Sid Meier's Civilization VI

Sid Meier's Civilization VI

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"Unit Limit" Adjustment and Translation
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25 Sep @ 8:01pm
29 Sep @ 3:00am
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"Unit Limit" Adjustment and Translation

In 1 collection by 无敌的小学又倒下了
小学的原版内容调整
4 items
Description
To avoid top panel overlap, this mod's required dependency has been changed to Unit Limit (Without Top Panel). By complementing the missing content, this ensures full gameplay functionality while significantly improving UI compatibility.

This mod is an adjustment and refinement of the classic mod Unit Limit, including translation, numerical rebalancing, and various optimizations. Primarily addresses the issue of AI producing excessive units in high-productivity environments.

TC's original "Unit Limit" mod received its final update on April 23, 2020—over five years ago. While it hasn't been included in major mod collection such as HiD or GA, it addresses a very real issue faced by many players: excessive AI unit counts. This not only creates performance strain but also degrades gameplay through wasted AI production and prolonged, tedious conquest phases.

However, the original mod has something to adjust—such as overly restrictive unit caps in the early game and insufficient maximum limits in the late game (capping land combat units at just 37). Additionally, it lacks proper translation support. To address these issues, I've created this "mod-mod": a revised version that maintains the original's intent while improving its balance and usability.

Special thanks and respect to TC, gBazov, Chrisy15, and the CQUI team—pioneering modders whose early contributions continue to inspire the community.

Main Adjustments

- Removed the original hard cap on all unit count.
- Increased naval unit capacity from cities from 0 to 0.2 per city.
- Increased base naval unit capacity from 2 to 4.
- Increased base religious unit capacity from 1 to 2.
- Increased religious unit capacity from buildings from 0 to 0.5 per building.
- Increased support unit capacity from buildings from 0 to 0.5 per building.
- Increased base settler capacity from 2 to 3.
- Increased settler capacity from cities from 0 to 0.2 per city.
- Increased base naturalist capacity from 2 to 3.
- Increased naturalist capacity from cities from 0 to 0.2 per city.

Added full Chinese translation and restructured text tags to enable comprehensive localization, including support for languages beyond English and Chinese.

Simplified the AI unit limit evaluation system—checks now occur only at the beginning of each turn, reducing computational overhead when ending turns. (Note: Testing suggests the original mod was already quite efficient, so gains here are modest.)

Updated the Unit Limit top-panel UI to automatically switch its tracking target when the player changes civilizations during gameplay.

Optimizes the City Center's dummy buildings into a Property-based system at the capital to streamline the UI and reduce conflicts.

When using the Unit Limit (Without Top Panel) version, this mod will restore the top panel content while avoiding the issue of panel overlap.

Below is the updated list of capacity sources for each unit type after adjustments:

Base Capacity
From Cities
From Districts
From Buildings
Land Combat Units
5
1
1
0.5
Naval Units
3
0.2
1
0.5
Air Units
4
0
4
2
Religious Units
2
0
1
0.5
Support Units
2
0
1
0.5
Builders
2
1
Settlers
3
0.2

Once again, I'd like to express my deep appreciation to the pioneering modders for their foundational work and for pushing the boundaries of modding technology. The original mod was already highly refined—when I started this project to make just a few adjustments, I struggled to find anything else that truly needed changing.

In fact, I only realized afterward that the original mod's description already thoroughly explains all aspects of its functionality, including how it works and how the values are modified (which made my planned expansion of the value changing unnecessary, so it has been canceled). I will also encourage everyone to read the original mod page directly.

Tips: This mod is in-game named Apry's Units Limit Adjustment.

If you find this adjustment helpful, please give it an upvote to show your support!
And don’t forget to upvote the original Unit Limit mod as well!
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Alright, I've found another aspect worth adjusting. Upon reaching 25 likes, I'll provide an additional optional fix that removes the long string of building names carried by cities in the ToolTips. This cleanup helps reduce visual clutter and improves interface clarity.
With 40 likes I would deal with the conflict of top panel.

This mod now uses a Property system to replace the previous dummy building approach, eliminating conflicts with unit pre-buildings and removing the long string of building names. Your continued support is greatly appreciated.

The legacy dummy building method is retained as a non-default option in the Advanced Settings, intended for non-standard platforms (such as Android) that do not support the Property system.
Save files previously using dummy buildings will continue to use them temporarily for compatibility.

Since a mod-mod cannot undo the original mod's override of the top panel, this mod provides a rewritten UI using a new approach, designed specifically to be compatible with versions of Unit Limit that do not include their own top panel. The two versions of Unit Limit are interchangeable, but be sure not to enable them simultaneously, as this can easily cause confusion.

Players who wish to avoid top panel overlap can use Unit Limit (Without Top Panel) together with this UI modification to restore full functionality without covering other top-panel elements.

The technique for avoiding top panel overlap is inspired by "Celebration Mode", an interesting and well-crafted mod in its own right.

Popular Discussions View All (1)
0
25 Sep @ 8:14pm
单位限制原mod描述翻译
无敌的小学又倒下了
24 Comments
76flashman 9 Oct @ 11:34pm 
哪里能出这样的先驱者和建设者?
PassosRJ 6 Oct @ 6:40am 
First of all, I'd like to thank you for another fantastic mod!
But as all good things can get even better...would it be possible to make this mod compatible with the unit limit?

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2601447875

From what I've tested so far with both activated, the class changes in the above mod break the unit limit that would be imposed on all land units by your mod, excluding ranger units from this limit. However, I believe that the combination of these two mods raises the game's strategic level. From what I've tested, the AI ​​frequently uses stacked units.
If it's possible, I believe we'll have a great addition to the game.
无敌的小学又倒下了  [author] 5 Oct @ 3:44am 
@thfxyd 该mod只限制训练购买,不会影响现存单位和“其他途径”获得单位
thfxyd 5 Oct @ 3:39am 
另外,如果我转换了AI或者AI转换了我的城市,导致容量少于目前单位数量,那部分单位是会保留还是会解散呢?
thfxyd 5 Oct @ 3:37am 
这个MOD也许能解决AI爆兵过多造成的回合卡顿?如果有能仅限AI开关当然更好,主要因为还没新开游戏,我不是太确定实际使用效果。但如果能解决卡顿问题,对双方生效其实也无妨。
无敌的小学又倒下了  [author] 5 Oct @ 3:31am 
@thfxyd 是……是想仅限AI吗?
thfxyd 5 Oct @ 3:10am 
MOD对玩家也有限制么
无敌的小学又倒下了  [author] 4 Oct @ 7:56am 
@沈陽最狠伝說と整活の猛虎!貴物虎太郎です 我这边对AI的这两单位的限制是生效的(当然),可否进群给我提供你那边的问题细节?
ai疯狂造建造者和开拓者,建造者貌似对ai没有限制,它只有七座城市但是每座城市的建造者都是密密麻麻的占满了每一个单元格……
无敌的小学又倒下了  [author] 2 Oct @ 8:40pm 
@VModBAddict
1- This change is main for "Watch AI Fight mod" and other "switch civilization " mods. I'm not sure it also works with hotseat games.

2- The City-states' unit limit is specially set with fixed numbers in original mod and I didn't change that. As for the AI behavior… emm, I will try doing some tests.