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Sheep
04-14-2007, 01:47
All right folks, it's time we did something about the money script. The EB team is rightfully focused on adding new content to the mod, working up to EB 1.0 for us. But just because we are not officially on the team does not mean we can't help.

As it stands, every AI faction receives 1200 mnai every turn for every city they occupy. This works out well for the smaller factions, to keep them in the game longer. However, some factions are very large from the start and do not need as much of a boost, but use it to rampage across the map. The most obvious example of this is the Arche Seleukeia ("Silver Death"). Other factions are surrounded by rebel provinces and are able to feast on the independents until they get big and fat and nigh-unstoppable (*cough*Sweboz*cough*), at which point they don't need the bonus as much either. And likewise, the large factions could become smaller and need more help.

So what we need is a script that will help out the smaller factions but not the bigger ones (at least not as much), but which is flexible to account for the changing status of any particular faction.

Eminos64 wrote a nice bit of code in this post (https://forums.totalwar.org/vb/showpost.php?p=1445444&postcount=57). However, it has received very little testing. Eminos hasn't posted for at least a month so I have taken the liberty of extending his code for all the factions and I plan to test it and post the results here. It may be that some of the factions will need tweaking and testing should reveal which factions do.

Everyone is also welcome to test this file and tweak it in their own ways. If you think you have something to contribute to a final product, please post what you did in this thread. It's also nice to see screenshots as visual evidence.

The EBBS_SCRIPT.txt file goes into the Rome - Total War\EB\Data\scripts\show_me folder.
Don't forget: Cool kids back up their files before modifying them!

UPDATE 4/28/07
A few days ago I updated Redmeth's script to his 0.4 version (which he says is stable). Also updated TheErrant's script to 0.4 (which he says still needs work... anyone willing to help would be appreciated). Here are the download links:

Redmeth script: http://rapidshare.com/files/27804675/EBBS_SCRIPT.TXT.html
TheErrant script: http://www.axifile.com/?1839807

Please see the next post for details.

UPDATE 4/24/07
I changed the slave faction bonus to 2700 in my version, on the advice of Redmeth. I also updated Redmeth's script to his latest (excellent) version. TheErrant's update was causing script failure so I wrote a note below to tell people not to use it until it is fixed... seems pretty easy so it shouldn't be long.

UPDATE 4/21/07
I added more alternative scripts for you to choose from. Right now there are several different approaches to this, and we are trying to figure which one of them, if any, is the best. So feel free to pick whichever one you think is the most promising and run with it. Keep in mind these are NOT finished products and are still being tested.

UPDATE 4/19/07
Large empires (particularly the AS) had been nuked excessively with the old code. To counteract this, I increased the bonus for larger empires (600 for 16-24 provinces) and added a smaller bonus (300mnai) for empires over 25 provinces. My hope is that this will keep the AS stable but not excessively powerful.

Here (http://www.axifile.com?2045851) is the original modified EBBS_SCRIPT.txt file for download in case anyone is interested (thanks to TheErrant).

Sheep
04-14-2007, 01:52
These scripts should be spliced into EB\Data\scripts\show_me\EBBS_SCRIPT.txt. The scripts are named for their major developers, although they are all derived from the stepped bonus idea of Eminos64.


SHEEP'S SCRIPT 0.3 (simple stepped bonus)
This script replaces everything in Section 4b: City Income Bonus

Gives 1200 mnai to each faction per city per turn (pcpt) if the faction has 3 or less cities, 1000 pcpt if the faction has 4-8 cities, 800 pcpt if the faction has 9-15 cities, and 600 pcpt if the faction has 16-24 cities. Factions with more than 25 cities receive 300 pcpt. Slave faction's bonus increased to 2700 pcpt, to make sure they are still somewhat of a challenge.


monitor_event CharacterTurnStart FactionType egypt
and AgentType = admiral
and not FactionIsLocal
console_command add_money egypt, 1200
end_monitor


;Rome
monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid < 4

console_command add_money seleucid, 1200

end_monitor

monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid < 9
and I_NumberOfSettlements seleucid > 3

console_command add_money seleucid, 1000

end_monitor

monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid < 16
and I_NumberOfSettlements seleucid > 8

console_command add_money seleucid, 800

end_monitor

monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid < 25
and I_NumberOfSettlements seleucid > 15

console_command add_money seleucid, 600

end_monitor

monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid > 25

console_command add_money seleucid, 300

end_monitor


;Saka

monitor_event SettlementTurnStart FactionType pontus
and not FactionIsLocal
and I_NumberOfSettlements pontus < 4

console_command add_money pontus, 1200

end_monitor

monitor_event SettlementTurnStart FactionType pontus
and not FactionIsLocal
and I_NumberOfSettlements pontus < 9
and I_NumberOfSettlements pontus > 3

console_command add_money pontus, 1000

end_monitor

monitor_event SettlementTurnStart FactionType pontus
and not FactionIsLocal
and I_NumberOfSettlements pontus < 16
and I_NumberOfSettlements pontus > 8

console_command add_money pontus, 800

end_monitor

monitor_event SettlementTurnStart FactionType pontus
and not FactionIsLocal
and I_NumberOfSettlements pontus < 25
and I_NumberOfSettlements pontus > 15

console_command add_money pontus, 600

end_monitor

monitor_event SettlementTurnStart FactionType pontus
and not FactionIsLocal
and I_NumberOfSettlements pontus > 25

console_command add_money pontus, 300

end_monitor


;Arverni

monitor_event SettlementTurnStart FactionType scythia
and not FactionIsLocal
and I_NumberOfSettlements scythia < 4

console_command add_money scythia, 1200

end_monitor

monitor_event SettlementTurnStart FactionType scythia
and not FactionIsLocal
and I_NumberOfSettlements scythia < 9
and I_NumberOfSettlements scythia > 3

console_command add_money scythia, 1000

end_monitor

monitor_event SettlementTurnStart FactionType scythia
and not FactionIsLocal
and I_NumberOfSettlements scythia < 16
and I_NumberOfSettlements scythia > 8

console_command add_money scythia, 800

end_monitor

monitor_event SettlementTurnStart FactionType scythia
and not FactionIsLocal
and I_NumberOfSettlements scythia < 25
and I_NumberOfSettlements scythia > 15

console_command add_money scythia, 600

end_monitor

monitor_event SettlementTurnStart FactionType scythia
and not FactionIsLocal
and I_NumberOfSettlements scythia > 25

console_command add_money scythia, 300

end_monitor


;Saba

monitor_event SettlementTurnStart FactionType saba
and not FactionIsLocal
and I_NumberOfSettlements saba < 4

console_command add_money saba, 1200

end_monitor

monitor_event SettlementTurnStart FactionType saba
and not FactionIsLocal
and I_NumberOfSettlements saba < 9
and I_NumberOfSettlements saba > 3

console_command add_money saba, 1000

end_monitor

monitor_event SettlementTurnStart FactionType saba
and not FactionIsLocal
and I_NumberOfSettlements saba < 16
and I_NumberOfSettlements saba > 8

console_command add_money saba, 800

end_monitor

monitor_event SettlementTurnStart FactionType saba
and not FactionIsLocal
and I_NumberOfSettlements saba < 25
and I_NumberOfSettlements saba > 15

console_command add_money saba, 600

end_monitor

monitor_event SettlementTurnStart FactionType saba
and not FactionIsLocal
and I_NumberOfSettlements saba > 25

console_command add_money saba, 300

end_monitor


;Makedon

monitor_event SettlementTurnStart FactionType macedon
and not FactionIsLocal
and I_NumberOfSettlements macedon < 4

console_command add_money macedon, 1200

end_monitor

monitor_event SettlementTurnStart FactionType macedon
and not FactionIsLocal
and I_NumberOfSettlements macedon < 9
and I_NumberOfSettlements macedon > 3

console_command add_money macedon, 1000

end_monitor

monitor_event SettlementTurnStart FactionType macedon
and not FactionIsLocal
and I_NumberOfSettlements macedon < 16
and I_NumberOfSettlements macedon > 8

console_command add_money macedon, 800

end_monitor

monitor_event SettlementTurnStart FactionType macedon
and not FactionIsLocal
and I_NumberOfSettlements macedon < 25
and I_NumberOfSettlements macedon > 15

console_command add_money macedon, 600

end_monitor

monitor_event SettlementTurnStart FactionType macedon
and not FactionIsLocal
and I_NumberOfSettlements macedon > 25

console_command add_money macedon, 300

end_monitor


;Ptolemies

monitor_event SettlementTurnStart FactionType numidia
and not FactionIsLocal
and I_NumberOfSettlements numidia < 4

console_command add_money numidia, 1200

end_monitor

monitor_event SettlementTurnStart FactionType numidia
and not FactionIsLocal
and I_NumberOfSettlements numidia < 9
and I_NumberOfSettlements numidia > 3

console_command add_money numidia, 1000

end_monitor

monitor_event SettlementTurnStart FactionType numidia
and not FactionIsLocal
and I_NumberOfSettlements numidia < 16
and I_NumberOfSettlements numidia > 8

console_command add_money numidia, 800

end_monitor

monitor_event SettlementTurnStart FactionType numidia
and not FactionIsLocal
and I_NumberOfSettlements numidia < 25
and I_NumberOfSettlements numidia > 15

console_command add_money numidia, 600

end_monitor

monitor_event SettlementTurnStart FactionType numidia
and not FactionIsLocal
and I_NumberOfSettlements numidia > 25

console_command add_money numidia, 300

end_monitor


;Seleukids

monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_NumberOfSettlements romans_julii < 4

console_command add_money romans_julii, 1200

end_monitor

monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_NumberOfSettlements romans_julii < 9
and I_NumberOfSettlements romans_julii > 3

console_command add_money romans_julii, 1000

end_monitor

monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_NumberOfSettlements romans_julii < 16
and I_NumberOfSettlements romans_julii > 8

console_command add_money romans_julii, 800

end_monitor

monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_NumberOfSettlements romans_julii < 25
and I_NumberOfSettlements romans_julii > 15

console_command add_money romans_julii, 600

end_monitor

monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_NumberOfSettlements romans_julii > 25

console_command add_money romans_julii, 300

end_monitor


;Carthage

monitor_event SettlementTurnStart FactionType egypt
and not FactionIsLocal
and I_NumberOfSettlements egypt < 4

console_command add_money egypt, 1200

end_monitor

monitor_event SettlementTurnStart FactionType egypt
and not FactionIsLocal
and I_NumberOfSettlements egypt < 9
and I_NumberOfSettlements egypt > 3

console_command add_money egypt, 1000

end_monitor

monitor_event SettlementTurnStart FactionType egypt
and not FactionIsLocal
and I_NumberOfSettlements egypt < 16
and I_NumberOfSettlements egypt > 8

console_command add_money egypt, 800

end_monitor

monitor_event SettlementTurnStart FactionType egypt
and not FactionIsLocal
and I_NumberOfSettlements egypt < 25
and I_NumberOfSettlements egypt > 15

console_command add_money egypt, 600

end_monitor

monitor_event SettlementTurnStart FactionType egypt
and not FactionIsLocal
and I_NumberOfSettlements egypt > 25

console_command add_money egypt, 300

end_monitor


;Parthians

monitor_event SettlementTurnStart FactionType parthia
and not FactionIsLocal
and I_NumberOfSettlements parthia < 4

console_command add_money parthia, 1200

end_monitor

monitor_event SettlementTurnStart FactionType parthia
and not FactionIsLocal
and I_NumberOfSettlements parthia < 9
and I_NumberOfSettlements parthia > 3

console_command add_money parthia, 1000

end_monitor

monitor_event SettlementTurnStart FactionType parthia
and not FactionIsLocal
and I_NumberOfSettlements parthia < 16
and I_NumberOfSettlements parthia > 8

console_command add_money parthia, 800

end_monitor

monitor_event SettlementTurnStart FactionType parthia
and not FactionIsLocal
and I_NumberOfSettlements parthia < 25
and I_NumberOfSettlements parthia > 15

console_command add_money parthia, 600

end_monitor

monitor_event SettlementTurnStart FactionType parthia
and not FactionIsLocal
and I_NumberOfSettlements parthia > 25

console_command add_money parthia, 300

end_monitor


;Pontus

monitor_event SettlementTurnStart FactionType carthage
and not FactionIsLocal
and I_NumberOfSettlements carthage < 4

console_command add_money carthage, 1200

end_monitor

monitor_event SettlementTurnStart FactionType carthage
and not FactionIsLocal
and I_NumberOfSettlements carthage < 9
and I_NumberOfSettlements carthage > 3

console_command add_money carthage, 1000

end_monitor

monitor_event SettlementTurnStart FactionType carthage
and not FactionIsLocal
and I_NumberOfSettlements carthage < 16
and I_NumberOfSettlements carthage > 8

console_command add_money carthage, 800

end_monitor

monitor_event SettlementTurnStart FactionType carthage
and not FactionIsLocal
and I_NumberOfSettlements carthage < 25
and I_NumberOfSettlements carthage > 15

console_command add_money carthage, 600

end_monitor

monitor_event SettlementTurnStart FactionType carthage
and not FactionIsLocal
and I_NumberOfSettlements carthage > 25

console_command add_money carthage, 300

end_monitor


;Aedui

monitor_event SettlementTurnStart FactionType gauls
and not FactionIsLocal
and I_NumberOfSettlements gauls < 4

console_command add_money gauls, 1200

end_monitor

monitor_event SettlementTurnStart FactionType gauls
and not FactionIsLocal
and I_NumberOfSettlements gauls < 9
and I_NumberOfSettlements gauls > 3

console_command add_money gauls, 1000

end_monitor

monitor_event SettlementTurnStart FactionType gauls
and not FactionIsLocal
and I_NumberOfSettlements gauls < 16
and I_NumberOfSettlements gauls > 8

console_command add_money gauls, 800

end_monitor

monitor_event SettlementTurnStart FactionType gauls
and not FactionIsLocal
and I_NumberOfSettlements gauls < 25
and I_NumberOfSettlements gauls > 15

console_command add_money gauls, 600

end_monitor

monitor_event SettlementTurnStart FactionType gauls
and not FactionIsLocal
and I_NumberOfSettlements gauls > 25

console_command add_money gauls, 300

end_monitor

;Sweboz

monitor_event SettlementTurnStart FactionType germans
and not FactionIsLocal
and I_NumberOfSettlements germans < 4

console_command add_money germans, 1200

end_monitor

monitor_event SettlementTurnStart FactionType germans
and not FactionIsLocal
and I_NumberOfSettlements germans < 9
and I_NumberOfSettlements germans > 3

console_command add_money germans, 1000

end_monitor

monitor_event SettlementTurnStart FactionType germans
and not FactionIsLocal
and I_NumberOfSettlements germans < 16
and I_NumberOfSettlements germans > 8

console_command add_money germans, 800

end_monitor

monitor_event SettlementTurnStart FactionType germans
and not FactionIsLocal
and I_NumberOfSettlements germans < 25
and I_NumberOfSettlements germans > 15

console_command add_money germans, 600

end_monitor

monitor_event SettlementTurnStart FactionType germans
and not FactionIsLocal
and I_NumberOfSettlements germans > 25

console_command add_money germans, 300

end_monitor


;Casse

monitor_event SettlementTurnStart FactionType britons
and not FactionIsLocal
and I_NumberOfSettlements britons < 4

console_command add_money britons, 1200

end_monitor

monitor_event SettlementTurnStart FactionType britons
and not FactionIsLocal
and I_NumberOfSettlements britons < 9
and I_NumberOfSettlements britons > 3

console_command add_money britons, 1000

end_monitor

monitor_event SettlementTurnStart FactionType britons
and not FactionIsLocal
and I_NumberOfSettlements britons < 16
and I_NumberOfSettlements britons > 8

console_command add_money britons, 800

end_monitor

monitor_event SettlementTurnStart FactionType britons
and not FactionIsLocal
and I_NumberOfSettlements britons < 25
and I_NumberOfSettlements britons > 15

console_command add_money britons, 600

end_monitor

monitor_event SettlementTurnStart FactionType britons
and not FactionIsLocal
and I_NumberOfSettlements britons > 25

console_command add_money britons, 300

end_monitor


;Armenia

monitor_event SettlementTurnStart FactionType romans_scipii
and not FactionIsLocal
and I_NumberOfSettlements romans_scipii < 4

console_command add_money romans_scipii, 1200

end_monitor

monitor_event SettlementTurnStart FactionType romans_scipii
and not FactionIsLocal
and I_NumberOfSettlements romans_scipii < 9
and I_NumberOfSettlements romans_scipii > 3

console_command add_money romans_scipii, 1000

end_monitor

monitor_event SettlementTurnStart FactionType romans_scipii
and not FactionIsLocal
and I_NumberOfSettlements romans_scipii < 16
and I_NumberOfSettlements romans_scipii > 8

console_command add_money romans_scipii, 800

end_monitor

monitor_event SettlementTurnStart FactionType romans_scipii
and not FactionIsLocal
and I_NumberOfSettlements romans_scipii < 25
and I_NumberOfSettlements romans_scipii > 15

console_command add_money romans_scipii, 600

end_monitor

monitor_event SettlementTurnStart FactionType romans_scipii
and not FactionIsLocal
and I_NumberOfSettlements romans_scipii > 25

console_command add_money romans_scipii, 300

end_monitor


;Getai

monitor_event SettlementTurnStart FactionType dacia
and not FactionIsLocal
and I_NumberOfSettlements dacia < 4

console_command add_money dacia, 1200

end_monitor

monitor_event SettlementTurnStart FactionType dacia
and not FactionIsLocal
and I_NumberOfSettlements dacia < 9
and I_NumberOfSettlements dacia > 3

console_command add_money dacia, 1000

end_monitor

monitor_event SettlementTurnStart FactionType dacia
and not FactionIsLocal
and I_NumberOfSettlements dacia < 16
and I_NumberOfSettlements dacia > 8

console_command add_money dacia, 800

end_monitor

monitor_event SettlementTurnStart FactionType dacia
and not FactionIsLocal
and I_NumberOfSettlements dacia < 25
and I_NumberOfSettlements dacia > 15

console_command add_money dacia, 600

end_monitor

monitor_event SettlementTurnStart FactionType dacia
and not FactionIsLocal
and I_NumberOfSettlements dacia > 25

console_command add_money dacia, 300

end_monitor


;Greeks

monitor_event SettlementTurnStart FactionType greek_cities
and not FactionIsLocal
and I_NumberOfSettlements greek_cities < 4

console_command add_money greek_cities, 1200

end_monitor

monitor_event SettlementTurnStart FactionType greek_cities
and not FactionIsLocal
and I_NumberOfSettlements greek_cities < 9
and I_NumberOfSettlements greek_cities > 3

console_command add_money greek_cities, 1000

end_monitor

monitor_event SettlementTurnStart FactionType greek_cities
and not FactionIsLocal
and I_NumberOfSettlements greek_cities < 16
and I_NumberOfSettlements greek_cities > 8

console_command add_money greek_cities, 800

end_monitor

monitor_event SettlementTurnStart FactionType greek_cities
and not FactionIsLocal
and I_NumberOfSettlements greek_cities < 25
and I_NumberOfSettlements greek_cities > 15

console_command add_money greek_cities, 600

end_monitor

monitor_event SettlementTurnStart FactionType greek_cities
and not FactionIsLocal
and I_NumberOfSettlements greek_cities > 25

console_command add_money greek_cities, 300

end_monitor


;Baktria

monitor_event SettlementTurnStart FactionType romans_brutii
and not FactionIsLocal
and I_NumberOfSettlements romans_brutii < 4

console_command add_money romans_brutii, 1200

end_monitor

monitor_event SettlementTurnStart FactionType romans_brutii
and not FactionIsLocal
and I_NumberOfSettlements romans_brutii < 9
and I_NumberOfSettlements romans_brutii > 3

console_command add_money romans_brutii, 1000

end_monitor

monitor_event SettlementTurnStart FactionType romans_brutii
and not FactionIsLocal
and I_NumberOfSettlements romans_brutii < 16
and I_NumberOfSettlements romans_brutii > 8

