jpinard
Martian
If you want a cap on execs its an easy xml change. Download this file:
CIV4UnitClassInfos.rar
and extract in Beyond the Sword\Assets\XML\Units folder.
This sets max exec to 6.
Thanks!

If you want a cap on execs its an easy xml change. Download this file:
CIV4UnitClassInfos.rar
and extract in Beyond the Sword\Assets\XML\Units folder.
This sets max exec to 6.
yes, use to be 3 pre-patch.Thanks!It used to be 3 pre-patch though right?
if (kPlayer.AI_neededExecutives(area(), eCorporation) > kPlayer.countCorporationSpreadUnits(area(),eCorporation))
If you want a cap on execs its an easy xml change. Download this file:
CIV4UnitClassInfos.rar
and extract in Beyond the Sword\Assets\XML\Units folder.
This sets max exec to 6.
I don't know how simple this fix would be, but a crude approach to the problem would be to prevent any city from building a corporate exec if there's already one sitting there. Not perfect, but reduces the problem to one exec per city and ensures that the AI isn't starved for execs as can be the case with the old cap reinstated.
Automated corporation spreading no longer tries to spread corporation where it cannot be spread
Fixed AI seaborne corporation spreading bug
You only have to change the XML? I thought there was more to it than that. It says 3 units max in the game and everything?
I'm afraid if I dive into this game's code, I'll wind up changing a lot of things, and spend more time there than in the game.![]()
It depends. On a duel sized map 3 executives per corp is more than enough for a quick spreading of corporations. On a huge map with a 40 city multi continent empire and many foreign cities, it can be pretty slow especially since it takes several turns to build an executive and you can only have 3 in the build queue + active.