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.