploratory, development (resource seeking) motivations?

I love a bit more 'Living World' (non-determined) stuff in the game to spice up the environment, and vary up outcomes. Like the barbarians, and animals, I think guilds and corporation units should be spawned and exhibit behavior Outside of what is determined by a civilization. Corporations and Guilds, operate across borders and can have operations and strategic interests in several countries simultaneously.
Ever see trader units respond and flee to other countries when there is a war declared?
Ever see a truck or trader unit get created by a corporation and travel between cities?
Ever see a religion try to spread it's own religion by sending out missionaries?
Ever see modern animals spawn much in modern times? (In both Atlanta and Dallas, an occasional bear, coyote/wolf, harmless rabbit, or rarer animal encounter wanders into neighborhoods; Gators in Florida and Louisiana. It is a problem in some places.)
Trade route connections could be shown that way. You could keep it represented by just 1 unit going back and forth along a trade route.
Guilds (just build that resource), Businesses(just launch that idea) , Corporations (just make money), even Religions (just spread it) could represent their own interests.
The same could go for non-aligned travelers, explorers, missionaries (can some of them they have their own agenda for their religion?). You could just have a random (non-built) explorer, missionary, trader just randomly pop up and do it's thing every now and then.

I would like the occasional unit to move themselves and have motivations other than attacking.
It is all breathing (instead of static) behavior. Some, but not to much, would make the game interesting.
We've discussed having multiple neutral forces previously. Again, this is a project I'd like to dedicate myself to at some point. Some good thoughts for when I find its time for that. This is one of those areas where I haven't yet gotten the full view of the coding... I have a number of fuzzy areas in simply understanding how barbarians fully work, particularly with the 'barbarian player' and how it fits in. Once I get around to a full study on the subject, I fully agree that it would be really neat to have numerous potential neutral forces like this. There'd probably be a lot of ai work to go into a system like that though... so it wouldn't be a simple mod.
 
I think the Orion Veteran managed to get owned units to be uncontrolled by the player in his Immigration mod giving the benefits of them not being attached due to hidden nationality and still automated.

Civ III had buildings auto build units every x turns based on when the building was built (and resources still being available) the Cursader units are currently built every x turns based on the number of turns since the start of the game. I was working on having the Civ III ability in Python but did not get very far, I wanted buildings to produce various caravans (food or hammers originally) which could be moved to where they are needed rather than just those in the city. Sort of a resource stockpiling system for hammers and food.
 
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