console_command add_money romans_brutii, 800

end_monitor

monitor_event SettlementTurnStart FactionType romans_brutii
and not FactionIsLocal
and I_NumberOfSettlements romans_brutii < 25
and I_NumberOfSettlements romans_brutii > 15

console_command add_money romans_brutii, 600

end_monitor

monitor_event SettlementTurnStart FactionType romans_brutii
and not FactionIsLocal
and I_NumberOfSettlements romans_brutii > 25

console_command add_money romans_brutii, 300

end_monitor


;Sarmatians

monitor_event SettlementTurnStart FactionType armenia
and not FactionIsLocal
and I_NumberOfSettlements armenia < 4

console_command add_money armenia, 1200

end_monitor

monitor_event SettlementTurnStart FactionType armenia
and not FactionIsLocal
and I_NumberOfSettlements armenia < 9
and I_NumberOfSettlements armenia > 3

console_command add_money armenia, 1000

end_monitor

monitor_event SettlementTurnStart FactionType armenia
and not FactionIsLocal
and I_NumberOfSettlements armenia < 16
and I_NumberOfSettlements armenia > 8

console_command add_money armenia, 800

end_monitor

monitor_event SettlementTurnStart FactionType armenia
and not FactionIsLocal
and I_NumberOfSettlements armenia < 25
and I_NumberOfSettlements armenia > 15

console_command add_money armenia, 600

end_monitor

monitor_event SettlementTurnStart FactionType armenia
and not FactionIsLocal
and I_NumberOfSettlements armenia > 25

console_command add_money armenia, 300

end_monitor


;Lusotanians

monitor_event SettlementTurnStart FactionType spain
and not FactionIsLocal
and I_NumberOfSettlements spain < 4

console_command add_money spain, 1200

end_monitor

monitor_event SettlementTurnStart FactionType spain
and not FactionIsLocal
and I_NumberOfSettlements spain < 9
and I_NumberOfSettlements spain > 3

console_command add_money spain, 1000

end_monitor

monitor_event SettlementTurnStart FactionType spain
and not FactionIsLocal
and I_NumberOfSettlements spain < 16
and I_NumberOfSettlements spain > 8

console_command add_money spain, 800

end_monitor

monitor_event SettlementTurnStart FactionType spain
and not FactionIsLocal
and I_NumberOfSettlements spain < 25
and I_NumberOfSettlements spain > 15

console_command add_money spain, 600

end_monitor

monitor_event SettlementTurnStart FactionType spain
and not FactionIsLocal
and I_NumberOfSettlements spain > 25

console_command add_money spain, 300

end_monitor


;Epirus

monitor_event SettlementTurnStart FactionType thrace
and not FactionIsLocal
and I_NumberOfSettlements thrace < 4

console_command add_money thrace, 1200

end_monitor

monitor_event SettlementTurnStart FactionType thrace
and not FactionIsLocal
and I_NumberOfSettlements thrace < 9
and I_NumberOfSettlements thrace > 3

console_command add_money thrace, 1000

end_monitor

monitor_event SettlementTurnStart FactionType thrace
and not FactionIsLocal
and I_NumberOfSettlements thrace < 16
and I_NumberOfSettlements thrace > 8

console_command add_money thrace, 800

end_monitor

monitor_event SettlementTurnStart FactionType thrace
and not FactionIsLocal
and I_NumberOfSettlements thrace < 25
and I_NumberOfSettlements thrace > 15

console_command add_money thrace, 600

end_monitor

monitor_event SettlementTurnStart FactionType thrace
and not FactionIsLocal
and I_NumberOfSettlements thrace > 25

console_command add_money thrace, 300

end_monitor


monitor_event SettlementTurnStart FactionType slave
and not FactionIsLocal

console_command add_money slave, 2700

end_monitor


THEERRANT'S SCRIPT 0.4 (faction-specific stepped bonuses with treasury caps)

Developer's statement:
"I got tired of the endless hordes of Seleukid elites coming my way. Stack after miserable stack in wave after wave. It made the game tedious and unrealistic. I wasn't the only one. On a thread dealing with this Eminos64 was the first one to voice the idea of an equalizing script.
When Sheep made that script into reality for all the factions I couldn't resist the temptation to try and improve it.
My two goals were simple. Stop the endless stacks and keep as many factions alive and powerful enough to provide a challenge and above all, variety in both your enemies and their tactics.
That's what EB is about. Conquering the world, or atleast part of it, and rewriting history in your image.
I wanted to make sure that the player is not just facing a few huge empires with vast resources but also smaller factions with unique challenges to overcome.
The variety of adversaries will help keep the players interest going, for far longer than fighting the same enemy for about 1160 turns.
I've done my best. The board is set. The pieces are moving. All that remains is for YOU. The Player. To decide how to rewrite history during this game."

This script replaces everything in Section 4: Money Assistance

Difficult Start Bonus now includes factions with up to 4 cities (up from 3). Different factions will receive this bonus for different amounts of time.

Empire builders (Rome, Saba, Makedon, Ptolemies, Seleukids, Carthage, KH, Baktria, Epirus): Difficult start bonus for 20 turns (5 years). Treasury cap reduces treasury by 30000 mnai if it exceeds 100000 at the beginning of the turn. Gives 1200 mnai pcpt for 5 or less cities, 1000 pcpt for 6-11 cities, 800 pcpt for 12-19 cities, 500 pcpt for 20-29 cities. No bonus for 30 or more cities.

Armenia: Difficult start bonus for 40 turns (10 years). Bankruptcy protection gives 5000 mnai if the treasury goes below -3000 at the beginning of the turn. No treasury cap. Gives 1200 mnai pcpt for 5 or less cities, 1000 pcpt for 6-11 cities, 800 pcpt for 12-19 cities, 500 pcpt for 20-29 cities. No bonus for 30 or more cities.

Barbarians (Arverni, Aedui, Sweboz, Casse, Lusotannan): Difficult start bonus for 40 turns (10 years). Bankruptcy protection gives 5000 mnai if the treasury goes below -3000 at the beginning of the turn. No treasury limit. Gives 1200 mnai pcpt for 3 or less cities, 1000 pcpt for 4-8 cities, 800 pcpt for 9-15 cities, 500 pcpt for 16-24 cities. No bonus for 25 or more cities.

Pontus, Getai: Difficult start bonus for 40 turns (10 years). Bankruptcy protection gives 5000 mnai if the treasury goes below -3000 at the beginning of the turn. No treasury limit. Gives 1600 mnai pcpt for 3 or less cities, 1200 pcpt for 4-8 cities, 1000 pcpt for 9-15 cities, 800 pcpt for 16-24 cities. No bonus for 25 or more cities.

Steppe tribes (Saka, Parthia, Sarmatians): Difficult start bonus for 60 turns (10 years). Bankruptcy protection gives 5000 mnai if the treasury goes below -3000 at the beginning of the turn. No treasury limit. Gives 1800 mnai pcpt for 5 or less cities, 1400 pcpt for 6-11 cities, 1200 pcpt for 12-19 cities, 1000 pcpt for 20-29 cities. No bonus for more than 30 cities.

Slave faction's bonus increased to 2750 pcpt, to make sure they are still somewhat of a challenge. Carthage's fleet bonus reduced to 600 per fleet per turn.



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;Section 4: Money Assistance
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;Section 4a: Difficult Start Help
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
monitor_event FactionTurnStart FactionType romans_julii
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements romans_julii < 5
and I_TurnNumber < 20

console_command add_money romans_julii, 6000

end_monitor

monitor_event FactionTurnStart FactionType romans_scipii
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements romans_scipii < 5
and I_TurnNumber < 40

console_command add_money romans_scipii, 6000

end_monitor

monitor_event FactionTurnStart FactionType romans_brutii
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements romans_brutii < 5
and I_TurnNumber < 20

console_command add_money romans_brutii, 6000

end_monitor

monitor_event FactionTurnStart FactionType egypt
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements egypt < 5
and I_TurnNumber < 20

console_command add_money egypt, 6000

end_monitor

monitor_event FactionTurnStart FactionType seleucid
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements seleucid < 5
and I_TurnNumber < 20

console_command add_money seleucid, 6000

end_monitor

monitor_event FactionTurnStart FactionType carthage
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements carthage < 5
and I_TurnNumber < 40

console_command add_money carthage, 6000

end_monitor

monitor_event FactionTurnStart FactionType parthia
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements parthia < 5
and I_TurnNumber < 60

console_command add_money parthia, 6000

end_monitor

monitor_event FactionTurnStart FactionType gauls
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements gauls < 5
and I_TurnNumber < 40

console_command add_money gauls, 6000

end_monitor

monitor_event FactionTurnStart FactionType germans
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements germans < 5
and I_TurnNumber < 40

console_command add_money germans, 6000

end_monitor

monitor_event FactionTurnStart FactionType britons
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements britons < 5
and I_TurnNumber < 40

console_command add_money britons, 6000

end_monitor

monitor_event FactionTurnStart FactionType greek_cities
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements greek_cities < 5
and I_TurnNumber < 20

console_command add_money greek_cities, 6000

end_monitor

monitor_event FactionTurnStart FactionType macedon
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements macedon < 5
and I_TurnNumber < 20

console_command add_money macedon, 6000

end_monitor

monitor_event FactionTurnStart FactionType pontus
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements pontus < 5
and I_TurnNumber < 60

console_command add_money pontus, 6000

end_monitor

monitor_event FactionTurnStart FactionType armenia
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements armenia < 5
and I_TurnNumber < 60

console_command add_money armenia, 6000

end_monitor

monitor_event FactionTurnStart FactionType dacia
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements dacia < 5
and I_TurnNumber < 40

console_command add_money dacia, 6000

end_monitor

monitor_event FactionTurnStart FactionType scythia
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements scythia < 5
and I_TurnNumber < 40

console_command add_money scythia, 6000

end_monitor

monitor_event FactionTurnStart FactionType spain
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements spain < 5
and I_TurnNumber < 40

console_command add_money spain, 6000

end_monitor

monitor_event FactionTurnStart FactionType thrace
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements thrace < 5
and I_TurnNumber < 20

console_command add_money thrace, 6000

end_monitor

monitor_event FactionTurnStart FactionType numidia
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements numidia < 5
and I_TurnNumber < 40

console_command add_money numidia, 6000

end_monitor

monitor_event FactionTurnStart FactionType saba
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements saba < 5
and I_TurnNumber < 20

console_command add_money saba, 6000

end_monitor

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;Section 4b: City Income Bonus
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

monitor_event CharacterTurnStart FactionType egypt
and AgentType = admiral
and not FactionIsLocal
console_command add_money egypt, 600
end_monitor


;Rome

monitor_event FactionTurnStart FactionType seleucid
and Treasury > 100000
console_command add_money seleucid, -30000

end_monitor

monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid < 6

console_command add_money seleucid, 1200

end_monitor

monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid < 12
and I_NumberOfSettlements seleucid > 5

console_command add_money seleucid, 1000

end_monitor

monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid < 20
and I_NumberOfSettlements seleucid > 11

console_command add_money seleucid, 800

end_monitor

monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid < 30
and I_NumberOfSettlements seleucid > 19

console_command add_money seleucid, 500

end_monitor


;Saka

monitor_event SettlementTurnStart FactionType pontus
and not FactionIsLocal
and Treasury < -3000

console_command add_money pontus, 5000

end_monitor

monitor_event SettlementTurnStart FactionType pontus
and not FactionIsLocal
and I_NumberOfSettlements pontus < 6

console_command add_money pontus, 1800

end_monitor

monitor_event SettlementTurnStart FactionType pontus
and not FactionIsLocal
and I_NumberOfSettlements pontus < 12
and I_NumberOfSettlements pontus > 5

console_command add_money pontus, 1400

end_monitor

monitor_event SettlementTurnStart FactionType pontus
and not FactionIsLocal
and I_NumberOfSettlements pontus < 20
and I_NumberOfSettlements pontus > 11

console_command add_money pontus, 1200

end_monitor

monitor_event SettlementTurnStart FactionType pontus
and not FactionIsLocal
and I_NumberOfSettlements pontus < 30
and I_NumberOfSettlements pontus > 19

console_command add_money pontus, 1000

end_monitor


;Arverni

monitor_event SettlementTurnStart FactionType scythia
and not FactionIsLocal
and Treasury < -3000

console_command add_money scythia, 5000

end_monitor

monitor_event SettlementTurnStart FactionType scythia
and not FactionIsLocal
and I_NumberOfSettlements scythia < 4

console_command add_money scythia, 1200

end_monitor

monitor_event SettlementTurnStart FactionType scythia
and not FactionIsLocal
and I_NumberOfSettlements scythia < 9
and I_NumberOfSettlements scythia > 3

console_command add_money scythia, 1000

end_monitor

monitor_event SettlementTurnStart FactionType scythia
and not FactionIsLocal
and I_NumberOfSettlements scythia < 16
and I_NumberOfSettlements scythia > 8

console_command add_money scythia, 800

end_monitor

monitor_event SettlementTurnStart FactionType scythia
and not FactionIsLocal
and I_NumberOfSettlements scythia < 25
and I_NumberOfSettlements scythia > 15

console_command add_money scythia, 500

end_monitor


;Saba

monitor_event FactionTurnStart FactionType saba
and Treasury > 100000
console_command add_money saba, -30000

end_monitor

monitor_event SettlementTurnStart FactionType saba
and not FactionIsLocal
and I_NumberOfSettlements saba < 6

console_command add_money saba, 1200

end_monitor

monitor_event SettlementTurnStart FactionType saba
and not FactionIsLocal
and I_NumberOfSettlements saba < 12
and I_NumberOfSettlements saba > 5

console_command add_money saba, 1000

end_monitor

monitor_event SettlementTurnStart FactionType saba
and not FactionIsLocal
and I_NumberOfSettlements saba < 20
and I_NumberOfSettlements saba > 11

console_command add_money saba, 800

end_monitor

monitor_event SettlementTurnStart FactionType saba
and not FactionIsLocal
and I_NumberOfSettlements saba < 30
and I_NumberOfSettlements saba > 19

console_command add_money saba, 500

end_monitor


;Makedon

monitor_event FactionTurnStart FactionType macedon
and Treasury > 80000
console_command add_money macedon, -30000

end_monitor

monitor_event SettlementTurnStart FactionType macedon
and not FactionIsLocal
and I_NumberOfSettlements macedon < 6

console_command add_money macedon, 1200

end_monitor

monitor_event SettlementTurnStart FactionType macedon
and not FactionIsLocal
and I_NumberOfSettlements macedon < 12
and I_NumberOfSettlements macedon > 5

console_command add_money macedon, 1000

end_monitor

monitor_event SettlementTurnStart FactionType macedon
and not FactionIsLocal
and I_NumberOfSettlements macedon < 20
and I_NumberOfSettlements macedon > 11

console_command add_money macedon, 800

end_monitor

monitor_event SettlementTurnStart FactionType macedon
and not FactionIsLocal
and I_NumberOfSettlements macedon < 30
and I_NumberOfSettlements macedon > 19

console_command add_money macedon, 500

end_monitor


;Ptolemies

monitor_event FactionTurnStart FactionType numidia
and Treasury > 80000
console_command add_money numidia, -30000

end_monitor

monitor_event SettlementTurnStart FactionType numidia
and not FactionIsLocal
and I_NumberOfSettlements numidia < 6

console_command add_money numidia, 1200

end_monitor

monitor_event SettlementTurnStart FactionType numidia
and not FactionIsLocal
and I_NumberOfSettlements numidia < 12
and I_NumberOfSettlements numidia > 5

console_command add_money numidia, 1000

end_monitor

monitor_event SettlementTurnStart FactionType numidia
and not FactionIsLocal
and I_NumberOfSettlements numidia < 20
and I_NumberOfSettlements numidia > 11

console_command add_money numidia, 800

end_monitor

monitor_event SettlementTurnStart FactionType numidia
and not FactionIsLocal
and I_NumberOfSettlements numidia < 30
and I_NumberOfSettlements numidia > 19

console_command add_money numidia, 500

end_monitor


;Arche Seleukeia

monitor_event FactionTurnStart FactionType romans_julii
and Treasury > 80000
console_command add_money romans_julii, -30000

end_monitor

monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_NumberOfSettlements romans_julii < 6

console_command add_money romans_julii, 1200

end_monitor

monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_NumberOfSettlements romans_julii < 12
and I_NumberOfSettlements romans_julii > 5

console_command add_money romans_julii, 1000

end_monitor

monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_NumberOfSettlements romans_julii < 20
and I_NumberOfSettlements romans_julii > 11

console_command add_money romans_julii, 800

end_monitor

monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_NumberOfSettlements romans_julii < 30
and I_NumberOfSettlements romans_julii > 19

console_command add_money romans_julii, 500

end_monitor


;Carthage

monitor_event FactionTurnStart FactionType egypt
and Treasury > 80000
console_command add_money egypt, -30000

end_monitor

monitor_event SettlementTurnStart FactionType egypt
and not FactionIsLocal
and I_NumberOfSettlements egypt < 6

console_command add_money egypt, 1200

end_monitor

monitor_event SettlementTurnStart FactionType egypt
and not FactionIsLocal
and I_NumberOfSettlements egypt < 12
and I_NumberOfSettlements egypt > 5

console_command add_money egypt, 1000

end_monitor

monitor_event SettlementTurnStart FactionType egypt
and not FactionIsLocal
and I_NumberOfSettlements egypt < 20
and I_NumberOfSettlements egypt > 11

console_command add_money egypt, 800

end_monitor

monitor_event SettlementTurnStart FactionType egypt
and not FactionIsLocal
and I_NumberOfSettlements egypt < 30
and I_NumberOfSettlements egypt > 19

console_command add_money egypt, 500

end_monitor


;Parthians

monitor_event SettlementTurnStart FactionType parthia
and not FactionIsLocal
and Treasury < -3000

console_command add_money parthia, 5000

end_monitor

monitor_event SettlementTurnStart FactionType parthia
and not FactionIsLocal
and I_NumberOfSettlements parthia < 6

console_command add_money parthia, 1800

end_monitor

monitor_event SettlementTurnStart FactionType parthia
and not FactionIsLocal
and I_NumberOfSettlements parthia < 12
and I_NumberOfSettlements parthia > 5

console_command add_money parthia, 1400

end_monitor

monitor_event SettlementTurnStart FactionType parthia
and not FactionIsLocal
and I_NumberOfSettlements parthia < 20
and I_NumberOfSettlements parthia > 11

console_command add_money parthia, 1200

end_monitor

monitor_event SettlementTurnStart FactionType parthia
and not FactionIsLocal
and I_NumberOfSettlements parthia < 30
and I_NumberOfSettlements parthia > 19

console_command add_money parthia, 1000

end_monitor


;Pontus

monitor_event SettlementTurnStart FactionType carthage
and not FactionIsLocal
and Treasury < -3000

console_command add_money carthage, 5000

end_monitor

monitor_event SettlementTurnStart FactionType carthage
and not FactionIsLocal
and I_NumberOfSettlements carthage < 4

console_command add_money carthage, 1600

end_monitor

monitor_event SettlementTurnStart FactionType carthage
and not FactionIsLocal
and I_NumberOfSettlements carthage < 9
and I_NumberOfSettlements carthage > 3

console_command add_money carthage, 1200

end_monitor

monitor_event SettlementTurnStart FactionType carthage
and not FactionIsLocal
and I_NumberOfSettlements carthage < 16
and I_NumberOfSettlements carthage > 8

console_command add_money carthage, 1000

end_monitor

monitor_event SettlementTurnStart FactionType carthage
and not FactionIsLocal
and I_NumberOfSettlements carthage < 25
and I_NumberOfSettlements carthage > 15

console_command add_money carthage, 800

end_monitor


;Aedui

monitor_event SettlementTurnStart FactionType gauls
and not FactionIsLocal
and Treasury < -3000

console_command add_money gauls, 5000

end_monitor

monitor_event SettlementTurnStart FactionType gauls
and not FactionIsLocal
and I_NumberOfSettlements gauls < 4

console_command add_money gauls, 1200

end_monitor

monitor_event SettlementTurnStart FactionType gauls
and not FactionIsLocal
and I_NumberOfSettlements gauls < 9
and I_NumberOfSettlements gauls > 3

