Limited units per tiles... reloaded !
While promoting this mod, many players said that it is difficult for them to play Civ. IV again because of the "Stack of doom" which consists to pile up a maximum of units in the same tile and attack (of course, some other players like that). Here at "A New Dawn", we love to give players the choice to play how they want.
Many developers said that limited unit-per-tile (xUPT) system is buggy and cannot be solved, but Napoleon said a while ago "The word impossible is not French". So I listened to him and rewrited most of the existing xUPT code... and it works!
The current implementation
The implementation takes the good ideas from Civilization V and mixes them with Civilization IV core game mechanisms to get an hybrid system. So here is how it works:
- Tiles can accept unlimited units or they can be limited from 1 to 100 units/tiles.
- The tile limitation is applied independently on each civilization. This is made to remain compatible with Civilization IV mechanisms.
- The limitation is applied independently on each of these 3 categories: Military land units, military naval units and Civilian. For example: A tile can accept an archer AND a worker, but not 2 archers or 2 workers (if you set it to 1UPT).
- The limitation is not applied on air units, as the buildings already limit their uses. Please note that helicopters are considered as land units.
- A city is considered as a sanctuary and can contains 4x the tile limit. For example, you can put 4 archers, 4 workers and 4 galleys at 1UPT (8 at 2UPT, etc.). This balances the attack and defence, considering there can be 9 tiles around a city.
- A naval transport unit cannot enter a city for which his cargo is full (except if it's an air unit, in this case it cannot unload).
- At each turn, if a city got accidentally more units than it can accept (for example, emerging barbarians, trade offers, etc.), these are dispatched to the nearest free tiles around (first owned, then friendly tiles, then neutral tiles). If any of tiles in the map can accept your unit, it will be destroyed. Those are the breaks.
- According to the same logic, if a war emerges, all units in the current enemy territory will be distributed in nearest free tiles.
- At each turn, city vicinity is checked. If all of the tiles in the working area cannot accept an unit because of the tile limit, the unit production will be cancelled (but production points are preserved). The AI has been told how to use that feature.
Bugs and feedback
Please report for bugs, abnormal behaviours or simply feedback here.