New "Organizer" Unit:
As some of you may have noticed, the Eco-Religion Advance block in the Tech Tree attachment (above) includes a new unit, the Organizer. The rationale is that we have a new quasi-religious Advance which talks about using conversions to gain adherents, so the idea is to add a unit which "paves the way" for the Ecotopia by converting enemy cities to the "new religion".
The Ctp1 Forever Future mod has already provided two new female sprites for Cradle5 (Assassin and the Plunder II "captive"), and in this case we'll use one more (see attached). The sprite had a slight issue with the Idle animation (only worked in one direction) so it was deconstructed and rebuilt (130 images) and now serves as the new Organizer.
This unit will be fairly cheap for the late-game era, and has the ability to "Convert Cities" (low probability of success and death) and "Raise Money" (Sale of Indulgences). As with some other civilian units, the Organizer has Stealth but cannot see other Stealth units and has limited vision range (in other words, you can't use her as a "spy"). She is also gov-specific, and can only exist under the final three gov-types (Technocracy, Virtual Democracy and Ecotopia).
Files changed: newsprite.txt, uniticon.txt, sounds.txt (plus 4 new sound files), Units.txt, UnitBuildLists.txt, gl_str.txt, GL.txt, Tech Tree, new Sprite and 2D art.
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Making Cradle 3+ fully compatible with the Apolyton Edition
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Eco-Religion Advance:
Inevitably, my work on the chain of Advances leading from Oligarchy to Tribunal Empire (see above) suggested that it would be a good idea to look for similar issues affecting the rest of the governments. Fortunately, in most cases there are no direct links leading from one to another, but there is one exception - Virtual Democracy is the pre-req for Ecotopia. Both are late-game CtP2 govs, and this linkage has always been part of the base game. However, reading through the descriptions and history, there's really no connection whatsoever between the two, and in fact they are polar opposites in almost every way. Accordingly, I've added a new Advance in the "Social" series called Eco-Religion, and it describes the process by which the Environmental movement becomes radicalized, ultimately leading to the extremist Ecotopian Government. This new Advance has the AI Surveillance and Neural Reprogramming pre-reqs, and replaces Virtual Democracy as the pre-req for Ecotopia.
Files changed: uniticon.txt, Advance.txt, advancelists.txt, gl_str.txt, GL.txt & Tech Tree plus new 2D art
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The path from Oligarchy to Republic to Dictatorship to Tribunal Empire:
The extended human playtest identified some issues involving all the mid-to-late Ancient-era Govs. Linkages between the Ancient-era govs were identified as a problem back in Post # 35, and while that solution was beneficial, the issue wasn't fully resolved.
1) The first problem is there's no Advance between Oligarchy & Republic:
Which means that immediately after discovering Oligarchy, the player has the option to skip it altogether and simply wait a few more turns to research and choose Republic. The least intrusive solution involves changing the "Compound Bow" pre-req from "Barracks" to Oligarchy (which already has the "Barracks" pre-req). The "Ballistics" Advance requires "Compound Bow" and currently leads to "Ballista Towers" (which is fine). But now we'll make "Ballistics" the pre-req for Republic instead of Oligarchy and that creates linkage and space between the two gov-types.
2) The second problem is there's no Advance between Republic & Dictatorship:
Fortunately there's an easy fix for this. Simply change the "Bureaucracy" pre-req from Oligarchy to Republic and then make "Bureaucracy" the pre-req for Dictatorship instead of Tribunal Empire.
3) The third problem is there's no link between Dictatorship & Tribunal Empire, and in fact you can get either one before the other:
The Great Library tells us that Dictatorship is the period between the Roman Republic and the Empire, so it's clear that we need to establish a path which leads from Republic to Dictatorship to Tribunal Empire. Here again there's a simple solution. "Ethics" is already a pre-req for Tribunal Empire, but now we change the "Ethics" pre-req from Republic to Dictatorship and that provides both the link from Dictatorship to Tribunal Empire and puts an Advance in between.
