Fermongu
Warlord
- Joined
- Oct 27, 2017
- Messages
- 199
I was annoyed of seeing AI build massive stacks of 30-50 Atlatist plus 30-50 log rams. I was also annoyed of infinite scouts roaming around everywhere. So I have tweaked some numbers and put limits to buildable units.
I hoped to gain some performance gain this way, but sadly I have failed to see any
This is experimental, but I hope to see more balanced armies and less massive doom stacks.
Some general rules I followed are like this:
- city defense & law units: 40-50 unit limit
- land scouts: 3 unit limit (2 for aerial and sea scouts)
- hunters: 3
- canines: 10
- felines: 5
- early infantry: 8 unit limit each different unit type (spearman, crossbowman, swordsman, etc)
- mid game infantry: 80 (musketman--->infantry)
- late infantry: 16-32 (marines, tesla, clones, robots, etc)
- cavalry & tanks: 10
- grenadiers, flamethrowers: 5
- anti-air, machine gun: 10
- siege: 15
- merchants: 3
- sea transport, pirates, subs, carriers: 5
- navy: 8
- fighters, helicopters: 8
- bombers: 5
- healers: 10-40
- entertainers: 10-25
- workers & space stuff: untouched, no limit
- "bad boys": untouched, limited to 2-5 units in base mod
- cultural units: 10 (unless being scout, hunter, merchant, pirate, etc)
I don't think this will have much effect on early game, probably more when there are a big number of cities to defend. As I said, this is experimental, numbers can be changed if i get feedback, because I have never been able to make a game past classical era
You may be compelled to make more strategic decissions when building your army, in mid-late game. Having cultural units available is more noticeable, as you can surpass normal unit limits with them if you want a bigger army.
Effects on AI long term are unpredictable. I think the AI is more willing to declare war early on, but I may be wrong, I have only started 1 test campaign so far.
Edit: I played in GEM map until classical era and no problems. I saw more varied units on AI cities, less stacking of units.
Edit: I made version 2, adding +10% upscaling costs to combat units (cultural units had upscaling costs of 2%, I made them 10% too). Again, experimental. I'm starting new campaign on standard map so maybe i can reach further than classical era.
Edit: increased a bit city defense and infantry limits. Reduced upscaling costs to +5%. Simplified criminals upgrading paths.
Edit: healers and entertainers now have limits too. Tweaked and increased mid and late units limits. Streamlined late game upgrading paths. Added animal spawn file with max density of animals reduced a bit.
To install, unrar on main C2C folder.
I hoped to gain some performance gain this way, but sadly I have failed to see any

This is experimental, but I hope to see more balanced armies and less massive doom stacks.
Some general rules I followed are like this:
- city defense & law units: 40-50 unit limit
- land scouts: 3 unit limit (2 for aerial and sea scouts)
- hunters: 3
- canines: 10
- felines: 5
- early infantry: 8 unit limit each different unit type (spearman, crossbowman, swordsman, etc)
- mid game infantry: 80 (musketman--->infantry)
- late infantry: 16-32 (marines, tesla, clones, robots, etc)
- cavalry & tanks: 10
- grenadiers, flamethrowers: 5
- anti-air, machine gun: 10
- siege: 15
- merchants: 3
- sea transport, pirates, subs, carriers: 5
- navy: 8
- fighters, helicopters: 8
- bombers: 5
- healers: 10-40
- entertainers: 10-25
- workers & space stuff: untouched, no limit
- "bad boys": untouched, limited to 2-5 units in base mod
- cultural units: 10 (unless being scout, hunter, merchant, pirate, etc)
I don't think this will have much effect on early game, probably more when there are a big number of cities to defend. As I said, this is experimental, numbers can be changed if i get feedback, because I have never been able to make a game past classical era

You may be compelled to make more strategic decissions when building your army, in mid-late game. Having cultural units available is more noticeable, as you can surpass normal unit limits with them if you want a bigger army.
Effects on AI long term are unpredictable. I think the AI is more willing to declare war early on, but I may be wrong, I have only started 1 test campaign so far.
Edit: I played in GEM map until classical era and no problems. I saw more varied units on AI cities, less stacking of units.
Edit: I made version 2, adding +10% upscaling costs to combat units (cultural units had upscaling costs of 2%, I made them 10% too). Again, experimental. I'm starting new campaign on standard map so maybe i can reach further than classical era.
Edit: increased a bit city defense and infantry limits. Reduced upscaling costs to +5%. Simplified criminals upgrading paths.
Edit: healers and entertainers now have limits too. Tweaked and increased mid and late units limits. Streamlined late game upgrading paths. Added animal spawn file with max density of animals reduced a bit.
To install, unrar on main C2C folder.
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