Maximum amount of units

I've never personally ever heard of there being such a cap. I don't actually guess there would have been a need for a programmed harcap, since the game itself would limit the number of units available to an empire.

I suppose to get the number as high as possible, you'd want the known maximum of 512 cities under a despotic government, where your allowed four per turn, in which case you could have 2048 units before they started eating your treasury. Then again, I don't believe there is any cap under anarchy, and of course free slaves captured/razed from the AI don't count.

It does make one wonder...
 
i think thers 4000 for each civ..

i read naother thread wher some guy had this prob
 
Very few players delve into the nightmarish complexity that is the editor. Aside from that, it might not be there. If there is a limit, if it's hard coded, it wouldn't be in the editor anyway, as it's something you couldn't edit.
 
i have no idea, but 4000 units is waaaay too many anyway. i dont think ive ever gotten above 1500....and that was insane. the turns took like an hour and a half a piece...
 
I wouldn't be so sure. I've made/am-in-the-process-of-making my share of scenarios, and I've gone all through the XEditor, tweaking everything from terrain to units to general stuff like road moves. They're very specific about a lot of things, and I haven't once found a max number of units per Civ, including the coding for the Civolopedia (now THAT'S a nightmare!).

Also, it wouldn't make sense to set a limit at all, let alone near 4000, if 1500 units nearly freezes the game!

If anyone can prove me wrong, please do. I'd like to change the limit if there is one. :sniper: :smoke:
:rotfl:
 
With that many units you'd need a very good PC...
 
Yes, this makes for interesting multiplayer strategies... ;)

It'd be pretty sucky to not be able to build any more units because the AI reached the limit (not that that'd ever happen).

I've always wondered why there's a limit at all, considering it seems like it'd depend on computer performance, and if a computer can't handle it, it won't; if it can, it should be able to. Or am I missing something here?
 
Originally posted by WillJ
Yes, this makes for interesting multiplayer strategies... ;)

It'd be pretty sucky to not be able to build any more units because the AI reached the limit (not that that'd ever happen).

I've always wondered why there's a limit at all, considering it seems like it'd depend on computer performance, and if a computer can't handle it, it won't; if it can, it should be able to. Or am I missing something here?


Firaxis don't want your comp to crush every time you reach
astronomic number of units , do they ? ;)
 
Originally posted by Inter32
With that many units you'd need a very good PC...

Actually its the amount of cities that slows the game. I have hit the max unit total several times by accident because I let the ai have a free build out in a modded game but because I limit the total amount of cities the game played fine, I just couldnt build any more units.

If total cities exceed 100 regardless of map size you see a slow down and the more built after that the worse it gets. I play huge maps all the time on this old p-2 666 but limit cities to 11 per civ with 8 civs and the game play fine. Depending on the map I may be able to build a few more than them but not that ofton.

I also greatly enhance city defense values and give the ai no corruption so they build alot of units even with just 11 cities.
 
Wait... am I missing something? How do you limit the number of cities and units per civ?

Is it multiplayer, cause I rarely play that...
:jump: :rotfl: :jump:
 
Originally posted by Sir Eric


That was an interesting little read. Does anyone know how to find out how many units there are at any one point in the game?

Well, if you have planted spies all over the place, F3 should do the trick *easily*. Other than that, I don't know.

The 512 city limit and the 4096 unit limit can be circumvented by a tool (for PTW 1.21 users), here's a link to the related thread:
http://forums.civfanatics.com/showthread.php?postid=1072871#post1072871
 
A major factor slowing down huge games is the number of civilizations.

This was very obvious in a TAM game of my, where a series of great wars drastically culled the number of civs (from 30 to about ten), without the total numbers of cities and units falling much. The time per AI turn fell to a tiny fraction of its peak value.

The reason is apparently the decrease in the number of trade-routes the comp has to compute. You might've noticed that the game slows alot more when you destroy a Harbour than, say, a Bank.
 
Originally posted by Grille
Originally posted by Sir Eric
That was an interesting little read. Does anyone know how to find out how many units there are at any one point in the game?
Well, if you have planted spies all over the place, F3 should do the trick *easily*. Other than that, I don't know.
Actually, if still get the military advisor ridiculous slowdown like myself and others do, that's far from "easy." It also doesn't include barbarian units. The easiest thing for me to do, is to load up a save file in the save game editor of Gramphos' multitool (CMT) . The units tab has a list of all units in the game, so just look at the index of the last unit on the list and add one.
 
I've always wondered why there's a limit at all, considering it seems like it'd depend on computer performance, and if a computer can't handle it, it won't; if it can, it should be able to. Or am I missing something here?

Because of coding. They probably assign some sort of ID# to each unit. The easiest way to program is by using exponentials of 2.

2
4
8
16
32 (max civs, 31 normal civs, but the barbarians count as a civ)
64
128
256 (max cities in Civ3 v1.07)
512 (max cities in later patches of Civ3, and all versions of PTW
1024
2048
4096 (max number of units)

So, each unit gets a 12 digit number (ID#) consisting of 0's and 1's. Example: 011011011101
 
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