Files changed: Advance.txt, GL.txt & Tech Tree (see attached)
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"Food Imports" replace the "Silo" Building:
The Silo is a problem for several reasons, in particular since it appears to be shoehorned into the Tech Tree as some sort of intermediate Granary (using almost identical 2D graphics), while the text refers to its benefits as being available after the "Agricultural Revolution", which actually is a different building, the Food Silo.
In addition, it's VERY redundant with the benefits granted by the Aqueduct, a building which can be constructed at almost exactly the same time. The attributes of each structure are:
- Silo: 1700 Cost, 4 Gold Upkeep, 15% Food, 5 turn Starvation protection
- Aqueduct: 1200 Cost, 3 Gold Upkeep, 5% Food, 5 turn Starvation prevention
Clearly there's a high level of redundancy there, all of which contributes to City Size growth, which is not something we want to be fostering anyway. Looking at this historical era (late Roman Republic, early Empire), the Romans had developed a food import system without which the people of Rome would starve. And in fact, Greek City States used similar methods throughout their history.
Breaking that down, it's a system which provides food for coastal cities since it's only economical to transport large amounts of food by sea. So that suggests a "building" which can only be constructed in port cities, provides a regular supply of food, no starvation protection (the people eat what comes in, it isn't stored) and lastly it should be expensive to build and maintain, since we are replicating the entire system, not just a single structure. Those parameters suggest a revised building with the following attributes:
- Food Imports (new building name - see attached): Coastal cities only, 2000 Cost, 5 Gold Upkeep, 10% Food, 0 turn Starvation protection. And given the total reliance on the Sea, and the current position on the Tech Tree, the granting Advance will be "Hullmaking". Another option would be to create a new "Sea" Advance located between Map Making (L5) and Hullmaking (L7), but at least for now that's an unnecessary complication.
Lastly, since this isn't really a building it will not have (or be) a PrerequisiteBuilding for any other structures. For example, Granary is currently a pre-req for Silo which in turn is a pre-req for Food Silo. With this change, there won't be a PrerequisiteBuilding for Food Imports, while Granary becomes the pre-req for Food Silo.
Files changed: uniticon.txt, buildings.txt, BuildingBuildLists.txt, gl_str.txt, GL.txt & Tech Tree plus new 2D art
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Infantry Unit Gap:
When a Civ transitions from Oligarchy to Republic, there are ZERO buildable infantry units available to carry the player through during this transition. Spearmen become unbuildable with "Barracks" (the immediate pre-req for Oligarchy) while both Hoplites and Hypaspists disband at Republic. Meanwhile the next disbanding Infantry unit (Legion) isn't available until "Iron Working", so the player has to rely entirely on "Specials" (see post # 34), and there's only one of those (War Elephant).
A related problem involves the "plunder" script which grants free units after battle (as discussed back in post # 37). Much of this file was altered earlier, but playtesting has uncovered a problem with the unmodified section. From "Barracks" until "Iron Working" the script provides Hoplites, but at that point in the game they are only one Advance away from disbanding!
Looking closer at the five Disbanding Infantry units, it seems that two of them (Legion and Man-at-Arms) can exist during THREE govs, while for Swordsman, Hoplite and Hypaspist it is only TWO. It turns out that if we are consistent and extend availability of the latter three to a THIRD Gov, that solves all the problems:
* Swordsman is still obsolete (unbuildable) with City State but does not disband until Oligarchy
* Hoplite is still obsolete with Republic but does not disband until Dictatorship
* Hypaspist is still obsolete with Republic but does not disband until Dictatorship
Files changed: Units.txt and GL.txt (unit and concept entries)Last edited by Kull; March 31, 2024, 10:50.
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Militia Unit Systems:
Cradle has a system which uses SLIC code to create "militia" units in newly founded cities. The code is extensive and complex, because the units upgrade over time (from Spearman to Hoplite to Legion, etc) AND they are immobile (and forced to remain so). The code is complex primarily because these are unbuildable units which have statistics that are different from their "Standard" unit equivalents. For example, the Militia Spearman has much better defense than the regular Spearman, and the same is true for the other six Militia types. That kind of functionality comes at a price, however, as the files which control it contain over 1500 lines of slic code dedicated purely to this purpose, and it runs in the background, every turn.