console_command add_money gauls, 1000

end_monitor

monitor_event SettlementTurnStart FactionType gauls
and not FactionIsLocal
and I_NumberOfSettlements gauls < 16
and I_NumberOfSettlements gauls > 8

console_command add_money gauls, 800

end_monitor

monitor_event SettlementTurnStart FactionType gauls
and not FactionIsLocal
and I_NumberOfSettlements gauls < 25
and I_NumberOfSettlements gauls > 15

console_command add_money gauls, 500

end_monitor


;Sweboz

monitor_event SettlementTurnStart FactionType germans
and not FactionIsLocal
and Treasury < -3000

console_command add_money germans, 5000

end_monitor

monitor_event SettlementTurnStart FactionType germans
and not FactionIsLocal
and I_NumberOfSettlements germans < 4

console_command add_money germans, 1200

end_monitor

monitor_event SettlementTurnStart FactionType germans
and not FactionIsLocal
and I_NumberOfSettlements germans < 9
and I_NumberOfSettlements germans > 3

console_command add_money germans, 1000

end_monitor

monitor_event SettlementTurnStart FactionType germans
and not FactionIsLocal
and I_NumberOfSettlements germans < 16
and I_NumberOfSettlements germans > 8

console_command add_money germans, 800

end_monitor

monitor_event SettlementTurnStart FactionType germans
and not FactionIsLocal
and I_NumberOfSettlements germans < 25
and I_NumberOfSettlements germans > 15

console_command add_money germans, 500

end_monitor


;Casse

monitor_event SettlementTurnStart FactionType britons
and not FactionIsLocal
and Treasury < -3000

console_command add_money britons, 5000

end_monitor

monitor_event SettlementTurnStart FactionType britons
and not FactionIsLocal
and I_NumberOfSettlements britons < 4

console_command add_money britons, 1200

end_monitor

monitor_event SettlementTurnStart FactionType britons
and not FactionIsLocal
and I_NumberOfSettlements britons < 9
and I_NumberOfSettlements britons > 3

console_command add_money britons, 1000

end_monitor

monitor_event SettlementTurnStart FactionType britons
and not FactionIsLocal
and I_NumberOfSettlements britons < 16
and I_NumberOfSettlements britons > 8

console_command add_money britons, 800

end_monitor

monitor_event SettlementTurnStart FactionType britons
and not FactionIsLocal
and I_NumberOfSettlements britons < 25
and I_NumberOfSettlements britons > 15

console_command add_money britons, 500

end_monitor


;Hayasdan

monitor_event SettlementTurnStart FactionType romans_scipii
and not FactionIsLocal
and Treasury < -3000

console_command add_money romans_scipii, 5000

end_monitor

monitor_event SettlementTurnStart FactionType romans_scipii
and not FactionIsLocal
and I_NumberOfSettlements romans_scipii < 6

console_command add_money romans_scipii, 1200

end_monitor

monitor_event SettlementTurnStart FactionType romans_scipii
and not FactionIsLocal
and I_NumberOfSettlements romans_scipii < 12
and I_NumberOfSettlements romans_scipii > 5

console_command add_money romans_scipii, 1000

end_monitor

monitor_event SettlementTurnStart FactionType romans_scipii
and not FactionIsLocal
and I_NumberOfSettlements romans_scipii < 20
and I_NumberOfSettlements romans_scipii > 11

console_command add_money romans_scipii, 800

end_monitor

monitor_event SettlementTurnStart FactionType romans_scipii
and not FactionIsLocal
and I_NumberOfSettlements romans_scipii < 30
and I_NumberOfSettlements romans_scipii > 19

console_command add_money romans_scipii, 500

end_monitor


;Getai

monitor_event SettlementTurnStart FactionType dacia
and not FactionIsLocal
and Treasury < -3000

console_command add_money dacia, 5000

end_monitor

monitor_event SettlementTurnStart FactionType dacia
and not FactionIsLocal
and I_NumberOfSettlements dacia < 4

console_command add_money dacia, 1600

end_monitor

monitor_event SettlementTurnStart FactionType dacia
and not FactionIsLocal
and I_NumberOfSettlements dacia < 9
and I_NumberOfSettlements dacia > 3

console_command add_money dacia, 1200

end_monitor

monitor_event SettlementTurnStart FactionType dacia
and not FactionIsLocal
and I_NumberOfSettlements dacia < 16
and I_NumberOfSettlements dacia > 8

console_command add_money dacia, 1000

end_monitor

monitor_event SettlementTurnStart FactionType dacia
and not FactionIsLocal
and I_NumberOfSettlements dacia < 25
and I_NumberOfSettlements dacia > 15

console_command add_money dacia, 800

end_monitor


;Koinon Hellenon

monitor_event FactionTurnStart FactionType greek_cities
and Treasury > 80000
console_command add_money greek_cities, -30000

end_monitor

monitor_event SettlementTurnStart FactionType greek_cities
and not FactionIsLocal
and I_NumberOfSettlements greek_cities < 6

console_command add_money greek_cities, 1200

end_monitor

monitor_event SettlementTurnStart FactionType greek_cities
and not FactionIsLocal
and I_NumberOfSettlements greek_cities < 12
and I_NumberOfSettlements greek_cities > 5

console_command add_money greek_cities, 1000

end_monitor

monitor_event SettlementTurnStart FactionType greek_cities
and not FactionIsLocal
and I_NumberOfSettlements greek_cities < 20
and I_NumberOfSettlements greek_cities > 11

console_command add_money greek_cities, 800

end_monitor

monitor_event SettlementTurnStart FactionType greek_cities
and not FactionIsLocal
and I_NumberOfSettlements greek_cities < 30
and I_NumberOfSettlements greek_cities > 19

console_command add_money greek_cities, 500

end_monitor


;Baktria

monitor_event FactionTurnStart FactionType romans_brutii
and Treasury > 80000
console_command add_money romans_brutii, -30000

end_monitor

monitor_event SettlementTurnStart FactionType romans_brutii
and not FactionIsLocal
and I_NumberOfSettlements romans_brutii < 4

console_command add_money romans_brutii, 1200

end_monitor

monitor_event SettlementTurnStart FactionType romans_brutii
and not FactionIsLocal
and I_NumberOfSettlements romans_brutii < 9
and I_NumberOfSettlements romans_brutii > 3

console_command add_money romans_brutii, 1000

end_monitor

monitor_event SettlementTurnStart FactionType romans_brutii
and not FactionIsLocal
and I_NumberOfSettlements romans_brutii < 16
and I_NumberOfSettlements romans_brutii > 8

console_command add_money romans_brutii, 800

end_monitor

monitor_event SettlementTurnStart FactionType romans_brutii
and not FactionIsLocal
and I_NumberOfSettlements romans_brutii < 25
and I_NumberOfSettlements romans_brutii > 15

console_command add_money romans_brutii, 500

end_monitor


;Sarmatians

monitor_event SettlementTurnStart FactionType armenia
and not FactionIsLocal
and Treasury < -3000

console_command add_money armenia, 5000

end_monitor

monitor_event SettlementTurnStart FactionType armenia
and not FactionIsLocal
and I_NumberOfSettlements armenia < 6

console_command add_money armenia, 1800

end_monitor

monitor_event SettlementTurnStart FactionType armenia
and not FactionIsLocal
and I_NumberOfSettlements armenia < 12
and I_NumberOfSettlements armenia > 5

console_command add_money armenia, 1400

end_monitor

monitor_event SettlementTurnStart FactionType armenia
and not FactionIsLocal
and I_NumberOfSettlements armenia < 20
and I_NumberOfSettlements armenia > 11

console_command add_money armenia, 1200

end_monitor

monitor_event SettlementTurnStart FactionType armenia
and not FactionIsLocal
and I_NumberOfSettlements armenia < 30
and I_NumberOfSettlements armenia > 19

console_command add_money armenia, 1000

end_monitor


;Lusotannan

monitor_event SettlementTurnStart FactionType spain
and not FactionIsLocal
and Treasury < -3000

console_command add_money spain, 5000

end_monitor

monitor_event SettlementTurnStart FactionType spain
and not FactionIsLocal
and I_NumberOfSettlements spain < 4

console_command add_money spain, 1200

end_monitor

monitor_event SettlementTurnStart FactionType spain
and not FactionIsLocal
and I_NumberOfSettlements spain < 9
and I_NumberOfSettlements spain > 3

console_command add_money spain, 1000

end_monitor

monitor_event SettlementTurnStart FactionType spain
and not FactionIsLocal
and I_NumberOfSettlements spain < 16
and I_NumberOfSettlements spain > 8

console_command add_money spain, 800

end_monitor

monitor_event SettlementTurnStart FactionType spain
and not FactionIsLocal
and I_NumberOfSettlements spain < 25
and I_NumberOfSettlements spain > 15

console_command add_money spain, 500

end_monitor


;Epeiros

monitor_event FactionTurnStart FactionType thrace
and Treasury > 80000
console_command add_money thrace, -30000

end_monitor

monitor_event SettlementTurnStart FactionType thrace
and not FactionIsLocal
and I_NumberOfSettlements thrace < 6

console_command add_money thrace, 1200

end_monitor

monitor_event SettlementTurnStart FactionType thrace
and not FactionIsLocal
and I_NumberOfSettlements thrace < 12
and I_NumberOfSettlements thrace > 5

console_command add_money thrace, 1000

end_monitor

monitor_event SettlementTurnStart FactionType thrace
and not FactionIsLocal
and I_NumberOfSettlements thrace < 20
and I_NumberOfSettlements thrace > 11

console_command add_money thrace, 800

end_monitor

monitor_event SettlementTurnStart FactionType thrace
and not FactionIsLocal
and I_NumberOfSettlements thrace < 30
and I_NumberOfSettlements thrace > 19

console_command add_money thrace, 500

end_monitor


monitor_event SettlementTurnStart FactionType slave
and not FactionIsLocal

console_command add_money slave, 2750

end_monitor



REDMETH'S SCRIPT 0.4 (flat bonus leading to stepped bonus after 20 turns

Developer's statement:
"My script tries to keep things the way the team intended, some factions are poorer some richer, some more advanced some less and my script does not try to balance them into equally powerful factions.
The Eleutheroi are balanced at 2850 per turn and in the first few years or so they may seem to stall and the factions conquer a few neighboring provinces, after that they produce their own roads ports and other buildings and start getting stronger and building troops to garrison their settlements stalling the factions from over-expanding too early. (more realistic)
Because some factions are supposed to develop slower (Getai) than others (Romans) but instead make sure they don't get into big debt early (the rough start bonus for 10 years) and encourage them to build their own infrastructure (20 years of flat 1200 bonus for all) and after that making sure they don't simply flood the map with stacks and bore you when you're fighting them but not turning them into pushovers (the stepped bonus).
The 100.000 cutoff point is made so that introducing my script in an ongoing campaign where some factions are very rich will let those factions be on their own without more bonuses. But as it is a few factions will get that rich.
Thank you for reading this and for testing my script.
And thanks to Eminos64 & Sheep for starting this and to The Errant, Gaias and Ower for their interest and work also."

This script is considered stable by its developer. It replaces everything in Section 4: Money Assistance

Increases the difficult start bonus to 40 turns (10 years) for each faction with four or less cities (up from three or less).

Gives a flat bonus of 1200 mnai pcpt to every faction for the first 80 turns (20 years) to build up their infrastructure and conquer some initial territories, with a cutoff point if the faction's treasury is higher than 100000 mnai at the beginning of the turn.

Stepped function takes effect on the 81st turn, with a cutoff point if the faction's treasury is higher than 100000 mnai at the beginning of the turn. Gives 1200 mnai to each faction pcpt if the faction has 3 or less cities, 1050 pcpt if the faction has 4-8 cities, 850 pcpt if the faction has 9-15 cities, 650 pcpt if the faction has 16-24 cities, 450 pcpt if the faction has 25-34 cities, and 300 pcpt if the faction has 35 or more cities.

Slave faction's bonus increased to 2850 pcpt, to make sure they are still somewhat of a challenge. Carthage's fleet bonus reduced to 600 per fleet per turn.



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;Section 4: Money Assistance
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;Section 4a: Difficult Start Help
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
monitor_event FactionTurnStart FactionType romans_julii
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements romans_julii < 5
and I_TurnNumber < 40

console_command add_money romans_julii, 6000

end_monitor

monitor_event FactionTurnStart FactionType romans_scipii
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements romans_scipii < 5
and I_TurnNumber < 40

console_command add_money romans_scipii, 6000

end_monitor

monitor_event FactionTurnStart FactionType romans_brutii
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements romans_brutii < 5
and I_TurnNumber < 40

console_command add_money romans_brutii, 6000

end_monitor

monitor_event FactionTurnStart FactionType egypt
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements egypt < 5
and I_TurnNumber < 40

console_command add_money egypt, 6000

end_monitor

monitor_event FactionTurnStart FactionType seleucid
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements seleucid < 5
and I_TurnNumber < 40

console_command add_money seleucid, 6000

end_monitor

monitor_event FactionTurnStart FactionType carthage
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements carthage < 5
and I_TurnNumber < 40

console_command add_money carthage, 6000

end_monitor

monitor_event FactionTurnStart FactionType parthia
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements parthia < 5
and I_TurnNumber < 40

console_command add_money parthia, 6000

end_monitor

monitor_event FactionTurnStart FactionType gauls
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements gauls < 5
and I_TurnNumber < 40

console_command add_money gauls, 6000

end_monitor

monitor_event FactionTurnStart FactionType germans
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements germans < 5
and I_TurnNumber < 40

console_command add_money germans, 6000

end_monitor

monitor_event FactionTurnStart FactionType britons
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements britons < 5
and I_TurnNumber < 40

console_command add_money britons, 6000

end_monitor

monitor_event FactionTurnStart FactionType greek_cities
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements greek_cities < 5
and I_TurnNumber < 40

console_command add_money greek_cities, 6000

end_monitor

monitor_event FactionTurnStart FactionType macedon
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements macedon < 5
and I_TurnNumber < 40

console_command add_money macedon, 6000

end_monitor

monitor_event FactionTurnStart FactionType pontus
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements pontus < 5
and I_TurnNumber < 40

console_command add_money pontus, 6000

end_monitor

monitor_event FactionTurnStart FactionType armenia
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements armenia < 5
and I_TurnNumber < 40

console_command add_money armenia, 6000

end_monitor

monitor_event FactionTurnStart FactionType dacia
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements dacia < 5
and I_TurnNumber < 40

console_command add_money dacia, 6000

end_monitor

monitor_event FactionTurnStart FactionType scythia
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements scythia < 5
and I_TurnNumber < 40

console_command add_money scythia, 6000

end_monitor

monitor_event FactionTurnStart FactionType spain
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements spain < 5
and I_TurnNumber < 40

console_command add_money spain, 6000

end_monitor

monitor_event FactionTurnStart FactionType thrace
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements thrace < 5
and I_TurnNumber < 40

console_command add_money thrace, 6000

end_monitor

monitor_event FactionTurnStart FactionType numidia
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements numidia < 5
and I_TurnNumber < 40

console_command add_money numidia, 6000

end_monitor

monitor_event FactionTurnStart FactionType saba
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements saba < 5
and I_TurnNumber < 40

console_command add_money saba, 6000

end_monitor

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;Section 4b: City Income Bonus
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

monitor_event CharacterTurnStart FactionType egypt
and AgentType = admiral
and not FactionIsLocal
console_command add_money egypt, 600
end_monitor


;Rome

monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_TurnNumber < 81
and Treasury < 100000

console_command add_money seleucid, 1200

end_monitor

monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid < 4
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money seleucid, 1200

end_monitor

monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid < 9
and I_NumberOfSettlements seleucid > 3
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money seleucid, 1050

end_monitor

monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid < 16
and I_NumberOfSettlements seleucid > 8
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money seleucid, 850

end_monitor

monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid < 25
and I_NumberOfSettlements seleucid > 15
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money seleucid, 650

end_monitor

monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid < 35
and I_NumberOfSettlements seleucid > 24
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money seleucid, 450

end_monitor

monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid > 34
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money seleucid, 300

end_monitor


;Saka

monitor_event SettlementTurnStart FactionType pontus
and not FactionIsLocal
and I_TurnNumber < 81
and Treasury < 100000

console_command add_money pontus, 1200

end_monitor

monitor_event SettlementTurnStart FactionType pontus
and not FactionIsLocal
and I_NumberOfSettlements pontus < 4
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money pontus, 1200

end_monitor

monitor_event SettlementTurnStart FactionType pontus
and not FactionIsLocal
and I_NumberOfSettlements pontus < 9
and I_NumberOfSettlements pontus > 3
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money pontus, 1050

end_monitor

monitor_event SettlementTurnStart FactionType pontus
and not FactionIsLocal
and I_NumberOfSettlements pontus < 16
and I_NumberOfSettlements pontus > 8
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money pontus, 850

end_monitor

monitor_event SettlementTurnStart FactionType pontus
and not FactionIsLocal
and I_NumberOfSettlements pontus < 25
and I_NumberOfSettlements pontus > 15
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money pontus, 650

end_monitor

monitor_event SettlementTurnStart FactionType pontus
and not FactionIsLocal
and I_NumberOfSettlements pontus < 35
and I_NumberOfSettlements pontus > 24
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money pontus, 450

end_monitor

monitor_event SettlementTurnStart FactionType pontus
and not FactionIsLocal
and I_NumberOfSettlements pontus > 34
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money pontus, 300

end_monitor


;Arverni

monitor_event SettlementTurnStart FactionType scythia
and not FactionIsLocal
and I_TurnNumber < 81
and Treasury < 100000

console_command add_money scythia, 1200

end_monitor

monitor_event SettlementTurnStart FactionType scythia
and not FactionIsLocal
and I_NumberOfSettlements scythia < 4
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money scythia, 1200

end_monitor

monitor_event SettlementTurnStart FactionType scythia
and not FactionIsLocal
and I_NumberOfSettlements scythia < 9
and I_NumberOfSettlements scythia > 3
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money scythia, 1050

end_monitor

monitor_event SettlementTurnStart FactionType scythia
and not FactionIsLocal
and I_NumberOfSettlements scythia < 16
and I_NumberOfSettlements scythia > 8
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money scythia, 850

end_monitor

monitor_event SettlementTurnStart FactionType scythia
and not FactionIsLocal
and I_NumberOfSettlements scythia < 25
and I_NumberOfSettlements scythia > 15
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money scythia, 650

end_monitor

monitor_event SettlementTurnStart FactionType scythia
and not FactionIsLocal
and I_NumberOfSettlements scythia < 35
and I_NumberOfSettlements scythia > 24
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money scythia, 450

end_monitor

monitor_event SettlementTurnStart FactionType scythia
and not FactionIsLocal
and I_NumberOfSettlements scythia > 34
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money scythia, 300

end_monitor


;Saba

monitor_event SettlementTurnStart FactionType saba
and not FactionIsLocal
and I_TurnNumber < 81
and Treasury < 100000

console_command add_money saba, 1200

end_monitor

monitor_event SettlementTurnStart FactionType saba
and not FactionIsLocal
and I_NumberOfSettlements saba < 4
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money saba, 1200

end_monitor

monitor_event SettlementTurnStart FactionType saba
and not FactionIsLocal
and I_NumberOfSettlements saba < 9
and I_NumberOfSettlements saba > 3
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money saba, 1050

end_monitor

monitor_event SettlementTurnStart FactionType saba
and not FactionIsLocal
and I_NumberOfSettlements saba < 16
and I_NumberOfSettlements saba > 8
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money saba, 850

end_monitor

monitor_event SettlementTurnStart FactionType saba
and not FactionIsLocal
and I_NumberOfSettlements saba < 25
and I_NumberOfSettlements saba > 15
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money saba, 650

end_monitor

monitor_event SettlementTurnStart FactionType saba
and not FactionIsLocal
and I_NumberOfSettlements saba < 35
and I_NumberOfSettlements saba > 24
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money saba, 450

end_monitor

monitor_event SettlementTurnStart FactionType saba
and not FactionIsLocal
and I_NumberOfSettlements saba > 34
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money saba, 300

