Sid Meier's Civilization VI

Sid Meier's Civilization VI

Unit Limit Enforcement
210 Comments
ChrisMartin Apr 7 @ 12:15am 
@faber_avgust Change the Hard Cap number in the mod files.
@petr.surgay No. I use a mod for make building Settler harder
petr.surgay Mar 31 @ 9:07am 
Is it possible with this mod to set up limit of cities per player to certain ammount? Let say hard cap settlers to 3 minus number of build cities?
faber_avgust Jan 20 @ 6:33am 
How i can expand the HARD CAP? I don't want to disable, just increase
faber_avgust Jan 20 @ 4:01am 
Seems like this mod disable some battle sounds of units. Is it someone mentioned this?
Raiin Jan 16 @ 2:59am 
Thank you.
ChrisMartin Jan 15 @ 10:40am 
The limitations are for all players in the game, AI included.
Raiin Jan 15 @ 4:55am 
I'm sorry this might be a dumb question, but this mod help stop the AI from spamming units everywhere?
ChrisMartin Dec 10, 2024 @ 12:36am 
I don't know. Maybe try set allowed number of units to zero?
Personally, I use other mods to stagger the religious spread.
Like extra cost of the religious units, must have open boarders in move religious units into other territories.
Fannypak Dec 9, 2024 @ 1:54pm 
@ChrisMartin is there anyway to modify the LUA to completely remove the ability to build religious units?
ChrisMartin Nov 22, 2024 @ 3:07am 
Whats to say?
The mod works for me, and if it doesn't for you, I can't help you. You have to fix it your self.
meow Nov 21, 2024 @ 6:09pm 
tell me more about your game chris martin
ChrisMartin Nov 21, 2024 @ 1:09am 
Works with no problem in my game.
meow Nov 20, 2024 @ 7:10pm 
I'm guessing this probably doesn't work any more
Bluesky95 Nov 18, 2024 @ 12:58pm 
Great mod but I could do without the ui,its messing up the date area etc
ChrisMartin Sep 10, 2024 @ 3:25am 
Had never issues with this, after over 6000 hours with this mod.
Maybe a mod conflict in your end?
jyuuu Sep 9, 2024 @ 9:36am 
does this only work on certain maps or with certain civs? whenever i start a new game with it and settle my first city it seems to be a coin flip whether my top bar shows the mod is working or not
ChrisMartin Sep 5, 2024 @ 1:54pm 
It doesn't have any in the game. You have to see it in the code, to know it.
aquaricorn Sep 5, 2024 @ 8:56am 
Where does it show the limit on civilian units like builders?
ChrisMartin Sep 3, 2024 @ 5:19am 
I can't. When the cap is reached, the units are gone from the production, gold and faith list.
You need to explain more, so others can try to reproduce it.
My guess is that you have some other mod(s) that conflicts.
Potatoes and Tomatoes Sep 3, 2024 @ 5:01am 
I absolutely love this mod, but there is an issue. I can purchase units, and exceed the limit, for example religious units. How to fix this?
Qubix Sep 1, 2024 @ 2:30am 
It's a game started before I downloaded this mod, so it doesn't work then.
Thank you :)
ChrisMartin Sep 1, 2024 @ 12:08am 
@Qubix
This mod will work on save, if the mod was loaded when the map was created.
You can't add the mod on a ongoing game.
Qubix Aug 31, 2024 @ 12:20pm 
Does this mod works with saved game ? Can't get it to work in my current game, even after saving and reloading... No change in the panel bar and no effective unit limit

Works fine with a new game
ChrisMartin Aug 29, 2024 @ 12:34am 
No. Only set how many each civ can have on map at the same time.
I use other mods to limit how the game can produce settlers. Like modified version of Potato Settlers.
Lobo soliDário Aug 28, 2024 @ 10:11pm 
Can I choose a limit through the whole game for number of settlers?
super earths best dumpster diver Jul 31, 2024 @ 4:50pm 
is there a way to disable the cap for human players? I just want city-states to not spam units because it causes lag
Marshal Jul 25, 2024 @ 12:17pm 
Forces tactical gameplay instead of mindless unit spam. A must have!
Obb Jul 13, 2024 @ 10:26am 
Well, again, their amount is less important than their compatibility.
I now have over 300 of them, with one of which is for the top panel, and indeed, as this one states in its description, they're not compatible.

That's why I was disappointed that the version without top panel is no longer maintained. But that's okay after all, it's not hard to remove. (That’s sad, it’s nice and practical, but I like the other one too much. To approve another comment, a merge would be fantastic, I wish I had patience and knowledge for.)