By contrast, AE has a new feature which places a cheap unit in every newly constructed city, and it does not use ANY slic code. It becomes active simply by changing "AIMilitiaUnit=No" to "Yes" in userprofile.txt. Implementing this in Cradle 5 resulted in two immediate improvements: First, the number of city captures by the AI increased noticeably (albeit primarily in the early game) and secondly it reduced turn-processing time by a full third. Unfortunately, this new Militia code was apparently never tested thoroughly, because it makes no distinction between "cheap" land & naval units. So pretty soon, Coracles and Biremes started to show up as garrison units for inland cities!
There was no obvious way to fix that (other than by inflating naval unit prices to an excessive degree), so instead I replaced the AE Militia system with a simple 9-line slic script which gives a standard Spearman unit to every newly founded city (human and AI) for the first 300 turns (until 1 AD). That was tested and works perfectly (although the units can move, the AI does not leave cities without garrison units), and personally I like the reduced complexity. That said, the release version of Cradle 5 will still feature the Cradle 3/4 Militia unit system. However, I will include the simpler 9-line system as an alternate which the player can opt to utilize instead.
To do so, simply open the "Script.slc" file (in the Cradle5/gamedata folder) and remove the "// " in front of "Updater4.slc" and ADD "// " in front of the "Updater3.slc" and "Homeguard.slc" lines (see attachment, which shows the "as-delivered" lines)
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The various "problem solving" changes reported back at the end of February (see post #241 above) all involved "Barbarian-Human" playtesting. The primary goal of that activity is for turns to fly by as quickly as possible while searching for CTDs and evaluating AI performance. Once it was clear that all the dangerous CTDs had been eliminated (i.e. those which can't be resolved by restarting from the last auto-save, typically the sort of "system resource" problems that afflict older games), and that the AI was at least moderately competent at defending itself, it was time for a "Normal Civ Human" playtest. That takes a LOT longer, but is absolutely essential in order to identify the multitude of things which can make a game "un-fun". Things like the working of the "Domestication" Advance as reported above. Anyway, there is a LOT of stuff that's been done in that vein, and it's the sort of thing you'll see in the next series of reports. Some of it REALLY simple, others.....well....complicated. For example here's one annoyance that was really easy to alter, but has a surprisingly nice effect in-game:
Elephant Walk sound:
When the "War Elephant" unit moves across the map, it made a "footstep" sound that didn't fit with an animal of this size. Turns out that it was sharing the same movement sound file as the Infantryman. Accordingly I borrowed the elephant_footstep_02.wav file from my previous mod work in support of Europa Barbarorum 2, modified the number of "footfalls per second" to make it work better in CtP2, renamed it to "Ele_walk.wav", then added a new entry in sounds.txt which references that file (SOUND_MOVE_ELEPHANT) and then assigned it to both Hannibal and the War Elephant. The result is a sound which is exactly what you would expect to hear when seeing an elephant walking across your screen in Cradle 5. Files changed: sounds.txt & units.txt​
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As the season turns from Winter to Spring, my "modding time" has been greatly reduced as outdoor requirements multiply at the Ranch. That doesn't mean we're at a standstill - rather a lot has been done, just not written up. Anyway, excuses aside there are quite a few interesting developments to report and I'll begin with one that in hindsight seems pretty obvious:
Advances - Move "Domestication" to Level 1:
Historically, the Domestication of plants and animals occurred long before the development of Agriculture, yet in Cradle we find that Agriculture is actually a pre-requisite for Domestication! That doesn't make sense, so in Cradle 5 the Domestication Advance is moved from Level 2 to Level 1 (see attachment), the Agriculture pre-req has been removed, and the research cost reduced from 320 to 180 (same as "Exploration"). Files changed: Advance.txt, GL.txt, Tech Tree​
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Playtesting - Issues & Findings:
After resolving the "too many Wonders & Buildings" issue, Cradle 5 is now approaching a "final state", so it was time for a new series of extended playtests. This identified a number of problems, and I'll briefly review them, roughly in the order in which they presented and were resolved:
1) Full Civ Revolt CTD: Initially, all games failed to progress beyond 1200 BC before an unrecoverable CTD brought them to an end. Eventually I traced that back to instances of "full civ revolts" in which EVERY city switches over to a new civ, and apparently that is not something the code can handle. Digging deeper, the unhappiness levels causing these revolts were directly tied to a pair of issues:
- First, there were improperly high "War Discontent" values in "govern.txt" (see post # 198 for a discussion on this mechanism). In particular I foolishly set the threshold to "zero" for Anarchy, which meant that every time a civ switched governments - especially if there were a lot of units in the field - the unhappiness levels spiked beyond the civ's ability to offset it with sliders.