end_monitor


;Makedon

monitor_event SettlementTurnStart FactionType macedon
and not FactionIsLocal
and I_TurnNumber < 81
and Treasury < 100000

console_command add_money macedon, 1200

end_monitor

monitor_event SettlementTurnStart FactionType macedon
and not FactionIsLocal
and I_NumberOfSettlements macedon < 4
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money macedon, 1200

end_monitor

monitor_event SettlementTurnStart FactionType macedon
and not FactionIsLocal
and I_NumberOfSettlements macedon < 9
and I_NumberOfSettlements macedon > 3
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money macedon, 1050

end_monitor

monitor_event SettlementTurnStart FactionType macedon
and not FactionIsLocal
and I_NumberOfSettlements macedon < 16
and I_NumberOfSettlements macedon > 8
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money macedon, 850

end_monitor

monitor_event SettlementTurnStart FactionType macedon
and not FactionIsLocal
and I_NumberOfSettlements macedon < 25
and I_NumberOfSettlements macedon > 15
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money macedon, 650

end_monitor

monitor_event SettlementTurnStart FactionType macedon
and not FactionIsLocal
and I_NumberOfSettlements macedon < 35
and I_NumberOfSettlements macedon > 24
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money macedon, 450

end_monitor

monitor_event SettlementTurnStart FactionType macedon
and not FactionIsLocal
and I_NumberOfSettlements macedon > 34
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money macedon, 300

end_monitor


;Ptolemies

monitor_event SettlementTurnStart FactionType numidia
and not FactionIsLocal
and I_TurnNumber < 81
and Treasury < 100000

console_command add_money numidia, 1200

end_monitor

monitor_event SettlementTurnStart FactionType numidia
and not FactionIsLocal
and I_NumberOfSettlements numidia < 4
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money numidia, 1200

end_monitor

monitor_event SettlementTurnStart FactionType numidia
and not FactionIsLocal
and I_NumberOfSettlements numidia < 9
and I_NumberOfSettlements numidia > 3
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money numidia, 1050

end_monitor

monitor_event SettlementTurnStart FactionType numidia
and not FactionIsLocal
and I_NumberOfSettlements numidia < 16
and I_NumberOfSettlements numidia > 8
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money numidia, 850

end_monitor

monitor_event SettlementTurnStart FactionType numidia
and not FactionIsLocal
and I_NumberOfSettlements numidia < 25
and I_NumberOfSettlements numidia > 15
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money numidia, 650

end_monitor

monitor_event SettlementTurnStart FactionType numidia
and not FactionIsLocal
and I_NumberOfSettlements numidia < 35
and I_NumberOfSettlements numidia > 24
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money numidia, 450

end_monitor

monitor_event SettlementTurnStart FactionType numidia
and not FactionIsLocal
and I_NumberOfSettlements numidia > 34
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money numidia, 300

end_monitor


;Seleukids

monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_TurnNumber < 81
and Treasury < 100000

console_command add_money romans_julii, 1200

end_monitor

monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_NumberOfSettlements romans_julii < 4
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money romans_julii, 1200

end_monitor

monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_NumberOfSettlements romans_julii < 9
and I_NumberOfSettlements romans_julii > 3
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money romans_julii, 1050

end_monitor

monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_NumberOfSettlements romans_julii < 16
and I_NumberOfSettlements romans_julii > 8
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money romans_julii, 850

end_monitor

monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_NumberOfSettlements romans_julii < 25
and I_NumberOfSettlements romans_julii > 15
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money romans_julii, 650

end_monitor

monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_NumberOfSettlements romans_julii < 35
and I_NumberOfSettlements romans_julii > 24
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money romans_julii, 450

end_monitor

monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_NumberOfSettlements romans_julii > 34
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money romans_julii, 300

end_monitor


;Carthage

monitor_event SettlementTurnStart FactionType egypt
and not FactionIsLocal
and I_TurnNumber < 81
and Treasury < 100000

console_command add_money egypt, 1200

end_monitor

monitor_event SettlementTurnStart FactionType egypt
and not FactionIsLocal
and I_NumberOfSettlements egypt < 4
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money egypt, 1200

end_monitor

monitor_event SettlementTurnStart FactionType egypt
and not FactionIsLocal
and I_NumberOfSettlements egypt < 9
and I_NumberOfSettlements egypt > 3
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money egypt, 1050

end_monitor

monitor_event SettlementTurnStart FactionType egypt
and not FactionIsLocal
and I_NumberOfSettlements egypt < 16
and I_NumberOfSettlements egypt > 8
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money egypt, 850

end_monitor

monitor_event SettlementTurnStart FactionType egypt
and not FactionIsLocal
and I_NumberOfSettlements egypt < 25
and I_NumberOfSettlements egypt > 15
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money egypt, 650

end_monitor

monitor_event SettlementTurnStart FactionType egypt
and not FactionIsLocal
and I_NumberOfSettlements egypt < 35
and I_NumberOfSettlements egypt > 24
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money egypt, 450

end_monitor

monitor_event SettlementTurnStart FactionType egypt
and not FactionIsLocal
and I_NumberOfSettlements egypt > 34
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money egypt, 300

end_monitor


;Parthians

monitor_event SettlementTurnStart FactionType parthia
and not FactionIsLocal
and I_TurnNumber < 81
and Treasury < 100000

console_command add_money parthia, 1200

end_monitor

monitor_event SettlementTurnStart FactionType parthia
and not FactionIsLocal
and I_NumberOfSettlements parthia < 4
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money parthia, 1200

end_monitor

monitor_event SettlementTurnStart FactionType parthia
and not FactionIsLocal
and I_NumberOfSettlements parthia < 9
and I_NumberOfSettlements parthia > 3
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money parthia, 1050

end_monitor

monitor_event SettlementTurnStart FactionType parthia
and not FactionIsLocal
and I_NumberOfSettlements parthia < 16
and I_NumberOfSettlements parthia > 8
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money parthia, 850

end_monitor

monitor_event SettlementTurnStart FactionType parthia
and not FactionIsLocal
and I_NumberOfSettlements parthia < 25
and I_NumberOfSettlements parthia > 15
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money parthia, 650

end_monitor

monitor_event SettlementTurnStart FactionType parthia
and not FactionIsLocal
and I_NumberOfSettlements parthia < 35
and I_NumberOfSettlements parthia > 24
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money parthia, 450

end_monitor

monitor_event SettlementTurnStart FactionType parthia
and not FactionIsLocal
and I_NumberOfSettlements parthia > 34
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money parthia, 300

end_monitor


;Pontus

monitor_event SettlementTurnStart FactionType carthage
and not FactionIsLocal
and I_TurnNumber < 81
and Treasury < 100000

console_command add_money carthage, 1200

end_monitor

monitor_event SettlementTurnStart FactionType carthage
and not FactionIsLocal
and I_NumberOfSettlements carthage < 4
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money carthage, 1200

end_monitor

monitor_event SettlementTurnStart FactionType carthage
and not FactionIsLocal
and I_NumberOfSettlements carthage < 9
and I_NumberOfSettlements carthage > 3
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money carthage, 1050

end_monitor

monitor_event SettlementTurnStart FactionType carthage
and not FactionIsLocal
and I_NumberOfSettlements carthage < 16
and I_NumberOfSettlements carthage > 8
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money carthage, 850

end_monitor

monitor_event SettlementTurnStart FactionType carthage
and not FactionIsLocal
and I_NumberOfSettlements carthage < 25
and I_NumberOfSettlements carthage > 15
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money carthage, 650

end_monitor

monitor_event SettlementTurnStart FactionType carthage
and not FactionIsLocal
and I_NumberOfSettlements carthage < 35
and I_NumberOfSettlements carthage > 24
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money carthage, 450

end_monitor

monitor_event SettlementTurnStart FactionType carthage
and not FactionIsLocal
and I_NumberOfSettlements carthage > 34
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money carthage, 300

end_monitor


;Aedui

monitor_event SettlementTurnStart FactionType gauls
and not FactionIsLocal
and I_TurnNumber < 81
and Treasury < 100000

console_command add_money gauls, 1200

end_monitor

monitor_event SettlementTurnStart FactionType gauls
and not FactionIsLocal
and I_NumberOfSettlements gauls < 4
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money gauls, 1200

end_monitor

monitor_event SettlementTurnStart FactionType gauls
and not FactionIsLocal
and I_NumberOfSettlements gauls < 9
and I_NumberOfSettlements gauls > 3
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money gauls, 1050

end_monitor

monitor_event SettlementTurnStart FactionType gauls
and not FactionIsLocal
and I_NumberOfSettlements gauls < 16
and I_NumberOfSettlements gauls > 8
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money gauls, 850

end_monitor

monitor_event SettlementTurnStart FactionType gauls
and not FactionIsLocal
and I_NumberOfSettlements gauls < 25
and I_NumberOfSettlements gauls > 15
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money gauls, 650

end_monitor

monitor_event SettlementTurnStart FactionType gauls
and not FactionIsLocal
and I_NumberOfSettlements gauls < 35
and I_NumberOfSettlements gauls > 24
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money gauls, 450

end_monitor

monitor_event SettlementTurnStart FactionType gauls
and not FactionIsLocal
and I_NumberOfSettlements gauls > 34
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money gauls, 300

end_monitor


;Sweboz

monitor_event SettlementTurnStart FactionType germans
and not FactionIsLocal
and I_TurnNumber < 81
and Treasury < 100000

console_command add_money germans, 1200

end_monitor

monitor_event SettlementTurnStart FactionType germans
and not FactionIsLocal
and I_NumberOfSettlements germans < 4
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money germans, 1200

end_monitor

monitor_event SettlementTurnStart FactionType germans
and not FactionIsLocal
and I_NumberOfSettlements germans < 9
and I_NumberOfSettlements germans > 3
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money germans, 1050

end_monitor

monitor_event SettlementTurnStart FactionType germans
and not FactionIsLocal
and I_NumberOfSettlements germans < 16
and I_NumberOfSettlements germans > 8
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money germans, 850

end_monitor

monitor_event SettlementTurnStart FactionType germans
and not FactionIsLocal
and I_NumberOfSettlements germans < 25
and I_NumberOfSettlements germans > 15
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money germans, 650

end_monitor

monitor_event SettlementTurnStart FactionType germans
and not FactionIsLocal
and I_NumberOfSettlements germans < 35
and I_NumberOfSettlements germans > 24
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money germans, 450

end_monitor

monitor_event SettlementTurnStart FactionType germans
and not FactionIsLocal
and I_NumberOfSettlements germans > 34
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money germans, 300

end_monitor


;Casse

monitor_event SettlementTurnStart FactionType britons
and not FactionIsLocal
and I_TurnNumber < 81
and Treasury < 100000

console_command add_money britons, 1200

end_monitor

monitor_event SettlementTurnStart FactionType britons
and not FactionIsLocal
and I_NumberOfSettlements britons < 4
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money britons, 1200

end_monitor

monitor_event SettlementTurnStart FactionType britons
and not FactionIsLocal
and I_NumberOfSettlements britons < 9
and I_NumberOfSettlements britons > 3
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money britons, 1050

end_monitor

monitor_event SettlementTurnStart FactionType britons
and not FactionIsLocal
and I_NumberOfSettlements britons < 16
and I_NumberOfSettlements britons > 8
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money britons, 850

end_monitor

monitor_event SettlementTurnStart FactionType britons
and not FactionIsLocal
and I_NumberOfSettlements britons < 25
and I_NumberOfSettlements britons > 15
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money britons, 650

end_monitor

monitor_event SettlementTurnStart FactionType britons
and not FactionIsLocal
and I_NumberOfSettlements britons < 35
and I_NumberOfSettlements britons > 24
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money britons, 450

end_monitor

monitor_event SettlementTurnStart FactionType britons
and not FactionIsLocal
and I_NumberOfSettlements britons > 34
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money britons, 300

end_monitor


;Armenia

monitor_event SettlementTurnStart FactionType romans_scipii
and not FactionIsLocal
and I_TurnNumber < 81
and Treasury < 100000

console_command add_money romans_scipii, 1200

end_monitor

monitor_event SettlementTurnStart FactionType romans_scipii
and not FactionIsLocal
and I_NumberOfSettlements romans_scipii < 4
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money romans_scipii, 1200

end_monitor

monitor_event SettlementTurnStart FactionType romans_scipii
and not FactionIsLocal
and I_NumberOfSettlements romans_scipii < 9
and I_NumberOfSettlements romans_scipii > 3
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money romans_scipii, 1050

end_monitor

monitor_event SettlementTurnStart FactionType romans_scipii
and not FactionIsLocal
and I_NumberOfSettlements romans_scipii < 16
and I_NumberOfSettlements romans_scipii > 8
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money romans_scipii, 850

end_monitor

monitor_event SettlementTurnStart FactionType romans_scipii
and not FactionIsLocal
and I_NumberOfSettlements romans_scipii < 25
and I_NumberOfSettlements romans_scipii > 15
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money romans_scipii, 650

end_monitor

monitor_event SettlementTurnStart FactionType romans_scipii
and not FactionIsLocal
and I_NumberOfSettlements romans_scipii < 35
and I_NumberOfSettlements romans_scipii > 24
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money romans_scipii, 450

end_monitor

monitor_event SettlementTurnStart FactionType romans_scipii
and not FactionIsLocal
and I_NumberOfSettlements romans_scipii > 34
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money romans_scipii, 300

end_monitor


;Getai

monitor_event SettlementTurnStart FactionType dacia
and not FactionIsLocal
and I_TurnNumber < 81
and Treasury < 100000

console_command add_money dacia, 1200

end_monitor

monitor_event SettlementTurnStart FactionType dacia
and not FactionIsLocal
and I_NumberOfSettlements dacia < 4
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money dacia, 1200

end_monitor

monitor_event SettlementTurnStart FactionType dacia
and not FactionIsLocal
and I_NumberOfSettlements dacia < 9
and I_NumberOfSettlements dacia > 3
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money dacia, 1050

end_monitor

monitor_event SettlementTurnStart FactionType dacia
and not FactionIsLocal
and I_NumberOfSettlements dacia < 16
and I_NumberOfSettlements dacia > 8
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money dacia, 850

end_monitor

monitor_event SettlementTurnStart FactionType dacia
and not FactionIsLocal
and I_NumberOfSettlements dacia < 25
and I_NumberOfSettlements dacia > 15
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money dacia, 650

end_monitor

monitor_event SettlementTurnStart FactionType dacia
and not FactionIsLocal
and I_NumberOfSettlements dacia < 35
and I_NumberOfSettlements dacia > 24
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money dacia, 450

end_monitor

monitor_event SettlementTurnStart FactionType dacia
and not FactionIsLocal
and I_NumberOfSettlements dacia > 34
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money dacia, 300

end_monitor


;Greeks

monitor_event SettlementTurnStart FactionType greek_cities
and not FactionIsLocal
and I_TurnNumber < 81
and Treasury < 100000

console_command add_money greek_cities, 1200

end_monitor

monitor_event SettlementTurnStart FactionType greek_cities
and not FactionIsLocal
and I_NumberOfSettlements greek_cities < 4
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money greek_cities, 1200

end_monitor

monitor_event SettlementTurnStart FactionType greek_cities
and not FactionIsLocal
and I_NumberOfSettlements greek_cities < 9
and I_NumberOfSettlements greek_cities > 3
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money greek_cities, 1050

end_monitor

monitor_event SettlementTurnStart FactionType greek_cities
and not FactionIsLocal
and I_NumberOfSettlements greek_cities < 16
and I_NumberOfSettlements greek_cities > 8
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money greek_cities, 850

end_monitor

monitor_event SettlementTurnStart FactionType greek_cities
and not FactionIsLocal
and I_NumberOfSettlements greek_cities < 25
and I_NumberOfSettlements greek_cities > 15
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money greek_cities, 650

end_monitor

monitor_event SettlementTurnStart FactionType greek_cities
and not FactionIsLocal
and I_NumberOfSettlements greek_cities < 35
and I_NumberOfSettlements greek_cities > 24
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money greek_cities, 450

end_monitor

monitor_event SettlementTurnStart FactionType greek_cities
and not FactionIsLocal
and I_NumberOfSettlements greek_cities > 34
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money greek_cities, 300

end_monitor


;Baktria

monitor_event SettlementTurnStart FactionType romans_brutii
and not FactionIsLocal
and I_TurnNumber < 81
and Treasury < 100000

console_command add_money romans_brutii, 1200

end_monitor

monitor_event SettlementTurnStart FactionType romans_brutii
and not FactionIsLocal
and I_NumberOfSettlements romans_brutii < 4
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money romans_brutii, 1200

end_monitor

monitor_event SettlementTurnStart FactionType romans_brutii
and not FactionIsLocal
and I_NumberOfSettlements romans_brutii < 9
and I_NumberOfSettlements romans_brutii > 3
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money romans_brutii, 1050

end_monitor

monitor_event SettlementTurnStart FactionType romans_brutii
and not FactionIsLocal
and I_NumberOfSettlements romans_brutii < 16
and I_NumberOfSettlements romans_brutii > 8
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money romans_brutii, 850

end_monitor

monitor_event SettlementTurnStart FactionType romans_brutii
and not FactionIsLocal
and I_NumberOfSettlements romans_brutii < 25
and I_NumberOfSettlements romans_brutii > 15
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money romans_brutii, 650

end_monitor

monitor_event SettlementTurnStart FactionType romans_brutii
and not FactionIsLocal
and I_NumberOfSettlements romans_brutii < 35
and I_NumberOfSettlements romans_brutii > 24
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money romans_brutii, 450

end_monitor

monitor_event SettlementTurnStart FactionType romans_brutii
and not FactionIsLocal
and I_NumberOfSettlements romans_brutii > 34
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money romans_brutii, 300

end_monitor


;Sarmatians

monitor_event SettlementTurnStart FactionType armenia
and not FactionIsLocal
and I_TurnNumber < 81
and Treasury < 100000

console_command add_money armenia, 1200

end_monitor

monitor_event SettlementTurnStart FactionType armenia
and not FactionIsLocal
and I_NumberOfSettlements armenia < 4
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money armenia, 1200

end_monitor

monitor_event SettlementTurnStart FactionType armenia
and not FactionIsLocal
and I_NumberOfSettlements armenia < 9
and I_NumberOfSettlements armenia > 3
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money armenia, 1050

end_monitor

monitor_event SettlementTurnStart FactionType armenia
and not FactionIsLocal
and I_NumberOfSettlements armenia < 16
and I_NumberOfSettlements armenia > 8
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money armenia, 850

end_monitor

monitor_event SettlementTurnStart FactionType armenia
and not FactionIsLocal
and I_NumberOfSettlements armenia < 25
and I_NumberOfSettlements armenia > 15
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money armenia, 650

end_monitor

monitor_event SettlementTurnStart FactionType armenia
and not FactionIsLocal
and I_NumberOfSettlements armenia < 35
and I_NumberOfSettlements armenia > 24
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money armenia, 450

end_monitor

monitor_event SettlementTurnStart FactionType armenia
and not FactionIsLocal
and I_NumberOfSettlements armenia > 34
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money armenia, 300

end_monitor


;Lusotanians

monitor_event SettlementTurnStart FactionType spain
and not FactionIsLocal
and I_TurnNumber < 81
and Treasury < 100000

console_command add_money spain, 1200

end_monitor

monitor_event SettlementTurnStart FactionType spain
and not FactionIsLocal
and I_NumberOfSettlements spain < 4
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money spain, 1200

end_monitor

monitor_event SettlementTurnStart FactionType spain
and not FactionIsLocal
and I_NumberOfSettlements spain < 9
and I_NumberOfSettlements spain > 3
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money spain, 1050

end_monitor

monitor_event SettlementTurnStart FactionType spain
and not FactionIsLocal
and I_NumberOfSettlements spain < 16
and I_NumberOfSettlements spain > 8
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money spain, 850

end_monitor

monitor_event SettlementTurnStart FactionType spain
and not FactionIsLocal
and I_NumberOfSettlements spain < 25
and I_NumberOfSettlements spain > 15
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money spain, 650

end_monitor

monitor_event SettlementTurnStart FactionType spain
and not FactionIsLocal
and I_NumberOfSettlements spain < 35
and I_NumberOfSettlements spain > 24
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money spain, 450

end_monitor

monitor_event SettlementTurnStart FactionType spain
and not FactionIsLocal
and I_NumberOfSettlements spain > 34
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money spain, 300

end_monitor


;Epirus

monitor_event SettlementTurnStart FactionType thrace
and not FactionIsLocal
and I_TurnNumber < 81
and Treasury < 100000

console_command add_money thrace, 1200

end_monitor

monitor_event SettlementTurnStart FactionType thrace
and not FactionIsLocal
and I_NumberOfSettlements thrace < 4
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money thrace, 1200

end_monitor

monitor_event SettlementTurnStart FactionType thrace
and not FactionIsLocal
and I_NumberOfSettlements thrace < 9
and I_NumberOfSettlements thrace > 3
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money thrace, 1050

end_monitor

monitor_event SettlementTurnStart FactionType thrace
and not FactionIsLocal
and I_NumberOfSettlements thrace < 16
and I_NumberOfSettlements thrace > 8
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money thrace, 850

end_monitor

monitor_event SettlementTurnStart FactionType thrace
and not FactionIsLocal
and I_NumberOfSettlements thrace < 25
and I_NumberOfSettlements thrace > 15
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money thrace, 650

end_monitor

monitor_event SettlementTurnStart FactionType thrace
and not FactionIsLocal
and I_NumberOfSettlements thrace < 35
and I_NumberOfSettlements thrace > 24
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money thrace, 450

end_monitor

monitor_event SettlementTurnStart FactionType thrace
and not FactionIsLocal
and I_NumberOfSettlements thrace > 34
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money thrace, 300

end_monitor


;Slave

monitor_event SettlementTurnStart FactionType slave
and not FactionIsLocal

console_command add_money slave, 2850

end_monitor

Wolfshart
04-14-2007, 02:16
You my friend rock! Thanks for doing the heavy lifting and I will be testing this out soon.

