Rise of Nations: Extended Edition

Rise of Nations: Extended Edition

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10x Pop Cap (2000+ population limit)
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1 May, 2020 @ 7:32am
1 May, 2020 @ 8:30am
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10x Pop Cap (2000+ population limit)

In 1 collection by MHLoppy
MHLoppy's Rise of Nations Mods
23 items
Description
About:
Increases population cap by 10x, with further modifications to Bantu and the Colossus to accommodate this.

How to use:
1) Subscribe to the mod.
2) Ensure that the mod is loaded and enabled in the Rise of Nations mod manager (accessible via Tools & Extras -> Steam Workshop).
3) In a game lobby select "10x Pop Cap" in the Game Mods dropdown menu (see image).

Please note that this mod is NOT compatible with any other mod that modifies rules.xml, even if they don't modify the population limits. This includes other mods made by me.

CBP users:
If you're using the Community Patch (CBP), use the bundled Rules.xml Editor plugin instead.

Mod changes:
  • Default population limits increased from 25 / 50 / 75 / 100 / 125 / 150 / 175 / 200 to 250 / 500 / 750 / 1000 / 1250 / 1500 / 1750 / 2000.
  • Maximum population limit has been increased from 300 to 3000.
  • Colossus bonus population limit increased from 50 to 200.
  • Bantu population limit bonus decreased from 100% to 20% (with the mod enabled, the new value is still a higher number despite the lower percentage).
  • Bantu maximum population limit bonus decreased from 25% to 10% (with the mod enabled, the new value is still a higher number despite the lower percentage).

FAQ:
How is this mod different from <other pop limit mod>?
  • This mod documents exactly what has been changed and by how much.
  • In this mod there are changes to Bantu and the Colossus, which are less commonly done in other mods.
  • This mod makes no other balance changes / regressions (some other pop cap mods are using a previous balance patch e.g. Americans are absurdly strong - this mod uses the latest official balance patch from 2004/2005 (the same as what EE uses) - though note that EE's balance itself is still bugged to hell and back due to catastrophic bugs that break intended damage values).
  • This mod is partly a learning experience for me! So even if partly a duplicate effort I can still use it to learn.

Does this mod work in multiplayer?
    Dropdown mods are not very stable in EE v1.20 (the current version). It might be okay for games with 2 human players, but for larger multiplayer games you should expect out of sync issues. I've heard that EE v1.10 might be more stable for dropdown mods.

Does the AI use the extra pop cap?
    I'm not sure as I haven't tested it. I've seen conflicting reports about whether the AI does or doesn't make use of modded pop caps.

Support:
If you like this mod, please consider rating it. If you notice any issues, please let me know so I can fix them!

To support my modding:
[patreon.com][ko-fi.com]
10 Comments
Nikel 31 Jul, 2021 @ 6:23am 
I have no other mods installed other than this one. But if it actually occurs that often, I'll take that as "normal". Thanks for the explanation
MHLoppy  [author] 31 Jul, 2021 @ 3:40am 
@nkL "normal" in the sense that it happens sometimes, not normal in the sense that it's "supposed to" happen. Some chance it's because of something like a mod-conflict issue (are you using other mods?), but more likely just a classic RoN:EE experience. Unfortunately not much I can do to help you.
Nikel 31 Jul, 2021 @ 3:13am 
I tried this mod twice and everytime I finish the game (about to return to main menu) it crashes to desktop. Is that normal?
linweilonja 12 Jun, 2021 @ 1:07pm 
well:steamthumbsup:
MHLoppy  [author] 20 May, 2021 @ 12:19pm 
@Jeromezor The AI wasn't itself changed by this mod, but it's plausible the game's default AI doesn't work well with an unnaturally high amount of units. As the description states I don't know how the AI interacts with an elevated pop cap, so can make no guarantees about what it does.

If there is a reproducible issue with the AI and increased pop caps, then fixing it would almost certainly involve modifying the game's core AI, which is basically not possible with conventional modding.

You could try modifying the limits yourself to something less extreme (e.g. 2-5x) to see if that makes a difference, but in short I can't really help you with what you've described beyond that suggestion.
Jeromezor 20 May, 2021 @ 11:39am 
This may be bugged.

I was just playing a 4v4 with CPU's on map East meets West. I was taking over the opponent island by myself for an hour with +999 resources pumping out 4000 units while my allied CPU's were chilling on our island with 1000 units doing fuck all.
MHLoppy  [author] 2 May, 2021 @ 12:59am 
@thepillarofautumn Peacocks are currently unchanged - they still provide the same 10% bonus.
thepillarofautumn 1 May, 2021 @ 9:30pm 
In this mod, what happens with the peacock rare resource?
It normally gives a bonus percentage to population.
MHLoppy  [author] 13 Apr, 2021 @ 1:31am 
@Damien (XIII) Dropdown mods can't be selected for campaign so unfortunately not. If you want to change the files yourself (which will work in campaigns) there are guides that will walk you through the process if you search online.
Damien Wolf (XIII) 12 Apr, 2021 @ 9:24pm 
Can I use this mod in Campaign Mission......?????