Author : Started my first game, I really like the dynamic the limitation gives, it’s indeed a really cool idea, and it’s well-made, thanks much !
ChrisMartin Jul 12, 2024 @ 2:54pm 
I run a 160 long mod list, and have no problem with the top panel that this mod provides.
Obb Jul 12, 2024 @ 1:19pm 
That’s a bit sad for the top(less)panel version (sorry for lame word joke)
I find those really nice, but since they’re not compatible with other panels I appreciated seeing you gave us the choice ; but then I see the other version is not up to date =(

Well I’ll try anyway.
ChrisMartin Apr 20, 2024 @ 6:15am 
I have all the DLC's and Season passes.
VModBAddict Apr 20, 2024 @ 2:00am 
Not using any other mods, except Expanded Initial Vision (by same author!) to expedite finding CSs for testing. Using GS, all DLCs. Are there any you aren't using?
ChrisMartin Apr 19, 2024 @ 2:44pm 
Regarding CS, only edits ib TCUnitLimit.lua.
My guess is loadorder of this mod vs other mods you are using.
VModBAddict Apr 19, 2024 @ 2:22pm 
@ChrisMartin - so it's a mystery. Bummer, will just have to leave this mod off. Thanks for taking the time to check if you had the same issue, it's appreciated!

...Sorry one last thing, just because you didn't specifically reply to that point, can you just confirm that you didn't change anything in TCUnitLimitTopPanel.lua? It's mentioned in the instructions above under 'How to Change the Limits' but I don't see how - there isn't a clear section on CSs like there is in TCUnitLimit.lua.
ChrisMartin Apr 19, 2024 @ 1:46am 
Did a quick check, loaded up a very early save in my latest game:
Found several CS with Builders on the map, and still had the Unlock. And almost every CS had used its builder-actions at this point in the game.
ChrisMartin Apr 18, 2024 @ 11:40pm 
I will look into my lates game, and see if this "Builder Unit Unlock" are present. I totally forgot to check before my previous reply.
VModBAddict Apr 18, 2024 @ 5:22pm 
@ChrisMartin - Thanks for the reply. I've done further testing, using GS, all DLC and no other mods. I noticed that for the first ~10-12 turns or so CSs had the 'building' - "Builder Unit Unlock" listed in the tooltip when hovering over them. But when they produce their first builder, it disappears. The same happens to my capital when I build (or capture) three builders. I think this is the mod working as intended, and both I and the CSs lose the unlock because we're maxed - them at 1, me at 3. But this is despite my changing the CS Builder limit to 10 in the TCUnitLimit.lua file. As mentioned before, I can't find an equivalent line to change in the TCUnitLimitTopPanel.lua file. In fact 'Builder', 'Unlock', 'CityState' are never mentioned in the code. There are references to 'CS', but they don't seem to have anything to do with Builder limits.

I just use Notepad to open and edit the files. Is there anything I could be doing different?
ChrisMartin Apr 18, 2024 @ 6:37am 
I've changed the CS caps of civilian and military units, to 10 of each type (sivil, land, air, sea) and have no issues with CS not using builders. I still have the hardcap enabled.
My guess is something else is interfering with your game.
VModBAddict Apr 18, 2024 @ 2:15am 
I love this mod, but I've encountered the issue with City States not developing their territory (apart from, sometimes, a single improvement).

Yes, I have read deep into the comments below and am aware of - and have tried to implement - the change to the Builder limits in the TCUnitLimit.lua as per the instructions above. I couldn't find an equivalent in TCUnitLimitTopPanel.lua, so maybe that's my problem. If anyone knows how to also increase the CS Builder limit in the ''' TopPanel.lua file, please post noob-proof instructions in this comment thread!

Anyone else had this issue, or better yet have devised a fix?? I've already increased the CS Builder unit cap to 10, as per comments 3-4 pages below, in TCUnitLimit.lua (only) and removed the hard limits for everything across both .lua files.

I'm gutted, this mod is an awesome change to fundamental gameplay, but having CSs that don't develop is game-breaking. Please help!
ChrisMartin Apr 2, 2024 @ 5:20am 
The mod only limits the number of units "alive".
For settlers you can use a mod that alters the requirements and consequence of building the settler.
ardabro Apr 2, 2024 @ 2:52am 
With this mod: can I effectively limit the maximum number of cities any player can build by limiting settlers production? Will it limit the total number of settlers built so far or the current number of "alive" settlers at the given moment?
Vidyflan Jan 28, 2024 @ 1:12am 
could let the mod become more compatible with other mod that also add information in top panel?
Aryason Nov 4, 2023 @ 11:52am 
This mod breaks one city mode. (AI starts building settlers again)
ChrisMartin Aug 1, 2023 @ 11:29pm 
This mod limits you to create new units.
Not limits to retrieve free units from Wonders, Great Persons, etc.
Doesn't autokill units if you loose a city (and gets a new, lower max cap), either.
rombomb Aug 1, 2023 @ 4:56pm 
mod not working anymore. i have 13 while limit is 12. any ideas on how i can fix this?
InfoManiac Apr 19, 2023 @ 5:13am 
Im not getting the amenities bar in the top. using cqui and this. im not sure what i could change in the files to remove the amenities portion.
InfoManiac Apr 17, 2023 @ 9:32am 
for tall play change limit based on capitol to give more.
InfoManiac Apr 17, 2023 @ 9:31am 
@delliardo get a city center project mod
Zapotec Apr 8, 2023 @ 5:28am 
@astacius Even for IA?
Astacius Apr 7, 2023 @ 3:10pm 
still working for me