- The second factor involved the original (as yet unmodified) Cradle 3 settings in DiffDB.txt, specifically those which reduced the cost of everything for the AI - in particular at the higher difficulty settings. The in-game effect was something like MAD (mutually assured destruction) since AI civs could see that their opponents were fielding huge armies, so all sides kept building more and more units until eventually the "War Discontent" values caused a civ-wide revolt and brought everything crashing to the ground.
- The solution involved fixes to the War Discontent values in govern.txt and replacing the Cradle 3 entries with most of the AE cost, research, and production values in DiffDB. With those two changes, games can now play through to 2025 AD (see attached) and beyond.
2) Single-City Civ Revolt CTD: Even after the fixes noted above, it is quite common for single cities to revolt and become a new civ. This is fine, and the game has no problem with it. However, if one of these single-city-civs revolts into a new civ (f/e Nubia revolts and becomes the Inca), that can result in a CTD as well. I couldn't find a fix for that, but you can simply reload the game from the last auto-save and it will continue without a problem. Disconcerting, but not an issue.
3) Dynastic House Issue & Great King improvement: As described way back in Post # 3, the Dynasty Advance allows all players to construct the Dynastic House building and receive the "Great King" unit. However, if a civ loses their capital, they can build a new Dynastic House and receive another Great King. Not really a problem in the early game, but potentially this could happen long after the era of Great Kings was over. So now this structure has been given the "ObsoleteAdvance ADVANCE_CITY_STATE" attribute, so it can longer be constructed after the discovery of City State. In a related change, the Great King now has the same movement (from 2 to 3) and vision (1 to 2) attributes as Sargon, and building the Dynastic House also grants the player a free chariot unit.
4) Quinquireme Sprite: Unlike every other unit, the rebuilt Quinquireme sprite had the shield in the center of the ship as it moved around. Not sure how I missed that, but the sprite has now been fixed.
5) Wonder Unit Upgrades: As each civ gained the "Age of Reason" Advance, their Wonder Units upgraded to the Field Marshall/Brigadier replacements, so the new system is working properly.
6) Emancipation Proclamation: Although this Wonder eliminated all Slavers and freed all slaves in all cities, it did not stop civs from building new Slavers. Fortunately the SC team added a new Wonder attribute (ProhibitSlavers) and once that was applied to the Emancipation Proclamation Wonder, no further slaver-type units (or abolitionists) could be constructed.
7) Pollution: Several of the test games used unmodded AE, primarily to gauge differences with Cradle in terms of speed and AI aggressiveness. One notable finding is that pollution was a serious problem in all AE games, including numerous Dead Tiles appearing in the Middle Ages and even a Global Warming event prior to 2000 AD. By contrast, in Cradle the effect of pollution is gradual and even by 2000 AD there were no dead tiles (although the "pollution meter" was rising steadily - see attached). That's good, because it means no changes are needed to the Cradle pollution settings and buildings.
8) "CanBeExpelled" Attribute: The AI does not understand the true use for Plunder units (disbanding them in cities to gain shields or population), so it uses them to explore. At least that's something, but it's annoying to have them clogging up space inside your territory. A similar but more dangerous problem is when otherwise peaceful civs send Hired Thugs or Assassins to perform their nefarious acts against you, and they too aren't easily removed. All six units now have the "CanBeExpelled" Attribute", which allows them to be evicted at low diplomatic cost.
