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My guess is loadorder of this mod vs other mods you are using.
...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.
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.
I just use Notepad to open and edit the files. Is there anything I could be doing different?
My guess is something else is interfering with your game.
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!
For settlers you can use a mod that alters the requirements and consequence of building the settler.