Sheep
04-14-2007, 02:20
Thanks. It's Eminos64's work though, I just did a bit of cut and pasting. Looking forward to seeing what happens.

Veris
04-14-2007, 02:26
I've tweaked this for two campaigns now, but to a set amount regardless (just for challenge) of how many cities. Check out my Roman/Saka campaigns in the a.i progression thread to see a rough idea, at least for Ptolemaic/Seleucid progression. I gave certain factions in game cash bonuses and those are listed in the posts. I don't know how helpful this will be to you because it's a raw amount and not the variable that you have, but I hope it can be of some use. Also to note no rebel spawns and few pirate spawns.

In general it was: Slave was reduced to 1000 to keep them ok but reduce wait time for the a.i to get big. All factions were upped to 1800. Special help was upped to 12000. With the Ptolemies at 1800 and the Seleucids at 300, they got totally crushed in my Saka game, while with both at 1800 the Seleucids rolled over them in my Roman game. Well totally rolled over as in at 235 the Ptolemies had conquered Seleucia and the Seleucids had only taken two out of the 6 eastern territories available to them. In both they were still able to bully around the Saba though, even with them getting a 250k grant. Saba are at 18000/2700 even in my Saka game, so I really don't know how to help them.

This is purely conjecture, but from experience it seems certain factions simply have better a.i than others. The Getai, Saba, and Hai, as well as the Steppe factions, seem to be always hopeless even when I give them several hundred thousand in the first 10 years and 50% more income than the others in both ways. In my Saka game the Parthians were making Grivpanvers and noble cataphracts with their three territories but really didn't use their troops very well at all despite having over two full field armies. They tried attack Bin-Kath and Gava-Maszakata each twice but for the most part sat around and did nothing; which end result let me defeat them with a 5-10 man army over a few years. Often times these factions just end up sitting around and doing nothing and giving them 100-400k+orders to attack the rebels doesn't do anything. Bactria has also been like this in my campaigns in general. They didn't do anything in my Saka/Roman ones, just sat around with two big armies.

The Romans, Carthaginians, Greeks, Luso, and Gauls are in between. They can get big and can flounder. The Greeks have a problem of being stuck in war with each other for potentially a long time but if one conquers the entire hellenic area they expand very fast. The Romans generally do well as long as they can kick Epiros out of Italy. The Luso do nicely if they win against Carthage in Iberia and die otherwise, whereas Carthage would be fine if they simply didn't fight at Kyrene and could manage to ship their troops places. Usually they just end up being stuck somewhere where they aren't needed. The Gauls have early war problems like the Hellenics but they do fine if one of them reaches an early supremacy.

The Ptolemies, Sweboz, and Seleucids seem excellent at using their troops, it's just their Ptolemies get into wars with Kyrene and are outmatched by the Seleucids and the Sweboz have a tough start. But the Sweboz seem to either to great or flounder horribly. Every campaign I play/see them get to a decent size they just keep on growing and don't stop, especially eastward, but if they can't get on their feet then they just sit around and die. Pontus usually does that but when I gave them 50% more income and a 300k grant they managed to take some cities nicely and have a 6-7 large northern Anatolian empire in both.

I don't know if this is relevant or not due to possible changes, but in my .80 Macedonian campaign the Ptolemies had their armies mostly of agema or galatian heavy infantry troops in 215 whereas the Seleucids were still using mostly mediocre troops despite having 45 provinces. Only a few times did they use TA, Argyraspidai, Agema, or Cataphracts. The Bactrians with 25 provinces only were using medium infantry at the best and had very little cavalry.

I don't know very much about how the a.i works and what is hardcoded or not, so I can't really change anything to test it. But it would be very nice to make a.i factions in general more aggressive to each other, not just to the human who takes one of their starting territories, and to make them produce more elite units when they have the access money to it.

MarcusAureliusAntoninus
04-14-2007, 06:19
If you are altering the money scripts you should probably up the 'rebel' money. When mines were scaled back, the rebel faction took the biggest hit. They can't even build units from the second turn on. Somewhere around 3000-4000 should keep them above going into debt.

Sorry to be a little off topic. Keep testing. I'm curious what you find out.

Sheep
04-14-2007, 06:31
That's good info (both of you). I'm running a test right now, next time I'll see if giving the rebels more money helps any.

Redmeth
04-14-2007, 09:56
I really think you should consider something like this for the next build, but somehow tweaked, because to my surprise in my campaign the "Silver Backed Beast" the Seleucids are stretched from the Byzantion to India and also have parts of Arabia and have nearly wiped out the Ptolies, BUT they're broke their financial stat is flatlining if not for the script they probably wouldn't train so many troops, they're annoying building lots of units every turn but it seems that even with a huge empire the AI can be in great debt...

The Errant
04-14-2007, 10:50
THANK YOU !!!

You have no idea how long I've been waiting for this. I actually sent a PM to Eminos64 asking for more info on the script. Hoping that it would actually be possible to implement it.

Now you come along and make a working prototype. This is possibly the greatest improvement to 0.81 to date. Thank you very much!

edit. I still got the original unmodded EBBS if you need/want it I can post it on a free server for you.

Thaatu
04-14-2007, 12:46
Testing. If I don't respond in 24 hours, I have played too much.

Sheep
04-14-2007, 12:52
edit. I still got the original unmodded EBBS if you need/want it I can post it on a free server for you.

I'm happy with the other changes I made to EBBS for my home game, so I don't really need the original, but if you want to upload the original EBBS plus these changes, I'll link to it in the first post!

First test game - played as Casse so as to minimize impact on the AI, moved all characters into Camulodunum, then just hit end turn 208 times :)

Screenshots:
https://img214.imageshack.us/img214/5339/newscripttest1wo7.png

Now we have a sample size of exactly one, but preliminarily, it looks like the Seleukids have been effectively nuked, probably too well. I'm gonna run this scenario a couple more times before I make any changes.

(edit) Out of curiosity, I ran a few more years to see what happened. Baktria captured the western Saka province and began to look like a giant octopus, Carthage rampaged through Egypt to the Red Sea, but got completely kicked out of Europe by Rome and the Lusotannans, the Ptolemies and Sweboz added another province or two each, and Makedon looked like it was poised to reconquer Greece after having been reduced to only Mytilene only 20 years prior!

The Errant
04-14-2007, 13:09
Here you go. Happy to be of assistance! http://www.axifile.com?2045851

L.C.Cinna
04-14-2007, 14:20
Great idea thanks for your work.

There's just one thing. I looked at your testscreens. Looks a lot like in some of the campaigns I played. I'm a bit afraid you nerved the AS a bit too much. I read some posts by people that they are uber but in all my previsous campaigns they have been beaten severely by 220.

The faction I worry about most in the original are the Parthians. Never saw them do anything useful, rather make Bactria weaker, imho they are the overpowered faction in the game not the AS. The KH are really strong as well now in .81a because of their bodyguards but that's nothing the script can change.

Thaatu
04-14-2007, 16:29
The AI faction expansion is very, very, very random. I too have never experienced Seleukid domination, but I have seen screenshots of it. Weird since I have played about eight different campaigns in 0.81, one of which was with Seleukids. In one game the Ptolies and Seleuks were in a perfect balance, fighting for the levant all the time for 65 years.

alatar
04-14-2007, 17:19
In one the egyptians won, in the other the AS are ruling everything, gave Parthia a massive income bonus to help out and raided the AS's tressury, since then there provinces are rebelling but there still holing on.

Sheep
04-15-2007, 10:28
Second test game - same procedure and same script as Test #1

https://img85.imageshack.us/img85/6470/newscripttest2gx1.png

Notice:
Very active Armenians, Pontics, Saba, Getai and Lusotanians!
Aedui win the Gallic Wars this time!
A real First Punic War - Rome vs. Carthage in the western Med!
Rome invades Germany and Gaul - Europe looks like a patchwork quilt!
Seleukids nuked again in an exciting new way!
Baktria once again becomes a giant octopus with Parthia and the Saka as protectorates!
Ptolemies concentrate on Africa, capturing the coast almost all the way to Spain!
Epirus shares a border with the Sarmatians!

MarcusAureliusAntoninus
04-15-2007, 10:52
I like Seleucia in those Sheep. But Baktria is still growing out of control.
Maybe the script should be faction specific. Those who generally need help get more money and those who generally expand get less. Also maybe the cutoff number of cities for barbarians should be lower than the cutoff number for civilized factions (in an attempt to recreate history and possibilities). But this stuff is way down the road, after the basics get tested, and based on different people's oppinions. Anyways, nice!

Redmeth
04-15-2007, 10:59
@MAA
Aren't changes to the money script an objective of the official EB dev team? With all due respect to the other modders in generally I trust the "official" stuff.

The Errant
04-15-2007, 11:36
@MAA
Aren't changes to the money script an objective of the official EB dev team? With all due respect to the other modders in generally I trust the "official" stuff.

The team has confirmed that they will not be directing any effort to balancing out the money script until the release of EB 1.0. They have their hands full tracking down bugs, including new content and fixing recruitment zones and the like.

Since EB 1.0 will take a long time to be released, this issue with the money script will take an even longer time to be adressed by the team. However if we find a working model that balances out the game, that solution will be available to all EB players before the team gets around to fiddling with it in EB 1.x. Who knows. If it's good enough it may be included in 1.0 as a standard.

Right now it's still a test. Sheep has kindly provided us with the working code based on Eminos64 original concept. It's up to users to test and modify to try to find the right balance between factions. We will get it right eventually. But the more people who download and test and adjust the script. The sooner we will find the perfect balance between factions. So don't be afraid to try it, just because it's not "official" content from the team.

Morte66
04-15-2007, 11:40
Will the altered script be picked up when you load a save, or restart EB, or do you need to start a new campaign?

MarcusAureliusAntoninus
04-15-2007, 11:44
Will the altered script be picked up when you load a save, or restart EB, or do you need to start a new campaign?
Any script changes are savegame compatible (basically). So you can apply it to a game in progress.

The Errant
04-15-2007, 12:01
Eminos64 kindly found time to answer my PM conserning the original testscript. Here is his answer to my question in full.

"Hi.

I'm glad that you and others has found this topic interesting. Yes I've continued with my tests but found that the 0.81a version was better than previous versions, i.e. I played as Casse and just watched the other factions. What I could see was that its quite likely that the EB team must have made some changes, intentional or not, that to some extent cured the problem I was talking about in my thread. I'm not saying that the Seleucides are weaker, but the Ptolies now more often manages to fight back. However, I tried to play as Sauromatae and got second tired again of some ridiculously rich factions. They don't need to pass the million mnai line I think, so I've used my step function approach but has also added some lines that Epistolary Richard wrote in his tutorial about scripting (see below where I give you the lines I added for KH, maybe I will change it and allow them to get a little bit richer, I don't know yet but I simply hate too much bribing in my campaigns.) I added similar lines for Romani (and to lesser extent to the Ptolies and Baktrians). I did not add them to Karthadast since I want them to be rich so they can have a big navy and dont get stuck on some of their Islands. Since I'm a Sweboz lover I didn't add the lines to them either, not historically accurate maybe, but personally I just love to see the Romani get some hard resistance from Sweboz. Maybe I will even boost up the Gauls, by giving them a very kind "step function" with more than 1200 mnai per city. Compared to the EB teams level of historical knowledge I'm a nobody, but I know that the Romani should have to wait way past 230 B.C. or something before they can crush Vercingetorix et. al.
OK so here are an example of some lines that makes it harder for the A.I. to get very very rich, and I think
it has given me a nice effect that I like, and that is that I don't see "stack parades" as often as before.
I think its more realistic and makes every "full stack" battle more crucial:

monitor_event FactionTurnStart FactionType greek_cities
and Treasury > 100000
console_command add_money greek_cities, -30000

end_monitor

I'll have to stress once again that they are not mine, I simply took the idea from the excellent tutorial at the Guild.
Players that likes fighting stack after stack of Selucides or whatever can simply chose to not add these lines. Looking back at your initial question I can just say that I think that my tests has shown very promising results, but thats what I think, some players are way better than I am and wants four or five full stacks attacking them, maybe not every turn but not far from it, I don't (at least not when I'm trying some of the very poor step factions). The point is that with the "step function" approach you can make your game tailor made for your preferences. By the way, feel free to quote this answer in your thread if you like."

Apparently Eminos didn't abandon the idea but simply sought help from the Guild to refine the idea further. Thank you Eminos64.

edit. Sheep. We now have a method to put a cap on the AI treasury. Not all the factions will need one I think but some of the richer ones certainly do (Bactria, Seleukids etc.). We can adjust the values for the script on a per faction base. Depending on who gets rich and powerful and who dosen't. This bit of code will still stop them from getting that humongous treasury that allows six or seven, fullstack field armies and enough money to bribe any settlement lacking a governor.


;Arche Seleukeia

monitor_event FactionTurnStart FactionType romans_julii
and Treasury > 100000
console_command add_money romans_julii, -30000

end_monitor

monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_NumberOfSettlements romans_julii < 6

console_command add_money romans_julii, 1200

end_monitor

monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_NumberOfSettlements romans_julii < 12
and I_NumberOfSettlements romans_julii > 5

console_command add_money romans_julii, 1000

end_monitor

monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_NumberOfSettlements romans_julii < 20
and I_NumberOfSettlements romans_julii > 11

console_command add_money romans_julii, 800

end_monitor

monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_NumberOfSettlements romans_julii < 30
and I_NumberOfSettlements romans_julii > 19

console_command add_money romans_julii, 500

end_monitor

OK. In light of the developments and some constructive critisism from MAA I decided to make some alterations to the script. First. All empire building factions (Rome, Arche Seleukeia, Ptolemai, Macedon, Saba, Baktria, Epeiros and Koinon Hellenon) received higher cutoff numbers in their money script. As per the example above. They also however received Eminos64 new AI treasury cap. Which monitores AI treasury and immediatly reduces some 30000 mnai if their treasury exceeds 100000 mnai.
Second. All steppe factions (Saka Rauka, Pahlava, Sauromatae and Hayasdan) get the full benefit of the higher cutoff numbers without Eminos64 new AI treasury cap.
All remaining factions (Pontus, Kart-Hadast, Sweboz, Getai, Lusotannan, Casse, Arverni and the Aedui) keep Sheep's original AI trasury cutoff values without Eminos64 new AI treasury cap.

I'll start running some tests to figure out what needs improvement.

Jarardo
04-15-2007, 20:21
I think the treasury cutoff is a good idea.

I've never looked at how The Team had the per turn/per city script set up, but from looking at the script in the first post, it seems that a given faction will recieve a bonus for having a number of cities, not individual ones.

For instance, This will give the Romans 1200 per turn altogether.



;Rome
monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid < 4

console_command add_money seleucid, 1200

And, this will give the romans 1000 per turn all together etc...


monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid < 9
and I_NumberOfSettlements seleucid > 3

console_command add_money seleucid, 1000

Or does this somehow count for every city a faction owns?

The Errant
04-15-2007, 21:10
I think the treasury cutoff is a good idea.

I've never looked at how The Team had the per turn/per city script set up, but from looking at the script in the first post, it seems that a given faction will recieve a bonus for having a number of cities, not individual ones.

For instance, This will give the Romans 1200 per turn altogether.



;Rome
monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid < 4

console_command add_money seleucid, 1200

And, this will give the romans 1000 per turn all together etc...


monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid < 9
and I_NumberOfSettlements seleucid > 3

console_command add_money seleucid, 1000

Or does this somehow count for every city a faction owns?

The effect is actually cumulative which is the reason the unmodded script is so unbalancing. Lets say the Seleucids start with 28 or so provinces. Thats 28x1200 mnai = 33600 mnai on the first turn just from the script. Add trade and mining income you get an even higher number. From that starting income you reduce the upkeep of whatever standing units in garrison and on the field and whatever is left is what the Seleucids have at their disposal at the beginning of the turn. That money can be used for city improvements and the recruitment of new troops. For every new settlement the Seleucids conquer they get an additonal 1200 mnai per turn/per settlement.
This leads to a virtually limitless treasury that allows them to train full stacks of elites, hire mercs if their armies get destroyed, bribe settlements and enemy family members.

The modified script puts a cap on how many settlements they can own and still get the full benefits of the money script. In Sheep's script the cap is 3 provinces. Any more and the sum gets reduced from 1200 to 1000 per held province. The higher number of held provinces the less money per held settlement comes from the script. Eminos64 adds an additional trigger where if an AI faction has somehow gained a treasury of more than 100000 the script immediatly reduces 30000 from that AI factions treasury. Basically the bigger you empire is the less "free money" comes your way. From a historic point of view you can justify this by saying all that free money dissapears due to corruption of such a far flung and difficult to control burocracy.

"It's those damn civil servants. They're costing me an Empire!"

Cataphract_Of_The_City
04-16-2007, 01:10
Does anyone know how much of the approx 180000 talents of gold captured by Alexander were left by the time Arche Seleukeia was established? I am asking because these guys had the richest territories of the now conquered Achaemenid Persia so its only natural if they have a huge income.

Dayve
04-16-2007, 03:37
Has anybody tried simply leaving the handout at 1200 a turn, but giving the rebels a huge handout? I think that would stop most factions from getting huge, especially my personal most hated, the Sweboz, who, in every Romani campaign i play, ruin my campaign by about 230BC by sending 4-5 full stacks at northern Italy every turn, and making it impossible for me to progress. :wall: :smash:

Thaatu
04-16-2007, 05:42
Does anyone know how much of the approx 180000 talents of gold captured by Alexander were left by the time Arche Seleukeia was established? I am asking because these guys had the richest territories of the now conquered Achaemenid Persia so its only natural if they have a huge income.
They were stinking rich, but I think it's good to draw the gap between human and AI economy a little more narrow. Personally I'd be all for Seleukids getting an economic boost, while AI income is nerfed.

Sheep
04-16-2007, 06:22
OK. In light of the developments and some constructive critisism from MAA I decided to make some alterations to the script.

Please let us know how that works, I'm going to test the original script a few more times. Sample size is still 2 for me at least (haven't seen anyone elses' screenshots).

