Limit unit spam and city spam

maruosch

Chieftain
Joined
Apr 12, 2011
Messages
13
for both the ai and human player?

Ist this somehow possible? Or exists there a mod?

Thank you so much.

maruosch

Moderator Action: Moved to the main forum.
Because the mod components subforum is only for mod components, not for questions ;).
 
You can prevent AI civs from building a particular unit under some condition (e.g., don't let them make settlers if they have >x cities). This is all Lua modding, so you will have to learn a bit of that if you want to do this yourself. (Folks here are very helpful, but only if you do a little work first and post what you have.)
 
It's possible to do this purely through XML, by modifying things like the unit maintenance formula, or increasing the resource costs of various units, and so on. You'll need to have a very good understanding of exactly how the game is balancing things, though, and the mechanism you use will depend heavily on what your vision for the final balance should be.

For instance, you could make every military unit require units of a new strategic resource, called "Training". That resource would only be produced by buildings, mainly the military ones, and the AI would get twice as much of it as a human would (since the AI needs a numerical advantage to stay viable since it's so stupid in combat). But this'd have all sorts of other balance issues you'd have to consider, so it's not the sort of thing you can do on a whim.

Likewise, you can change the Happiness equations. Maybe instead of 3 + 1/pop, you make it 4 + 1.2/pop, but then add more +Happiness buildings. This'd have the net effect of slowing down expansion, since each city would need to produce more buildings before it broke even on happiness. But obviously, this requires a lot of other changes to work. (I didn't just make up those numbers; that's what my own balance mod used.)

But without knowing what exactly you mean by "unit spam" or "city spam", we can't answer your questions.
 
Thank you for those "bad" news;-) .. I have very likely no time to spend much time with civ5 modding.

I hate that mainly in industrial age there are so many units everywhere this is too much..Half the units would be much better. I also think that i as the human player can build units too fast.

Again thank you!
 
For instance, you could make every military unit require units of a new strategic resource, called "Training". That resource would only be produced by buildings, mainly the military ones, and the AI would get twice as much of it as a human would (since the AI needs a numerical advantage to stay viable since it's so stupid in combat). But this'd have all sorts of other balance issues you'd have to consider, so it's not the sort of thing you can do on a whim.

A simpler way of doing this would be using the existing unit supply limit mechanic, which is useless except early game, due to ridiculously high supply per population (one unit per 2 citizens). If you reduce this (it's in the HandicapInfos table as "ProductionFreeUnitsPopulationPercent", normally it's 50; you can also change the base value and supply per city), then the supply limit will be really limiting when it comes to the number of units a player can have (the AI gets more supply than the human player, especially on high difficulty levels, due to the AIUnitSupplyPercent column in HandicapInfos).

If you think units are built too fast, you can change it by modifying TrainPercent in GameSpeeds.

As for the city spam, I think the best way to limit it is using the happiness mechanic. In my opinion the balance between unhappiness from number of cities and unhappiness per population is badly broken - you get only 3 unhappiness per city (even less on larger maps), and there are many things - buildings, policies etc. - that give extra happiness per city. And 1 unhappiness per population is really limiting to the city growth (but only in early game, later you have lots of happiness from various sources, so it's no longer a problem). In my mod (under development) I make changes to the happiness system that make unhappiness per city a more important factor, of similar significance as unhappiness per population. This will limit city spam, and leave some wild areas in the game for a long time, where Barbarians and monsters (it's a fantasy mod) can spawn.
 
I'm just trying to exclude "worker" unit from supply limit. <NoMaintenance>true</NoMaintenance> doesn't work for it in units.xml. I know it won't only affect my civ but every civ. But still, I want to do it.
And I don't want to increase supply limit through editing handicapinfos.xml because it will affect all units, not just "worker".
Any ideas?
 
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