DeletedUser96867
Unfortunately as we have discovered, the alternative is players being unable to load army management or in some cases, unable to load their game at all. Too many units can unfortunately cause this to happen.
Unfortunately this is once again due to extremely poor game design. As we know these situations arise from large numbers of unattached units, which are not allocated to a specific military building. As such each unattached unit does not always need to be it's own entity but could simply be on a numerical stack (1 for each unit type and age). When selected for use the stacks count is decreased by 1 and a unit as we know it is added to our unit list.
Not only would this simple, and obvious design eliminate solve the current issue, but also go a long way to reduce army management lag for those with well below the 2000 limit, and greatly reduce the need for the very long DEMANDED unattached unit filter.
Why is it the devs never implement the simple solutions which often solve multiple problems at the same time?
As Starzaan mentioned, the main reason the devs are doing this is because army management and the game performance will slow. If they could find a fix for this, I would assume they would lift this limit.
The solution has already been found and suggested a long time ago! A solution which is obvious to someone who only has a couple years(school) of coding experience 15 years ago!
I'll add one of the problems is if you reach your unit limit with too many units of the wrong age. Then you have the enjoyable task of going through and deleting maybe hundreds of units 1x1 to free up space.
Little bit of math. We now have 10 gvg ages each with 5 units. If you are trying to maintain units of all ages&types to take part in gvg, 2000 total units would equate to 40 of each units. 40 units don't last long in gvg.
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