I'm concerned that we already nuked the Seleukids too hard. I mean, the Sabaeans and Armenians conquered them in my second test. So I dunno if we want to nuke them further. I was actually thinking about adding a very small bonus (like 200mnai) for empires with 25 or more settlements, just to keep them around if not expanding. But that depends on a little bit more testing. I have a scientific background so I am cautious. :)



Or does this somehow count for every city a faction owns?



monitor_event SettlementTurnStart


In case you were wondering, this is the bit of code that makes it cumulative. It checks the script at the start of each turn once for every settlement. So if a faction has 3 settlements, it will check it 3 times. Each time that turn that it checks and finds that the faction has 3 settlements (ie, every time), it will add 1200mnai to the treasury. 3x1200. Ditto for more than 3 settlements, with different amounts of money.
Does anyone know how much of the approx 180000 talents of gold captured by Alexander were left by the time Arche Seleukeia was established? I am asking because these guys had the richest territories of the now conquered Achaemenid Persia so its only natural if they have a huge income.

They will probably still have a huge income, but not quite so ridiculously huge. In my Baktrian campaign with the unmodified EB script, it's 235 and they currently have NINE armies in just three of my territories. That's not realistic either.


Has anybody tried simply leaving the handout at 1200 a turn, but giving the rebels a huge handout? I think that would stop most factions from getting huge, especially my personal most hated, the Sweboz, who, in every Romani campaign i play, ruin my campaign by about 230BC by sending 4-5 full stacks at northern Italy every turn, and making it impossible for me to progress. :wall: :smash:

The rebels already get a bigger handout, and that would only work for factions surrounded by rebels, like the Sweboz. For the Seleukids, it would just give them over 33,000 mnai a turn to spend on armies to annihilate every faction around it. I think we will probably end up doubling the rebel handout every turn though.

Sheep
04-16-2007, 08:58
Wacky... I just starting running another test and after 88 turns, it is EXACTLY the same map as test #2. Like 100% province for province. In fact, I could predict which provinces would change color next, like now Nabataia, now Pamphylia.

The Errant
04-16-2007, 11:51
I only had time to play to 257 B.C. so I'm not going to post any screens just yet. I'm playing everybodys favorite testfaction the Casse and these are my observations to date.

1. In my altered script I gave the Eleutheroi 3500 mnai/turn instead of their previous 2000 mnai/turn. Big mistake. Sure they have the money to improve infrastructure like roads and mines, but they seem to have completely stalled the expansion of the smaller factions (Getai, Lusotannan, Pontos, Sauromatae etc.)

2. The active players are AS and the Ptolies who have a nice game of exchange the cities going on in Asia Minor. The Ptolies took Antiocheia and the AS took Sidon. The AS recaptures Antiocheia but is left with a weak defense of three units against an almost full stack of Ptolies besieging Sidon.
The Ptolies have managed to grab Petra but not much else.
Hayasdan has taken two provinces but seems to have stalled since then. The Pontics are their usual inactive selves along with the Pahlava. Baktria has also failed to expand anywhere although they do have some nice armies running arund the Parthian border. The Saka have taken one province and gotten into a war with Parthia.
The Sabyn made an early push against Tamane with an impressive stack but got beaten by a similarly impressive Eleutheroi stack in Tamane. They have stalled since then.
Carthage has made some interesting forays into the north African provinces south of Carthage proper. But the Eleutheroi seem to be resisting so far.
Koinon took control of southern Greece but seem to have stalled at five provinces. The Macedonians are down to their capital and Mytilene.
Epeiros is stuck on passive mode fortifying their Capital and building large stacks to fight of invaders. The Getai aren't moving either.
Rome has expanded north taking Segesta but seem to have trouble fighting the other Eleutheroi settlements in northern Italy. They do have some impressive Camillan stacks moving towards Massilia though.
The Aedui have done absolutely nothing except defend against Arverni incursions. Seems like they still have all their starting provinces. Same case for the Arverni.
The Lusotannan took one province and went for a second but got beaten back. So far no movement but could be they are still building up for another attempt.
The Sweboz took one province with their starting army but seem to have stalled since then. The Sauromatae are stuck with their starting provinces.

3. Armies are varied with a good mix of levies and professionals. The AS and Ptolies are still fielding large mercenary armies. I have no idea where they cough up the funds for it.

It's too early to tell how the game will develop in the future but it seems like the AS is still in the game even though it has pissed off most of it's neighbors. And Baktria isn't looking like a giant octopus which is allways an improvement.

Btw. does anybody know of a console command that lets you see the AI treasury. It would be nice to know just how much cash the AS and Ptolies have in their pockets.

I'll test until 200 B.C. then I'll make some additional alterations to the script depending on the results. I'll post some AI progress screenies every decade game time.

Thaatu
04-16-2007, 17:18
Btw, in what order do AI factions use their money? Do they recruit first, then build infrastructure and then use it for diplomacy or is it mixed, or can we even know? I'm just curious.

MarcusAureliusAntoninus
04-16-2007, 21:02
Btw, in what order do AI factions use their money? Do they recruit first, then build infrastructure and then use it for diplomacy or is it mixed, or can we even know? I'm just curious.
From what I've seen, it seems like AI factions use money for military first. While the AI rebels seem to go for infrastructure first. Just my observation.

Redmeth
04-16-2007, 22:50
I've used the new script in my ongoing Sauromatae campaign.
I was at war with the Seleucids for many years but started steadily making progress but the countless battles against small armies of elites were really starting to bore me, because of my HA armies, they seemed eager to attack even with small forces the battles were won easily but they kinds bored me, I didn't have to fight many full-stack armies but the large battles were entertaining.
After using the new script for about 8 turns they seem to train less armies, but I also started to take some of their heartland territories. The game is more fun, 3-4 battles a turn are too much IMO, but I still think more balancing is in order or it might become TOO easy to take down large empires and that would not be a good thing.
A recent map from 3 years ago, I took 3 more provinces from the Seleucids since then, and I'm now nearly engulfing the lone Parthian province :
https://img150.imageshack.us/img150/7241/sauro217mapeb6.th.png (https://img150.imageshack.us/my.php?image=sauro217mapeb6.png)
A historical explanation for the less bonus money received the larger an empire gets would be that generally small nations were more motivated and worked together and sacrificed their well being for the nation and its growth, while the larger an empire got the more the people cared about their own well-being.

Watchman
04-16-2007, 22:59
I'd say that was more of a case of in small realms local and larger interests coinciding sort of by default, whereas big empires had endless headache with all kinds of local power brokers, intractable aristocrats, selfish city councils, grabby landowners, governors and commanders with delusions of grandeur, and God knows who else whose local interests rather diverged from those of the distant imperial capital.

Dayve
04-17-2007, 05:25
Here is my first screenshot using your script, Sheep. It's only 265bc so i can't really make any commentery as not much has unfolded. I'm playing as Rome, as always. I'll post a new screenshot every 5 game years.

https://img178.imageshack.us/img178/7784/265bcjc5.th.jpg (https://img178.imageshack.us/my.php?image=265bcjc5.jpg)

Sheep
04-17-2007, 05:49
All right, let me know how the Germans turn out. Looks like they are expanding already.

Dayve
04-17-2007, 08:13
https://img187.imageshack.us/img187/5395/260bcju7.th.jpg (https://img187.imageshack.us/my.php?image=260bcju7.jpg)

260bc. Still little action... Makedonia is dead i think, Greece has big armies and even expanded into Asia Minor... Seleukids have lost a province on the Arabian peninsula obviously due to rebellion, and apart from that everything seems to be at a complete standstill.

Edit, sorry, made a mistake Seleukia has GAINED a province on the Arabian peninsula... I had both screenshots open on screen comparing the two and got it a little mixed up. I think the province rebelled to the Seleukids, although i can't be sure.

Sheep
04-17-2007, 11:02
Makedonia is dead i think

They always come back... like cockroaches...

Blingerman
04-17-2007, 12:01
A question is errant´s file compatible with the first cohors mod? or should I change the script using the 2nd post manually?

The Errant
04-17-2007, 12:19
A question is errant´s file compatible with the first cohors mod? or should I change the script using the 2nd post manually?

My new script is still unreleased. From the looks of it so far it did not have the effects I was hoping for. I'll post screenies soon.
As for compatibility. Does the first cohorts mod change the EBBS script. If it dosen't then no broblem. If it does I need to know which parts are altered. If it's other parts than the one affecting the AI faction cash bonuses I can make a compatible version for you.

Ravenfeeder
04-17-2007, 12:38
To get the effect you want (helping factions with low province numbers and slightly nerfing larger ones), wouldn't it be easier to just give a blanket extra 10,000 mnai to all factions (execept Eleutheroi), in addition to the 10,000 they already get from the VH difficulty level?

Those with over 8 provinces would be slightly restricted from their current state, those with over 20 would be very restriceted. Whilst those with 1-3 provinces would be rolling in it and able to hire all the mercenaries they needed to expand.

The Eleutheroi would still need a graduated script to cope with the changing numbers. 2500 mnai per settlement should do.

Foot
04-17-2007, 13:24
To get the effect you want (helping factions with low province numbers and slightly nerfing larger ones), wouldn't it be easier to just give a blanket extra 10,000 mnai to all factions (execept Eleutheroi), in addition to the 10,000 they already get from the VH difficulty level?

Those with over 8 provinces would be slightly restricted from their current state, those with over 20 would be very restriceted. Whilst those with 1-3 provinces would be rolling in it and able to hire all the mercenaries they needed to expand.

The Eleutheroi would still need a graduated script to cope with the changing numbers. 2500 mnai per settlement should do.

But then factions with 1-3 will have way too much cash, no one wants that. Most 1-3 province factions were never going to be able to build huge empires, and in game we don't want them to have the chance all the time.

Foot

Thaatu
04-17-2007, 15:10
Maybe 5,000 then? It just might work, as it would give no noticable benefits to large factions and huge benefits for one-settlement factions because it doesn't depend on the number of provinces. Even this unofficial version rewards factions who don't need handouts. It's simple but it could be effective.

kain789
04-17-2007, 16:46
I personally like the idea of fixing the money script so that we can get a better balance between all the countries and not have a monster Seleukid empire...but I was just looking over the ideas for a city mod which came across as a far better idea for balancing the empires than just a money script fix alone. What if we tied the money bonuses to the size of the city specifically? ie. large towns get more than towns, but less than small cities? This seems closer to reality for balance purposes, because the Seleukids didn't have tons of super-sized towns (it wasn't the ancient world's McDonald's or something...hehe) but rather a few cities with tons of smaller towns. Meanwhile, I would say that even though Ptolemy's kingdom was smaller, the percentage of cities to towns was greater for him than Seleukids. How about merging the two mods into one...in order to solve this quandry? :book:

Brian

Dayve
04-17-2007, 19:54
255bc... And still, almost no AI expansion from what i can see... Except for Ptolemoi taken a big chunk of Arabian peninsula, and me taking northern Italy of course.

Wolfshart
04-17-2007, 22:33
I personally like the idea of fixing the money script so that we can get a better balance between all the countries and not have a monster Seleukid empire...but I was just looking over the ideas for a city mod which came across as a far better idea for balancing the empires than just a money script fix alone. What if we tied the money bonuses to the size of the city specifically? ie. large towns get more than towns, but less than small cities? This seems closer to reality for balance purposes, because the Seleukids didn't have tons of super-sized towns (it wasn't the ancient world's McDonald's or something...hehe) but rather a few cities with tons of smaller towns. Meanwhile, I would say that even though Ptolemy's kingdom was smaller, the percentage of cities to towns was greater for him than Seleukids. How about merging the two mods into one...in order to solve this quandry? :book:

Brian

I rather like that idea! Wish I knew how to do it. :computer:

Ravenfeeder
04-17-2007, 22:53
OK. Here's another idea to chuck into the mix.

Give every faction (barring Elutheroi as usual) 1200mnai per settlement * ((100 - no. of settlements)/100)?

Factions with 20 settlements get 240 mnai per turn less, those with 30 360 mnai less and those with only 1, only lose 12 mnai.

This keeps to your original aim, but loses the arbitrary cutoff points you've put in and leaves the larger factions some income to survive with against rapacious players.

Gaias
04-18-2007, 04:10
Could you not just porportion the money gained incrementally? Say instead of giving 1200 mnai every settlement/1 turn, why not give them 300 mnai every settlement/20 turns (up to the original 1200 mnai)? This way the larger empires would gain the same amount of money as smaller ones, just not as quickly.

Sheep
04-18-2007, 10:34
If you have a suggestion, go ahead and write some code and test it. If it works, post it here so others can test it too.

MoROmeTe
04-18-2007, 13:35
Well, I ran the new money script with the BI.exe. Played the Aedui. In 12 years most factions seemed to begin expanding, but what struck me was the fact that the Eleutheroi seem to have to much money on their hands, so they garrrison their places way to much. Even remote places like Gordu-Neurij or Gelonius have garrisons of over 10 units. So I guess this means less money for them...

Sheep
04-18-2007, 14:14
Well, I ran the new money script with the BI.exe. Played the Aedui. In 12 years most factions seemed to begin expanding, but what struck me was the fact that the Eleutheroi seem to have to much money on their hands, so they garrrison their places way to much. Even remote places like Gordu-Neurij or Gelonius have garrisons of over 10 units. So I guess this means less money for them...

The modified script is exactly the same for the Eleutheroi.

The Errant
04-18-2007, 16:46
https://img232.imageshack.us/img232/591/factionprogressionqi5.jpg (https://imageshack.us)

I finally got to 200 B.C. so I'm posting the screenies for my game on the testscript.

As you can see there is very little movement until about 230 B.C. which is the magic number. After that things started to heat up pretty fast.
In 238 B.C. the Pontics bought it. And were the first faction to die. The same year the Getai woke from their slumber and conquered Kallatis on the coast.
Around 230 I finally decided to involve myself in continental affairs by expanding into northern Iberia.
The Lusotannan (my allies) had unsuccessfully tried to take Baikor from the Eleutheroi until the opportunistic Carthies grabbed it from under their nose after the Lusotannan had weakened the garrison during several failed sieges.
When I showed up they decided to focus their efforts north. They took Tyde and stayed a good neighbor for a while.
Meanwhile I got into conflict with the Carthies after taking Burdigala and Tolosa. I gave the Carthies Tolosa after they besieged me in order to get them off my back.
I took Numantia as a replacement but the Carthies besieged even that. After repelling a couple of sieges I decided to let the city revolt. The Lusotannan got it, but that started a war in northern Iberia that I tried to avoid so I simply withdrew to Burdigala leaving the Lusotannan in control of my cities. Since the Carthies were unwilling to leave me in peace I decided to vacate Burdigala since a saw a small Lusotannan stack conviniently coming my way. The Carthies were faster and sent a quarter stack from Tolosa to take my undefended city.
This prompted a war between the Carthies and Lusotannan whose results are quite apparent at the final screenshot from 200 B.C.
My next effort a continental conquest was directed at the Belgae region. Where I managed to take Bratosporios after six sieges. The last one occured after I kicked out a Roman sieging army trying to take advantage of the weakened garrison.
The Romans made peace soon after along with trade rights and map information to boot. Weird. So I decided to backstabb them by bribing Bagacos in the next province which belonged to them while they were busy fighting the Sweboz. They tried to take it back with an army but I managed to beat them with a bunch of mercs and an insane general.
Since then their diplomat has been coming to me threatening to attack unless i refrain from attacking the Romans?!
I didn't know what was going on until I disabled fog of war. Apparently Rome is fighting a nice little 5 front war against the Epirotes, Carthage, Sweboz, Arverni and Aedui.
In the rest of the world the Sabyn or on the rise after being stuck in their home province for a long time they finally overcame the Eleutheroi and are starting to look like an empire. The Ptolies are more or less finished.
Around 240 B.C. they lost their home provinces in northern Egypt but managed to survive in the south and west for a long time until the Carthies allied themselves to the AS. Since then the majority of Ptoly holdings have been carved up between the two allies and the Sabyn.
The Greek expedition to Asia Minor is loosing it's momentum although it has cost the AS heavily. The Pahlava and Saka are still not moving although Baktria seems to be on the rise.
Macedon is like the cockroach Sheep mentioned. After being stuck on their little island for a couple of decades they took Pargamon and Ipsos from the AS. Now they have exchanged those holdings for Sardis and Halikarnassos.
The Koinon are steadily moving up the coast of the Black Sea while the Sauromatae are loosing their holdings to the Hai.

The Eleutheroi power was the largest issue with my modified script. I gave them too much and it stalled the faction progression.

Also putting no income cap on the Carthies has turned them into a big white African monster, so no surprises there.

The AS is still too rich. I checked the financial stats and they seem to often get an income of over 100000 which I realised since there is a steady climbing curve on their financial stats that comes rapidly down after hitting about 90000 due to Eminos new script.

Also the Hai have decent income so they can expand in time but the rest of the steppe factions are still too weak/poor.

And the Pontics need weaker Eleutheroi if they are ever going to expand and not just die out. Same goes for the Getai.

Ower
04-18-2007, 17:00
the one think i don't still like, is Pahlava and the Nomads. When I finish me curent campain I'll trz to find a solution.

The_Mark
04-18-2007, 18:05
Could you not just porportion the money gained incrementally? Say instead of giving 1200 mnai every settlement/1 turn, why not give them 300 mnai every settlement/20 turns (up to the original 1200 mnai)? This way the larger empires would gain the same amount of money as smaller ones, just not as quickly.
The only maths operation that the RTW script engine supports is addive. And that is only with counters, "variables", that cannot be used as input for, well, anything. Having proper math and variables would make everything much easier.

What we have to do is to define a separate case for every permutation.

Gaias
04-18-2007, 18:55
The only maths operation that the RTW script engine supports is addive. And that is only with counters, "variables", that cannot be used as input for, well, anything. Having proper math and variables would make everything much easier.

What we have to do is to define a separate case for every permutation.

Would something like this work at all them?



monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
if I_TurnNumber > 20
console_command add_money romans_julii, 200
end_if
if I_TurnNumber > 40
console_command add_money romans_julii, 200
end_if
if I_TurnNumber > 60
console_command add_money romans_julii, 200
end_if
if I_TurnNumber > 80
console_command add_money romans_julii, 200
end_if
if I_TurnNumber > 100
console_command add_money romans_julii, 200
end_if

console_command add_money romans_julii, 200

end_monitor

fallen851
04-18-2007, 19:11
If you are worried about the spamming of armies, I think it would be far easier to control the population, and not the cash flow, since the script replenishes population lost to military units for the AI.

That way, you won't see a nation with 2 cities have 5 stacks, the amount of units they can produce will be proportional to their populations.

Thaatu
04-18-2007, 19:54
If you are worried about the spamming of armies, I think it would be far easier to control the population, and not the cash flow, since the script replenishes population lost to military units for the AI.

That way, you won't see a nation with 2 cities have 5 stacks, the amount of units they can produce will be proportional to their populations.
It's not so much about small factions spamming armies as it is about large factions doing so. Plus, it would still leave bribing.

fallen851
04-18-2007, 21:44
I guess I'm not sure I understand, some people are complaining that a huge empire has lots of stacks, and they get sick of fighting?

Look at Redmeth's post and map. He has a massive border, thousands of miles long with the Seleucid. He is at war with them, wouldn't you think there would be a lot of fighting? Wouldn't you think there would be many stacks fighting along that border? That would be realistic.

I honestly don't see the problem, it seems to me you guys want to roleplay only to the extent you are winning the entire time. There should be wars where there is lots of fighting and things stalemate, and if you can't beat them, don't fight. Now that Redmeth has taken away the money, he is advancing. Where is the glory and honor in that?

The best thing to do is develop some tactics, both in battle and on the strategy map that allow you to win. For instance, if I were Redmeth, I would open up a second front around Judea or Asia minor by sending a couple stacks in ships. Take some cities quick, then hold them, that will relieve a lot of pressure from the border as the Seleucids send the stacks to retake the cities. The defender gets a huge advantage in the cities. I've done that many, many times to big empires, and it works.

I really like having a huge superpower to fight later in the game though, I should probably just stay out of this thread.

Eminos
04-18-2007, 23:19
I guess I'm not sure I understand, some people are complaining that a huge empire has lots of stacks, and they get sick of fighting?

Look at Redmeth's post and map. He has a massive border, thousands of miles long with the Seleucid. He is at war with them, wouldn't you think there would be a lot of fighting? Wouldn't you think there would be many stacks fighting along that border? That would be realistic.

