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Dead Moroz
10-22-2004, 15:31
What does all terms in faction description exactly means?

comfortable
balanced
bureaucrat
fortified
religious
trader
sailor

----------------------

napoleon
stalin
caesar
smith
genghis
mao
henry

Lord_Winter
10-22-2004, 18:43
In twcenter there was a description by one who had modded the AI behavior....thing it was included in Total Realism....

I would try looking their...

Dead Moroz
10-25-2004, 13:15
Thank you, Lord Winter! ~:wave:

I found this on TW Center:


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Economic Variables (option 1)
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Finance Group
Trader = Economic (external revenue - surplus generation)
Balanced = Economic (situation based spending) [dynamic]
Comfortable = Economic (internal revenue - savings generation)

Civil Group
Bureaucrat = Law, education and subterfuge
Religion = Happiness

Military Group
Fortified = Militaristic (offense & defense land)
Sailor = Militaristic (offense & defense navel)

-------------------------------------------------------------
-------------------------------------------------------------

Political Variables (option 2)
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Foreign Policy Group (aggressive)
Napoleon (marginal)
Caesar (moderate)
Genghis (Extreme)


Domestic Policy Group (aggressive/passive)
Stalin (moderate)
Mao (extreme)


Economic Policy Group (passive)
Henry (moderate)
Smith (extreme)

-------------------------------------------------------------


http://www.twcenter.net/forums/index.php?showtopic=11196

Domen
05-12-2011, 14:52
So Genghis will be extremely aggressive, Smith will be extremely passive and Mao / Stalin will be... what? :D

BTW - here also something more:



Building preferences:

Trader - growth, trade, upgrades, games, health
Balanced - growth, income/taxes, roads, walls, health
Comfortable – growth, farms, games, health, happiness
Bureaucrat – taxes, health, trade, walls, upgrades (for units), law
Religion – growth, loyalty, taxes, walls, laws
Fortified – walls, taxes, growth, loyalty, upgrades, law
Sailor – see trade, taxes, walls, growth, trade
Craftsman – walls, games, taxes, upgrades, mining, growth, health

Recruitment preferences:

Genghis – missile cavalry and light cavalry
Caesar – heavy infantry, light cavalry, and siege artillery
Napoleon – a mix of light and heavy infantry, light cavalry
Mao – mass troops and light infantry
Stalin – heavy infantry, mass troops and artillery
Smith – no preferences
Henry – heavy and light cavalry, missile infantry



* balanced - biases towards growth, taxable income, trade level bonuses (roads), walls and xp bonus buildings.

* religious - biases towards growth, loyalty, taxable income, farming, walls and law.

* trader - biases towards growth, trade level, trade base, weapon upgrades, games, races and xp bonus buildings.

* comfort - biases towards growth, farming, games, races, xp bonus and happiness.

* bureaucrat - biases towards taxable income, growth, pop health, trade, walls, improved bodyguards and law.

* craftsman - biases towards walls, races, taxable income, weapon upgrades, xp bonuses, mines, health and growth.

* sailor - biases towards sea trade, taxable income, walls, growth, trade.

* fortified - biases towards walls, taxable income, growth, loyalty, defenses, bodyguards and law.


Everything biases towards growth so we can ommit this part.

http://www.twcenter.net/forums/showthread.php?t=144315&highlight=external+revenue+napoleon

http://www.twcenter.net/wiki/AI_Characteristics

ReluctantSamurai
05-13-2011, 02:04
I've dabbled with a bit of modding for vanilla RTW, and I've changed these two parameters many, many times for each faction. I play with fow disabled so I can see the effects of my modding. I've never noticed any marked difference in faction behavior. I tend to believe that the values set in each factions "building preference" determines more what a faction builds, and being aggressive or passive is influenced more by turn-to-turn circumstances.

As I've never done a statistical analysis, this is all conjecture, of course.