9) War Elephant size: Elephants are the only "Large" land unit (besides the late-game "Leviathon"), and that means they can't be loaded onto ANY troop carrying vessels. Even tanks are "Medium"! War Elephants now changed to Medium.
10) Wonder TIMP fixes: Several issues cropped up during these playtests.
- The Wonder TIMP code only allowed them to be built on Grassland, Plains or Desert, but frequently those are not available or have been used by other Wonder TIMPs. When that happens, the new Wonder destroys the old by being built on top of it. The solution was to expand the number of acceptable terrain types to Forest, Jungle and Hills.
- Once the AI is able to Terraform, it does not factor in whether a Wonder TIMP is sitting on a terrain type that it wants to transform, destroying the Wonder TIMP in the process. The solution was to add code from the Natural Wonders slic file, so the AI can't do ANYTHING to a tile which contains a Wonder TIMP.
- A few times, one AI civ would gain technological ascendancy over the others, and start building all the Wonders before any other civ could get them, and would usually do so in the best production city. So a single city would begin to acquire ALL the visible wonders, and usually wouldn't have enough room to place them, so all the older wonders would be wiped off the map. The solution was to add a limit of 5 Wonders per city (in Const.txt, MAX_CITY_WONDERS setting changed from 1000 to 5), so it keeps the AI (and the human) from building up a powerful production city and assigning all the Wonders to that one location.​
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Wonders - Related Changes:
But before we do that, a few follow-ons to the Wonder-related changes:
1) Using a major religious figure as a Wonder Unit always struck me as something of a disconnect, since all the others are primarily secular in character. Accordingly, the Muhammad unit has been replaced by the major Islamic General of that early period, Khalid ibn al-Walid (see attached). He appears with the building of Mecca.
2) The Great House of Alexander originally was linked to the discovery of Republic, but historically that is too late (among other things, it meant that Hannibal was arriving before Alexander). That has changed, and Alexander's House is now available with the discovery of City State.
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Buildings and Wonders - Current Status: With the changes discussed above, we now have 67 Wonders and 65 Buildings. Looking first at the Wonders, a number of changes were implemented to reach this final total:
1) Although it would have been easy enough to restore Central Matter Decompiler and National Shield, I chose not to do so. Wonders which exist only to grant free Buildings tend to be overpowered. Especially in the late game period, the most advanced civ will build these two, and that's usually a civ with an already substantial lead.
2) Resurrection has likewise been omitted. It really was a "two-fer" Wonder for Christianity (along with Holy Scriptures), plus - as I noted earlier - it was backward looking in assigning great importance to an event which historically wasn't recognized as significant until long after the occurrence.
3) Internet remains an Advance, not a Wonder.
4) Space Station and Dinosaur Park have replaced the Space Lab and VR Amusement Park Buildings.
5) The last three on the list (i.e. the non-City Inventory Wonders numbered 65-67) are the Great Houses of Sargon, Alexander, and Hannibal. Those were selected entirely because they are the first to appear, and thus were the easiest to test. Once each is completed, that civ is given the appropriate obsoleting Advance (Z_SARGON, Z_ALEXANDER, or Z_HANNIBAL) and thus no more can be built. Extensive playtesting has shown that this works exactly as intended - the civ which first builds each Wonder is granted the correct Wonder unit (and his retinue), while all other civs shift production to something else. Worth noting that the playtesting also confirmed that the AI civs are happy to steal (or perhaps trade) those Advances, but that is not a problem since they don't do anything other than inhibit construction of something that no civ should be building anyway!
As to the Buildings:
1) Space Lab and VR Amusement Park have been replaced by the Space Station and Dinosaur Park Wonders.
2) The earlier restoration of Micro Defense and Matter Decompiler has not been rolled back, especially in light of the removal of the Central Matter Decompiler Wonder. In addition, both buildings provide the sort of building-specific attributes which cannot be duplicated by Wonders or Feats, unlike those granted by the Space Lab (Science) and VR Amusement Park (Happiness).