I honestly don't see the problem, it seems to me you guys want to roleplay only to the extent you are winning the entire time. There should be wars where there is lots of fighting and things stalemate, and if you can't beat them, don't fight. Now that Redmeth has taken away the money, he is advancing. Where is the glory and honor in that?

So suck it up and stop being wimps. You are not destined to win, and you shouldn't be, if you lose, get better. Big wars require big time, and mental toughness. If you can't take the heat, get out of the kitchen.

The best thing to do is develop some tactics, both in battle and on the strategy map that allow you to win. For instance, if I were Redmeth, I would open up a second front around Judea or Asia minor by sending a couple stacks in ships. Take some cities quick, then hold them, that will relieve a lot of pressure from the border as the Seleucids send the stacks to retake the cities. The defender gets a huge advantage in the cities. I've done that many, many times to big empires, and it works.

I really like having a huge superpower to fight later in the game though.

Being one of the wimps I guess I both agree with you and disagree. I perfectly understand what you're saying and I must admit that the thought is not new. I've said it to myself at a number of occasions, "get real, get down there and dig some dirt and be a man" or something like that, "fight those bloody stack parades it's meant to be tough". That kind of thinking does not work for me in the long run. Maybe its not the right way to interpret and look at this game, but since battles in this game seldom involves more than one to two full stacks on each side per battle I think those battles should represent crucial historical battles (i.e. each soldier should count as at least five to maybe fifteen or something depending on what unit size you are using so we get numbers like those at e.g. Cannae.) You're probably already guessing where I'm heading. The problem with this game is that the battlefield AI (which have nothing to do with EB as we all know) is so bad that even a mediocre player like myself always wins these battles. The only way the AI can give you trouble is by sheer numbers, throwing stack after stack after stack at you. As I have stated earlier I think its quite tedious and boring with these stack parades, and also unrealistic if you interpret the game as I have done, but that may be wrong. In my dreams I would prefer an A.I. with a lot of levels, the hardest should be as good as the chess computer that gave Kasparov a hard time. Huge battles should not be as frequent as they are now in my opinion. The outcome of huge battles should in many cases be crucial for the future development of the factions. Some factions, like Romani could come back with vengeance after crushing defeats, some couldn't.
Sadly the dream is not going to happen in reality I guess. As far as I know, after reading some threads at the Guild, some really sharp people have given up after realizing that they can't do anything about it since its hardcoded. (Hate to write that last word, how many times have we read that?) I guess the conclusion is that I'll have to give up on this game, it will never be the really Great game it could have been if everything had held a quality matching the level of what the EB team have done. That is not going to happen either, I'm still in love with this game and I think its up to each players personal taste and to some extent modding/scripting skills to fix a tailor made copy that is as close to what you want as possible. Thats what I'm going to do anyway.

Redmeth
04-18-2007, 23:42
I tend to agree with what fallen said but fighting 3 battles every turn maybe more because I'm at war with the Maks now (backstabbing @#!$!#!) gives me phalanx bad dreams and in what war were there 3 major battles every season for 20 years or more if it keeps going this way.
The fault is the game's though it can't simulate the importance and outcome of a big battle and encounters of small armies vs small armies are too frequent and you have to control them or get defeated on auto-play.
I still get sieged every 2 turns or so by the Seleucids but only 1 max 2 cities at a time and not huge armies of elites. They're also fighting Ptolies to she south as I managed to get Memphis to rebel back to the Ptolies and Baktria got a province back by way of rebellion too (gotta love the spies, didn't know you could do that before having to do it in EB).
Well, in conclusion it's better but I think more tweaking is needed it's getting a bit too easy right now.. (because for some time they still had a lot stacks built before I installed the new script)
This is my progress in 6 years of using the new script most of it would have happened anyway as my raiding parties were already ready for raiding and keeping few of their huge cities for the booty and income before the new script was installed (and the saying goes "the sinews of war are infinite money") but some of the tediousness was reduced.
Before:
https://img150.imageshack.us/img150/7241/sauro217mapeb6.th.png (https://img150.imageshack.us/my.php?image=sauro217mapeb6.png)
After:
https://img101.imageshack.us/img101/6777/sauro211kb2.th.jpg (https://img101.imageshack.us/my.php?image=sauro211kb2.jpg)

Gaias
04-19-2007, 01:01
I really like having a huge superpower to fight later in the game though, I should probably just stay out of this thread.

I actually have the money scripts doubled for all factions, in some cases tripled for the smaller factions and slaves. I also enjoy playing and battling with large stacks of units, as it brings a challenge not offered in most cases.

I was posting my questions here to see if what I was thinking about doing, for a personal mod, would work. Just seemed this thread would be the most relevent to post in.

deadmeat36
04-19-2007, 04:24
I feel stupid but where do I put this?

Thaatu
04-19-2007, 05:45
I guess I'm not sure I understand, some people are complaining that a huge empire has lots of stacks, and they get sick of fighting?

Look at Redmeth's post and map. He has a massive border, thousands of miles long with the Seleucid. He is at war with them, wouldn't you think there would be a lot of fighting? Wouldn't you think there would be many stacks fighting along that border? That would be realistic.

I honestly don't see the problem, it seems to me you guys want to roleplay only to the extent you are winning the entire time. There should be wars where there is lots of fighting and things stalemate, and if you can't beat them, don't fight. Now that Redmeth has taken away the money, he is advancing. Where is the glory and honor in that?

The best thing to do is develop some tactics, both in battle and on the strategy map that allow you to win. For instance, if I were Redmeth, I would open up a second front around Judea or Asia minor by sending a couple stacks in ships. Take some cities quick, then hold them, that will relieve a lot of pressure from the border as the Seleucids send the stacks to retake the cities. The defender gets a huge advantage in the cities. I've done that many, many times to big empires, and it works.

I really like having a huge superpower to fight later in the game though, I should probably just stay out of this thread.
The point of this script is to give a chance for all the AI factions to succeed. I'm mostly worried about the expansion of factions I'm not in contact with, thus having no influence over them. The large, wealthy factions need hardly any financial support, but factions like Saka or Sarmatians can only support two to four units of horse archers in the beginning of the game, crippling their AI. This script is also meant to extend the lifespan of some factions, so with luck the world won't be owned by four disformed empires by 200BC.

LordCurlyton
04-19-2007, 08:48
Quick ideas sort of related to the problem this script is attempting to fix:
Could some of the issues be solved in other ways? Frex, a lot of the problem seems to be that the 1-3 province factions (Sweboz excluded at least in my experience) have trouble expanding mainly b/c their economy sucks. Pontus in particular seems to have problems by being stuck next to the AS and having mainly strong garrisons in rebel cities around it. Could you perhaps have a script spawn for factions like them that gives them a full stack or two when they besiege certain places to help ensure that they conquer the settlement, perhaps removing the stack afterwards if possible? Again, Pontus and Sinope spring to mind as it seems they always spend ages trying to get that town.
Also, perhaps instead of giving the AI cash advances, could there not just be a beginning-of-game script that boosts all AI factions overall by say giving them better infrastructure and population? I would think that having a more robust population and infrastructure base could really help the AI out.
On steppe factions: probably the biggest case to try and port EB fully over to BI (the other being that it seems a lot of forum goers already have BI), since the Sauromatae and Saka would be perfect horde factions and you could thus have their starting units be free Horde units with only a couple regulars.
But all-in-all, I would have to say that just fixing the handouts prolly works just as well, with less effort. And I wonder if anyone else noticed that the Carthies seem to get a bonus for every admiral they have as well as settlement...

Dayve
04-19-2007, 08:48
https://img213.imageshack.us/img213/5971/250bckr1.th.jpg (https://img213.imageshack.us/my.php?image=250bckr1.jpg)

250BC... Still not much action really except for KH... They're really doing well at the moment, big armies in Greece and big armies in Asia Minor... Egypt and Seleukids are going at it as usual throwing large stacks around the Israel area...

The Celtic Viking
04-19-2007, 12:36
I feel stupid but where do I put this?

EB\Data\scripts\show_me\

Ower
04-19-2007, 13:02
fallen851, I personbly have no problem whit the fightink, but you have to agree that a faction like AS, could not bz in war whit Me (taking the whole Iran from them wes to Susa and Ekbatana), the Ptolies, and the Hay, who were doing quit well for i time, untill the AS crushed their armies whit 2 fullstact of high lvl troops, and still throv full and high stack armies (2-3), of high lvl and elite troops at me, and the ptolies and eaven the Hai a almoust every turn. That's why I suport (and when i have time join) the efor for turnming. Or like Rome, or Sweboz fight a 5 front wor and still send beat all its enemies and have fulstack armies at their whoule border.

Dayve
04-19-2007, 15:19
https://img413.imageshack.us/img413/2841/240bcbi0.th.jpg (https://img413.imageshack.us/my.php?image=240bcbi0.jpg)

240bc.

Baktria is making nice progress... It's huge. Greece also is making nice progress, it will be interesting to see who wins with Greece and Epeiros, but my money is on greece, they have the most profitable provinces. Egypt and Seleukia are still warring... Egypt will win, Seleukia has been weakened slightly and is being eaten away by the surrounding factions...

In my opinion this money script works quite well. I've had some really tough battles so far, but not too many of them... Which is what i wanted.

Redmeth
04-19-2007, 23:23
I believe giving factions who have 16-24 600 or 700 and factions who have more than 24 400 or 500 would stop making the big factions as weak as they seem to be getting after they get large, and maybe 3000 for the slave faction would also work, anyone with me? A better version of this would be needed but the question is who would bless us with the work involved in modifying the script?
:help:

Sheep
04-20-2007, 03:46
I guess I'm not sure I understand, some people are complaining that a huge empire has lots of stacks, and they get sick of fighting?

[...]

I honestly don't see the problem, it seems to me you guys want to roleplay only to the extent you are winning the entire time. There should be wars where there is lots of fighting and things stalemate, and if you can't beat them, don't fight. Now that Redmeth has taken away the money, he is advancing. Where is the glory and honor in that?

I like a challenge and if I wanted to find a way to cheat I would just auto_win every battle. The problem for me is not the difficulty, but just the tedium. Where is the fun when you fight 5 full-stack battles against the Germans every single turn in the late game as the Romans? In my Baktria campaign, it's almost 230BC and there are currently nine Seleukid stacks on my lands. Nine! Now sure, they are a lot bigger than me and should be able to field more men. And I wouldn't have a problem if they were focusing all of the empire's energy on me. But they aren't -- they are at war with 6 other factions besides me and also have half a dozen full stacks in Egypt, about that many stacks in Asia Minor squashing Pontus and the KH, two or three stacks fighting Parthia, another couple stacks in Armenia, and a couple more stacks fighting the Sabyn on the Arabian Peninsula. I'd love to open up another front but I can only afford three armies and anyway they are already fighting a seven-front war which they are WINNING because they can field three dozen full stacks as the EB script gives them 1200 per turn per city and they have like 30-something cities.

So yes, it is more realistic for a big faction to have more armies than me if I am a smaller faction, but it is also realistic that said big faction would not be fighting on seven fronts and winning. If that were true, then there wouldn't have BEEN a Pontus or an Armenia or a Parthia or a Baktria or a Ptolemaic Egypt or a Makedonia in real life because the Seleukids would have slaughtered them all. The very fact that those factions existed long enough for us to see them represented in this game is evidence of that.

Sheep
04-20-2007, 04:29
As you can see there is very little movement until about 230 B.C. which is the magic number. After that things started to heat up pretty fast.

That is also around the time that a lot of the Eleutheroi generals start to die, making their cities easier to conquer.


The Eleutheroi power was the largest issue with my modified script. I gave them too much and it stalled the faction progression.

Yeah, a little too strong maybe. Honestly I don't get my rocks off fighting the Eleutheroi as much as another faction so I don't care too much if they disappear more quickly. Also, since the other factions have trouble with the Eleutheroi but I don't, I end having an empire before they do and that is pretty much game over for them.

BTW, if you care to post your updated code or your entire version of EBBS_SCRIPT, I can host it in the opening post so that people can test it also.


I believe giving factions who have 16-24 600 or 700 and factions who have more than 24 400 or 500 would stop making the big factions as weak as they seem to be getting after they get large, and maybe 3000 for the slave faction would also work, anyone with me? A better version of this would be needed but the question is who would bless us with the work involved in modifying the script?

That is almost exactly what I was thinking. I've updated the first and second posts of this thread with new code.

Watchman
04-20-2007, 07:44
Much appreciated, also the second post that can be copy-pasted as tweaking the browser's filters for axfile is a pain in the arse.

Incidentally, that very first entry -

monitor_event CharacterTurnStart FactionType egypt
and AgentType = admiral
and not FactionIsLocal
console_command add_money egypt, 1200
end_monitor- am I reading it wrong or does it give the AI Qarthies 1200 per every admiral around...? :inquisitive:
While I can see how that could be useful for letting the AI maintain proper fleets, as befits one of the greater sea-powers of the period, I can also see how that could contribute to turning them into the Abominable Snowman of Africa and running roughshod over their neighbours by raw finances...

The Errant
04-20-2007, 07:56
That is also around the time that a lot of the Eleutheroi generals start to die, making their cities easier to conquer.



Yeah, a little too strong maybe. Honestly I don't get my rocks off fighting the Eleutheroi as much as another faction so I don't care too much if they disappear more quickly. Also, since the other factions have trouble with the Eleutheroi but I don't, I end having an empire before they do and that is pretty much game over for them.

BTW, if you care to post your updated code or your entire version of EBBS_SCRIPT, I can host it in the opening post so that people can test it also.



That is almost exactly what I was thinking. I've updated the first and second posts of this thread with new code.

Sorry. I'm on my second testrun. And with a remodified script. Good news is, I got the Pahlava moving and the Eleutheroi tuned down. Bad news is the Baktrians are expanding like crazy, and cutting off the Pahlava expansion south. Seems like the Baktrians need some serious nerfing.

edit. Don't worry Watchman about the Carthies naval support. Eminos64 new piece of script can put a treasury cap on them. If they keep getting too much mnai we can allways lower the values of the tresury cap so once they reach that magic marker of 100000 mnai or lower they come crashing down 30000 or 40000 mnai. They will still be powerful and able to field good stacks but not overpowered. I lowered the values for the AS and so far they seem to be behaving quite nicely.

MarcusAureliusAntoninus
04-20-2007, 08:33
am I reading it wrong or does it give the AI Qarthies 1200 per every admiral around...? :inquisitive:
While I can see how that could be useful for letting the AI maintain proper fleets, as befits one of the greater sea-powers of the period, I can also see how that could contribute to turning them into the Abominable Snowman of Africa and running roughshod over their neighbours by raw finances...
Too bad the AI can't 'see' this bonus and know that it is safe to build ships. But yes, that is there since Carthage was such a good sea power, not to cripple them if they ever chose to expands such.

Sheep
04-20-2007, 10:27
Much appreciated, also the second post that can be copy-pasted as tweaking the browser's filters for axfile is a pain in the arse.

If you have an easier one, let me know and I'll update it. I just used the one that TheErrant used.


Incidentally, that very first entry -

monitor_event CharacterTurnStart FactionType egypt
and AgentType = admiral
and not FactionIsLocal
console_command add_money egypt, 1200
end_monitor- am I reading it wrong or does it give the AI Qarthies 1200 per every admiral around...? :inquisitive:
While I can see how that could be useful for letting the AI maintain proper fleets, as befits one of the greater sea-powers of the period, I can also see how that could contribute to turning them into the Abominable Snowman of Africa and running roughshod over their neighbours by raw finances...

That is from the original EB script, I just left it in since it didn't seem to result in a massive Carthie expansion.

Wolfshart
04-20-2007, 15:30
One thing I did notice on my Romani campaign and an unmodified script is that the Carths naval power seems to be limited by the huge Rebel/pirate naval presence in the Med. Only after I take my own navy and destroy a good portion of the rebel navies does the Carths navy get to do any thing appreciable. Are those powerful rebel navies seeded throughout the Med to hinder the AI or the player? To me it seems like they are limiting the AI to much.

Dayve
04-20-2007, 17:44
235
https://img168.imageshack.us/img168/6575/235bcpo1.th.jpg (https://img168.imageshack.us/my.php?image=235bcpo1.jpg)

230
https://img168.imageshack.us/img168/7391/230bckh1.th.jpg (https://img168.imageshack.us/my.php?image=230bckh1.jpg)

The Errant
04-20-2007, 17:57
One thing I did notice on my Romani campaign and an unmodified script is that the Carths naval power seems to be limited by the huge Rebel/pirate naval presence in the Med. Only after I take my own navy and destroy a good portion of the rebel navies does the Carths navy get to do any thing appreciable. Are those powerful rebel navies seeded throughout the Med to hinder the AI or the player? To me it seems like they are limiting the AI to much.

The Eeutheroi or rebels are the last unplayable faction in EB. So while they may seem to you just as a collection of different independent territories they are basically an another AI controlled faction. Collectively they control more territory than any other AI faction, so if they get those territories to turn a profit they will have no problem fielding a massive navy and be able to pay the upkeep for it.
What they can build is determined by what faction is listed as the founder of their settlement, and fortunately their naval construction is limited to low-medium end naval units. But such units are often cheap, and can therefore be fielded in a very large number. Same as if you field a couple of stacks of your weakest most inexpensive levy unit.
Add to that the AI is more focused on controlling land based territory often neglecting the naval aspect since it's rewards are not clearly apparent to it. Bottom line. As long as there is a Eleutheroi settlement that can build a naval port, your likely to sea large rebel/pirate navies running around the map, causing you trouble.
On the bright side I actually saw the AI Seleukids field a "Huge Polireme" in the Persian Gulf and Red Sea. A full stack of the best pirate ships can't match that single monster of a ship.

Redmeth
04-20-2007, 19:22
What worries me is that factions that start out big (Seleucids, Ptolies) and receive a smaller bonus will have trouble developing their infrastructure and that is not good, I know that for the first 5 years(?) or so the AI gets larger bonuses but maybe for the first 10-20 years everyone should get the 1200 per turn including the big factions and these modified bonuses that depend on size should kick in after they had time to build their infrastructure (mines, ports, roads) and affect the spawning of elite stacks not stopping them from having a proper infrastructure or their ability to train elite troops (high level MICs in most provinces)

Dayve
04-20-2007, 19:38
What worries me is that factions that start out big (Seleucids, Ptolies) and receive a smaller bonus will have trouble developing their infrastructure and that is not good, I know that for the first 5 years(?) or so the AI gets larger bonuses but maybe for the first 10-20 years everyone should get the 1200 per turn including the big factions and these modified bonuses that depend on size should kick in after they had time to build their infrastructure (mines, ports, roads) and affect the spawning of elite stacks not stopping them from having a proper infrastructure or their ability to train elite troops (high level MICs in most provinces)

You may be on to something...

Here is 225bc, and Seleukia is getting raped.

And they aren't using lube.

https://img264.imageshack.us/img264/6756/225bcej8.th.jpg (https://img264.imageshack.us/my.php?image=225bcej8.jpg)

Wolfshart
04-20-2007, 21:05
You may be on to something...

Here is 225bc, and Seleukia is getting raped.

And they aren't using lube.

So would there be a way to make it a trigger dependent on year? They would get a big boost the first few decades then decreasing amounts as the years roll by.....

Sheep
04-20-2007, 22:11
What worries me is that factions that start out big (Seleucids, Ptolies) and receive a smaller bonus will have trouble developing their infrastructure and that is not good, I know that for the first 5 years(?) or so the AI gets larger bonuses but maybe for the first 10-20 years everyone should get the 1200 per turn including the big factions and these modified bonuses that depend on size should kick in after they had time to build their infrastructure (mines, ports, roads) and affect the spawning of elite stacks not stopping them from having a proper infrastructure or their ability to train elite troops (high level MICs in most provinces)You may be on to something...

Here is 225bc, and Seleukia is getting raped.

And they aren't using lube.
So would there be a way to make it a trigger dependent on year? They would get a big boost the first few decades then decreasing amounts as the years roll by.....

Taking away all the bonuses for the large factions was a mistake. Try the new version of the script out, it gives them more help. I'm already seeing a significant change in the Seleukids. They are able to defend their own lands but don't seem to be the expansionist monsters you see with the unmodified EB script. Granted I have not even finished my first test run but it is 240 and their borders are nearly unchanged - a little smaller in the east, a little larger in the southwest and north to make up for it.

