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  • Supporting too many units!

    What number of units are allowed in a game before the computer tells you that it will disband units because you are supporting too many? Does it depend on map size/difficulty level/# of human players??

  • #2
    Actually the number of units (IIRC) just depends on your production. As CTP2 doesn't use the old CIV-system of assigning units to a city, it just calculates how much maintenance it is all complete and substract it from your production. You can see it if you press F1 and click on details. You will see military consumption or press F8 and you see the percentage being displayed (IIRC you have to open the advisor).

    And having to many units sound like you lost some of your production cities

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    • #3
      It can also depend on different governments.

      There is a value in govern.txt called "SupportCoef".

      Communism supportcoef is 0.75, Cavalry is 12 shields to support at normal rate (1), so it will actually cost 9 shields under Communism. On the other hand, Democracy supportcoef is 1.5, so one Cavalry would cost 18 shields under Democracy.

      I dont really have the patience to go and test all these numbers, but from many wasted hours they round down about right.
      Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
      CtP2 AE Wiki & Modding Reference
      One way to compile the CtP2 Source Code.

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      • #4
        Thanks Maq,

        completly forgotten about this one........Makes hell of a difference as well.

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        • #5
          Reducing hours worked per day can also prompt this message (as lowering hours worked reduces shields produced).
          ·Circuit·Boi·wannabe·
          "Evil reptilian kitten-eater from another planet."
          Call to Power 2 Source Code Project 2005.06.28 Apolyton Edition

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          • #6
            Oh. Thank you guys very much. I was just going to edit because I thought it might have something to do with my gov! I'm in a Technocracy now and it doesn't like my approximately 340 units. I have 45 cities and am looking forward to continued assimilation as soon as I get to Virtual Democracy! I just have an abundance of stealth fighters/bombers and tanks ready to perform a blitzkrieg when given the order. I'm envisioning my armies marching through the Arch de Triumphe as we speak.
            Last edited by epeterson; March 2, 2004, 13:21.

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            • #7
              I often get that warning of too many units when ive had PW tax set to 100% for around the 3rd turn in a row, so i eventually turn that warning off!

              Oh. Thank you guys very much. I was just going to edit because I thought it might have something to do with my gov! I'm in a Technocracy now and it doesn't like my approximately 340 units. I have 45 cities and am looking forward to continued assimilation as soon as I get to Virtual Democracy! I just have an abundance of stealth fighters/bombers and tanks ready to perform a blitzkrieg when given the order. I'm envisioning my armies marching through the Arch de Triumphe as we speak.
              Under Virtual Democracy supportcoef is 2, so each unit costs around twice as much to support as it does under Technocracy (1), thats something to think about. Ecotopia you could make some parks and melt some faces in the process
              Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
              CtP2 AE Wiki & Modding Reference
              One way to compile the CtP2 Source Code.

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              • #8
                Originally posted by Maquiladora
                Ecotopia you could make some parks and melt some faces in the process
                You know, I always knew I had to look out for those Green Party folks!...

                Where can you find the ratio for unit support cost for a particular government? What is the ratio for Ecotopia?

                When I checked my military advisor, I think he said like 45% of my production was used for military support. Is there some kind of threshold to where it just starts automatically disbanding. I had my PW set to 30% and most of my cities have robotic plants now. I will take another look tonight and see if this is right.

                Does anyone build oil refineries?? I find that if I build them I really have to create an extraordinary amount of specialists to offset the polution problem. I usually stop at robotic plants and might go so far as to build a nuke plant before nano-factories become available. Am I alone on this? I'm asking in this thread because obviously I need to increase my production.
                Last edited by epeterson; March 2, 2004, 17:03.

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                • #9
                  Where can you find the ratio for unit support cost for a particular government? What is the ratio for Ecotopia?
                  In govern.txt in ...D:\Games\Call To Power 2 Unmodded MP\ctp2_data\default\gamedata, or wherever your directory is. The Ratio for Ecotopia is 1.25.

                  Its a shame you cant get exact info in-game, but it does give you a rough comparison in the Empire Manager (F1) government tab.

                  When I checked my military advisor, I think he said like 45% of my production was used for military support. Is there some kind of threshold to where it just starts automatically disbanding. I had my PW set to 30% and most of my cities have robotic plants now. I will take another look tonight and see if this is right.
                  Im not sure on this one, ive never unintentionally had my units disbanded, even after constant warning.

                  Does anyone build oil refineries?? I find that if I build them I really have to create an extraordinary amount of specialists to offset the polution problem. I usually stop at robotic plants and might go so far as to build a nuke plant before nano-factories become available. Am I alone on this? I'm asking in this thread because obviously I need to increase my production.
                  If i get the chance, i build all buildings when theyre worth it. Youll probably just have to keep using specialists until you get to Matter decompilers. Use scientists to lower production, then you can turn your science tax off and the wages slider only for keeping people happy.
                  Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
                  CtP2 AE Wiki & Modding Reference
                  One way to compile the CtP2 Source Code.

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                  • #10
                    Originally posted by Maquiladora
                    If i get the chance, i build all buildings when theyre worth it. Youll probably just have to keep using specialists until you get to Matter decompilers. Use scientists to lower production, then you can turn your science tax off and the wages slider only for keeping people happy.
                    This is what I do too, except in those cities with lots of hills and mountains where you run out of food before you can control pollution.

                    ...so Maquiladora, seeing as how you are working with the source code ... how about looking into the that too many units to suppoet trigger and see what is really going on there.... just a thought
                    ·Circuit·Boi·wannabe·
                    "Evil reptilian kitten-eater from another planet."
                    Call to Power 2 Source Code Project 2005.06.28 Apolyton Edition

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                    • #11
                      Im not a coder so i cant do much in the way of fixing it, but itll get looked at eventually im sure. It would be interesting to know too.
                      Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
                      CtP2 AE Wiki & Modding Reference
                      One way to compile the CtP2 Source Code.

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