3) The last Building on the list (i.e. the non-City Inventory Building at number 65) is the Religious Victory structure. This was tougher to test realistically since the Religious Victory option is a mid-game event, only available after enough culture points have been accumulated AND it's only available to the builder of the Hagia Sophia Wonder. Nevertheless, I was able to extend two playtests into the 1700 AD and beyond time frame, and in each case the AI civ which built the Wonder is the only civ which can construct this building and win the game. So it's been tested and it works (see attached), albeit that identified a grammar problem, lol.
That concludes the extensive effort invested in researching and identifying workarounds for the 64 Wonder and Building Hard Code limit. Time for something else!
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Removing Excess Buildings (Part 3):
3) VR Amusement Park: A late-game building, but current technology trends indicate this to be an unlikely version of the future. Virtual Reality is happening at home, not in a large facility you have to physically visit. By contrast, something that is within the realm of "far future" possibility would be the CtP1 Dinosaur Park Wonder. For which there is also a TIMP (so it will be a Visible Wonder!) As with the Space Lab, we'll substitute an interesting Wonder in place of an unlikely "building". The movie already exists, but for Cradle 5 it's been edited to remove the CtP1 "bonus description text" appended at the end. The 2D art is a straight copy (see attached).
The existing structure provides +3 Happiness in every city which builds it, but that's a bit too much for a Wonder. So we'll drop the bonus to +1 and will also add 2 Scientists to the Specialists in its home city. Since this will be a "normal" Wonder, it can use existing "built-in" Wonder attributes.
To make up for some of the Happiness Loss, we'll add +1 Happiness to the "Incubation Center" which is a nearby structure on the Tech Tree that currently provides only a single benefit - raising the overcrowding level.
In addition, although the VR Amusement Park is enabled by "Neural Interface", the new Wonder will instead be associated with "Genetic Tailoring". Transforming this Building into a Wonder resolves the final "problem" slot in the buildings.txt file. Game Impact? Improvement.
With this, the "excess building" problem has been completely resolved.
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Removing Excess Buildings (Part 2):
2) Orbital Lab: This is a really strange implementation for a building. You can build one in every city - and see it in the Inventory - yet it represents an orbiting space lab. Even if this were a "Far Future Era" structure (which it isn't), it's hard to visualize a scenario where every city on the planet would maintain their own private space laboratories.
In fact, this works MUCH better as a "Wonder" - a single orbiting Space Station. The associated Advance is "Space Flight", and as such the very first Space Station would (and historically did) qualify as an amazing technological spectacle, the very personification of a "World Wonder".
The current building gives a 30% Science increase in each city that builds it, but as a Wonder we'll reduce that to 10%, since it immediately benefits the entire Empire. In addition - since this will be a "normal" Wonder using the "built-in" attributes - the host city will gain a Science Specialist. And we'll toss in a free "Space Plane" unit, just for fun! The CtP2 "Solarius" Wonder movie plays when it's built (previously unused in Cradle), and we'll use a screenshot from that for the 2D art (see attached)
Transforming this Building into a Wonder resolves the 2nd of 3 "problem" slots in the buildings.txt file. Game Impact? Improvement.
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Removing Excess Buildings (Part 1):
1) Religious Victory: As you may recall the "Religious Victory" building was added as the final structure necessary to achieve the Religion Victory option, following completion of the Hagia Sophia Wonder. As I noted at the time, the building itself can only be constructed once and it never appears in the City Inventory since the game ends the instant it is completed.
When the modified Religious Victory test was successfully performed, this building was located at the # 67 position in buildings.txt, so inadvertently we already ran the test which proves the "too many buildings" limit is not a problem for this particular structure, and thus it will remain in the game exactly as-is. Game Impact? None.​
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Originally posted by Cyberguy00 View Post
Did you edit or delete a post as post #196 does not look like a reply to my Civ4 BtS Democracy Game post? Not that its an issue however.
Also, can new units be added, i was thinking possibly a 'Drone Swarm' - short range that can take out most anything but can be countered by an 'Advanced EW' unit or a 'Laser Anti-aircraft' unit as examples?
As for Units, they are unlimited in number. Sprites are capped at 200, however. Other limits: City sprites: 255; Tiles: 1024; Advances: Unlimited; Feats: Not sure, but I suspect unlimited.
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