Your idea about year-dependent bonuses is a good one. The EB script already gives extra bonuses to smaller factions for the first 20 turns but that wouldn't apply to the AS.

Redmeth
04-20-2007, 23:17
So is this possible, Sheep? Could you give different money bonuses depending on years passed? Another trigger to lower the bonuses to what they are right now (as in the script you posted today or yesterday) would be that if during the say 20 years of added bonuses for infrastructure their treasury would exceed 200k they would start getting only the normal bonuses.
I know a bit about programming but from what I understand the RTW-script language is pretty crappy and you can't really use too many if's and no variables or even % operations...

Sheep
04-20-2007, 23:52
So is this possible, Sheep? Could you give different money bonuses depending on years passed? Another trigger to lower the bonuses to what they are right now (as in the script you posted today or yesterday) would be that if during the say 20 years of added bonuses for infrastructure their treasury would exceed 200k they would start getting only the normal bonuses.
I know a bit about programming but from what I understand the RTW-script language is pretty crappy and you can't really use too many if's and no variables or even % operations...

All of this can be done quite easily.

The I_TurnNumber command can be used to specify a certain number of turns (4 turns = 1 year obviously)

The Treasury command can be used to specify a certain amount in the treasury.

If you look at the script file, in Section 4a: Difficult Start Help, you can see how to use these commands.

As an example, try this:

;Rome

monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_TurnNumber < 41

console_command add_money seleucid, 1200

end_monitor

monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid < 4
and I_TurnNumber > 40

console_command add_money seleucid, 1200

end_monitor

monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid < 9
and I_NumberOfSettlements seleucid > 3
and I_TurnNumber > 40

console_command add_money seleucid, 1000

end_monitor

monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid < 16
and I_NumberOfSettlements seleucid > 8
and I_TurnNumber > 40

console_command add_money seleucid, 800

end_monitor

monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid < 25
and I_NumberOfSettlements seleucid > 15
and I_TurnNumber > 40

console_command add_money seleucid, 600

end_monitor

monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid > 25
and I_TurnNumber > 40

console_command add_money seleucid, 300

end_monitor

This code will give them the original 1200mnai bonus for the first 10 years of the game, then change to the stepped bonus after that. You can change the number of turns just by changing the value after I_TurnNumber. You will need to copy and paste this code for each faction. Don't forget to change the faction name in each and every instance it appears.

If you wanted to change it so that the bonuses are dependent on the amount in the treasury, simply change every instance of "I_TurnNumber" to "Treasury" and then change the value to whatever you want (Treasury > 200000 or whatever)

Gaias
04-21-2007, 02:18
The above code was what I was looking for, but didn't have a good enough knowledge to make it work. It should allow for greater dynamic gameplay if the code is applied to all factions equally, depending on how well the ai does for each faction. Thank you Sheep for taking the time write it up, as it is much appreaciated. :2thumbsup:

Sheep
04-21-2007, 02:43
The above code was what I was looking for, but didn't have a good enough knowledge to make it work. It should allow for greater dynamic gameplay if the code is applied to all factions equally, depending on how well the ai does for each faction. Thank you Sheep for taking the time write it up, as it is much appreaciated. :2thumbsup:

No prob, three minutes of work.

Test it and let us know how it goes. Preferably with some pretty pictures ~D

Dayve
04-21-2007, 06:23
I've added the new script in... I'll continue to post my screenshots if you like Sheep but i'm not starting again. It's taken me 4 days to get here already.

Sheep
04-21-2007, 07:12
Whatever you want. Tell us if you notice a difference.

Redmeth
04-21-2007, 08:21
But can't the bonuses depend on both, is this going to work for example? Both the turn number and the treasury.
monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_TurnNumber < 41
and Treasury < 200000

console_command add_money seleucid, 1200

end_monitor

If the AI faction is either too old or too rich it will start receiving the stepped bonuses.
EDIT:How do I enter the code in that special code window? What tags do I use?

Sheep
04-21-2007, 09:40
But can't the bonuses depend on both, is this going to work for example? Both the turn number and the treasury.
monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_TurnNumber < 41
and Treasury < 200000

console_command add_money seleucid, 1200

end_monitor

If the AI faction is either too old or too rich it will start receiving the stepped bonuses.
EDIT:How do I enter the code in that special code window? What tags do I use?

That will work too. But be aware that if it's less than 10 years in, and their treasury is over 200000, they will receive NO bonus whatsoever with that code.

You can make the special code window using the word CODE in brackets. Or, when you are writing your post, just hit the '#' button above the text window.

Redmeth
04-21-2007, 09:49
I mean something like this, if they're treasury is more than 200000 they get by well enough, if it dips below again they'll start receiving either the infrastructure bonus if they're less than 20 years old or the stepped bonus depending on size.
I think it could work out well, if you agree with me are you willing to implement in the ebbs_script for all the factions so more people can test it, or of course change it to what you think will be even better. I could try and change them myself but I think that a united effort and not every guy with his own script is the way to go.
BTW I'm not trying to hijack this but I got caught up and I really think if this is done properly it could really improve the game.

monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_TurnNumber < 81
and Treasury < 200000

console_command add_money seleucid, 1200

end_monitor

monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid < 4
and I_TurnNumber > 80

console_command add_money seleucid, 1200

end_monitor

monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid < 9
and I_NumberOfSettlements seleucid > 3
and I_TurnNumber > 80

console_command add_money seleucid, 1000

end_monitor

monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid < 16
and I_NumberOfSettlements seleucid > 8
and I_TurnNumber > 80

console_command add_money seleucid, 800

end_monitor

monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid < 25
and I_NumberOfSettlements seleucid > 15
and I_TurnNumber > 80

console_command add_money seleucid, 600

end_monitor

monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid > 25
and I_TurnNumber > 80

console_command add_money seleucid, 400

end_monitor
P.S I'd give 400 ( a third of the initial sum) for empires with more than 25 provinces.

Dan_Grr
04-21-2007, 11:29
Thanks a lot people, for taking this initiative, it's super tedious to fight against infinite stacks. It's getting interesting to see some of the tests people are making with giving less money to super powers and more to smaller ones. I hope I can find a good balance that suits me in this thread, not just the old "the AI is stupid, she has the money, you have the brains".

Sheep
04-21-2007, 12:42
I think it could work out well, if you agree with me are you willing to implement in the ebbs_script for all the factions so more people can test it, or of course change it to what you think will be even better. I could try and change them myself but I think that a united effort and not every guy with his own script is the way to go.

Well it definitely is a promising idea. I'm testing my second version of the script right now though so I'm gonna keep doing that for awhile. It's not that hard (just tedious) to extend your script for all the factions, just copy and paste it 20 times and change the faction names. If you do this, I'll definitely post it at the top of the thread as an alternative.

I sort of agree and sort of disagree with your united effort idea. Right now it's still really early and we are just feeling our way around in the dark until we hit on something that works. So I think it makes sense to have people testing different ideas right now. I'm testing the simple stepped formula, TheErrant is testing his idea of giving treasury limits to some factions and not others, and you can test your idea too. All of them hold a lot of promise and it may turn out that one is the best. When that becomes apparent, THEN we can all unite and rally around that one method and improve it together, like you said.

*shrug*

Redmeth
04-21-2007, 14:52
Okay, I've done it here's a sample:

monitor_event CharacterTurnStart FactionType egypt
and AgentType = admiral
and not FactionIsLocal
console_command add_money egypt, 800
end_monitor


;Rome
monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_TurnNumber < 81
and Treasury < 100000

console_command add_money seleucid, 1200

end_monitor

monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid < 4
and I_TurnNumber > 80
and Treasury < 200000

console_command add_money seleucid, 1200

end_monitor

monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid < 9
and I_NumberOfSettlements seleucid > 3
and I_TurnNumber > 80
and Treasury < 200000

console_command add_money seleucid, 1000

end_monitor

monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid < 16
and I_NumberOfSettlements seleucid > 8
and I_TurnNumber > 80
and Treasury < 200000

console_command add_money seleucid, 800

end_monitor

monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid < 25
and I_NumberOfSettlements seleucid > 15
and I_TurnNumber > 80
and Treasury < 200000

console_command add_money seleucid, 600

end_monitor

monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid > 25
and I_TurnNumber > 80
and Treasury < 200000

console_command add_money seleucid, 400

end_monitor

I also lowered the money the Carthies get from fleets because they seem to get obnoxiously rich nonetheless.
Here's the link:
http://www.axifile.com/?4386189

I added a 200k limit to the stepped bonus too, because any faction that's doing so well doesn't need more bonuses.
Please leave your thoughts, comments and even crazy ideas in order to further improve this.

The Errant
04-21-2007, 19:11
https://img184.imageshack.us/img184/7631/factionprogressionzw2.jpg (https://imageshack.us)

Results of the second modified testscript. Our beloved cockroaches the Macedonians are so far the only eliminated faction. And that happened as late as Fall 202 B.C.

There isn't much left of the Seleukids and the Getai are stubbornly holding on to their home province. The Pontics have been ousted from their capital but Trapezous has something like an 8 general garrison.

The Saka are done as are the Sauromatae. For a long time it looked like the Auedui were winning the Gallic civil war but recently the fortune of the Arverni has been going up. The Sweboz got back into the game after several revolts and the Carthies are doing their usual conquering the world stuff.
The Ptolies grabbed Asia Minor from the Seleukids which contributed greatly to their fall although the Baktrians and Pahlava were already gobbling up the Seleukid east.

Neither the Sabaeans or the Koinon are doing all that well. They had their glory days but that seems a thing of the past. The Epirotes have once again developed into a superpower and Rome is being held nice and tight on it's peninsula, although recently they have been showing signs of breaking out.

The Lusotannan are sharing their living space with the Carthies and I expect that within ten years or so they will have a brief but brutal war that will wipe the Lusotannan off the map.

My biggest surprise is the Pahlava. They are finally becoming true Wastelanders and have an impressive empire going. Although they are at war with their former allies the Baktrians it could turn either way. My only problem is that they decided to expand north and northwest instead of south and southwest. Will look into that later.

Once again. Some things have improved while others haven't. I will make new adjustments to the script. Meanwhile I'm providing a copy of my current script: http://www.axifile.com?7369241

Also this https://img106.imageshack.us/img106/2668/financetz0.jpg (https://imageshack.us) screenie illustrates some of the financial problems that need looking into.

Dumbass
04-21-2007, 21:35
I have an idea. How about putting a cap on how low the AI's money supply can go, to stop them getting in horrible debt. I can see that a few factions (like celtic) are getting in debt, which might cripple their future expansion.

Ower
04-21-2007, 21:46
Is it possible to use the cap for deb? like if treasur < 0 then : add like 1000?

Redmeth
04-21-2007, 23:11
I started testing as the Casse only hitting end turn with the script I posted, but before starting I had a hunch that the Eleutheroi would be too strong with 3500 a turn so i gave them 3200 but still they seem to be strong with almost all rebel cities having full-stack or close to a full stack garrison, strong rebel cities are good for stopping the strong factions but inhibit the expansion of small factions I think 3000 or 2900 will be a better sum for the rebels. Because of the strong rebels, factions like Baktria will rather turn on their neighbors (Saka) rather than attacking the rebel cities.
Some pics:
270:
https://img172.imageshack.us/img172/5849/270yb7.jpg
260:
https://img172.imageshack.us/img172/2020/260gt6.jpg
250:
https://img180.imageshack.us/img180/3277/250kw4.jpg
240:
https://img253.imageshack.us/img253/2357/240tw7.jpg
230:
https://img253.imageshack.us/img253/9581/230zw7.jpg
220:
https://img260.imageshack.us/img260/7986/220mj9.jpg
If you downloaded my script you could change these lines to change the bonus for the rebels from 3500 to 3000

monitor_event SettlementTurnStart
FactionType slave
and not FactionIsLocal

console_command add_money slave, 3000

end_monitor
EDIT:More testing, I still believe somewhere between 2800-3000 is a right sum for the rebels in order for them to be a challenge but not stop the smaller factions from expanding.

Sheep
04-22-2007, 00:32
I have updated the first two posts to include the two major alternative scripts. As usual I posted download links on the first post, and the actual code modifications in the second. Hopefully I will have time today to test.

Also, in 8 days this thread has become the 10th most-viewed thread in this forum!

The Celt
04-22-2007, 02:19
I started testing as the Casse only hitting end turn with the script I posted, but before starting I had a hunch that the Eleutheroi would be too strong with 3500 a turn so i gave them 3200 but still they seem to be strong with almost all rebel cities having full-stack or close to a full stack garrison, strong rebel cities are good for stopping the strong factions but inhibit the expansion of small factions I think 3000 or 2900 will be a better sum for the rebels. Because of the strong rebels, factions like Baktria will rather turn on their neighbors (Saka) rather than attacking the rebel cities.
Some pics:
270:
https://img172.imageshack.us/img172/5849/270yb7.jpg
260:
https://img172.imageshack.us/img172/2020/260gt6.jpg
250:
https://img180.imageshack.us/img180/3277/250kw4.jpg
If you downloaded my script you could change these lines to change the bonus for the rebels from 3500 to 3000

monitor_event SettlementTurnStart
FactionType slave
and not FactionIsLocal

console_command add_money slave, 3000

end_monitors:
Redmeth, it's not that they have full-stacks it's that they have insanely high ranking generals leading their armies. If you besiege a rebel settlement for example, you'll most likely encounter a 5-7 star general defending the city. That's what is slowing AI progression into those regions, not the full-stacks.:yes:

Sheep
04-22-2007, 03:05
Redmeth, it's not that they have full-stacks it's that they have insanely high ranking generals leading their armies. If you besiege a rebel settlement for example, you'll most likely encounter a 5-7 star general defending the city. That's what is slowing AI progression into those regions, not the full-stacks.:yes:

It's both. He nearly tripled the amount of money available to the slave faction every turn. So now those slave ubergenerals can afford to lead a full-stack garrison in every city. The generals weren't changed, just the funding to the slave faction. So it's easy to pin down why the AI progression into slave areas has slowed down.

Sheep
04-22-2007, 05:45
Test #1 using the second version of my script.

Sadly I forgot to turn FRAPS on before the test began. A fact which I did not discover until I got to 200BC!!! :wall: So I have no screenshots except for the last one in 200. Here it is:

https://img204.imageshack.us/img204/2720/200test2vx4.jpg

I can try to sum up what happened.

1) Expansion into rebel areas was slow, as one might expect since I tripled the slave faction income. This changed around 230, when all the slave ubergenerals began to die, also as usual.

2)The Sweboz, Aedui, Armenians, Parthians, Pontics, and Getai were totally stagnant. The Saba expanded to their current size by around 240 and have been stagnant since. The Saka had the Baktrians down to two provinces early on in the game but an equilibrium was established by about 250. Baktria was stagnant until around 230, when it began explosive expansion into India and Saka territory.

3) The Seleukids were able to cling to territory in the west until about 240 when things began to unravel for them there and the Ptolemies began their slow conquest. However, they have held their own in the east and nearly eliminated Parthia at one point. They were allied to Baktria for the whole game, so that may have had something to do with it as well.

4) The KH had reduced the Makedonians to Euboia (and Lesbos, of course) by about 250. But the Makedonians, like the good cockroaches they are, made an amazing comeback, conquering the entire Peloponnese by 240 and the rest of Greece by 230. KH became a protectorate by about that time. Epirus was next, as Makedon conquered all of its territory as far north as Dalminion by 225 and making Epirus a protectorate as well. Makedon utterly dominated the entire Balkan peninsula as the Getai became a protectorate soon after. It also began to expand into Asia Minor around this time, coming into conflict with the Ptolemies recently.

5) Another comeback. By 240, Rome had conquered the entire Italian peninsula and all the surrounding islands except for Lilybeo on Sicily. By 225, Carthage had gained all that territory back, including all of Sicily. In 221, Carthage conquered Rhegion. In only the next six years, they went on to completely eliminate the Romans.

6) Allied with the Lusotannan and the Ptolemies, Carthage was free to expand its empire into Europe after conquering northwest Africa. By 210 Carthage held the entire Mediterranean coast west of Lepki in the south and Segestica in the north, but had almost completely avoided conquering inland, just as you'd expect them to in real life. In the last decade though, after hitting the 25-30 province range, their empire has begun to crumble. The Lusotannan finally declared war and took Massalia and some territory in Spain. The Aedui took two provinces by rebellion. Messana rebelled to the KH, which proceeded to conquer all of Sicily in just a few years, but Carthage has been taking back the island. Taras rebelled to Epirus just 5 years before this picture was taken, and the Epirotes have since been expanding in Italy.

7) With the Aedui stagnant, the Arverni conquered most of Gaul, including Mediolanum, leaving their rivals with just one settlement. I'm sure they would have eventually conquered that too, but around 220 the allied Lusotannan and Carthaginians began to expand out of Spain. The Lusotannan moved north into Gaul, while Carthaginians stayed south along the coast. Normally the Arverni would have been screwed, but since the Sweboz were also stagnant, the Arverni were free to conquer into Germany. The rate at which the Arverni have been conquering eastwards has been about the same as the Lusotannan have been conquering in the west, with the effect that the Arverni have been migrating eastwards! It was actually quite beautiful to watch. I wonder if I kept hitting End Turn, how far eastwards they would go.

Redmeth
04-22-2007, 09:55
Look at these pictures taken in 250 with the AI receiving 3200 per turn:
Britain:
https://img201.imageshack.us/img201/5664/manybritvl3.th.jpg (https://img201.imageshack.us/my.php?image=manybritvl3.jpg)
NE Europe:
https://img201.imageshack.us/img201/2395/manyvb8.th.jpg (https://img201.imageshack.us/my.php?image=manyvb8.jpg)
In Sheep's script they receive 3500/turn so that's why by 200BC I think the Germans and the Getai did not stand a change or did not expand, the Sauromatae would also have a very tough time expanding. And the desert provinces neighboring the Carthies are also fully garrisoned.
So 3000 or maybe a little less would offer a better balance
@Sheep: Why do you say triple? The slave faction was receiving 2200/turn not 1200 like the other factions I believe.

Dayve
04-22-2007, 13:04
215bc... Starting to get really interesting now. Unlike all these other screenshots, i have actually been playing the game... As you can see.

https://img294.imageshack.us/img294/6783/215bcmv0.th.jpg (https://img294.imageshack.us/my.php?image=215bcmv0.jpg)

Never seen Greece do so well in my life.

Dan_Grr
04-22-2007, 13:21
Hmm I'd like to see some more of The Errant's tests...

The Errant
04-22-2007, 16:20
Look at these pictures taken in 250 with the AI receiving 3200 per turn:
Britain:
https://img201.imageshack.us/img201/5664/manybritvl3.th.jpg (https://img201.imageshack.us/my.php?image=manybritvl3.jpg)
NE Europe:
https://img201.imageshack.us/img201/2395/manyvb8.th.jpg (https://img201.imageshack.us/my.php?image=manyvb8.jpg)
In Sheep's script they receive 3500/turn so that's why by 200BC I think the Germans and the Getai did not stand a change or did not expand, the Sauromatae would also have a very tough time expanding. And the desert provinces neighboring the Carthies are also fully garrisoned.
So 3000 or maybe a little less would offer a better balance
@Sheep: Why do you say triple? The slave faction was receiving 2200/turn not 1200 like the other factions I believe.

In my first modified script i gave the Eleutheroi 3500 mnai per turn. The good part is they stall the Seleukid expansion in both Asia Minor and the East provinces next to India. The bad news is it completely stops some of the smaller factions from expanding.
In my second script it reduced the amount to 2750 mnai per turn. That was a decent balance that didn't stall faction progression completely but did slow it down significantly.
I think the balance is somewhere between 2500 and 3300. Give them more and they are overpowered. Give them less and they become pushovers.

I think the weaker factions need additional money bonuses as per the script for a longer time at the beginning of the game than the larger ones. If the AI can amass a treasury of over 900000 something is seriously wrong. Either everbody gets that ability or it gets reduced to something manageable.

To Dan_Grr. There is actually a link to my latest script as part of my post. Just download it and replace your script with my if you want to try it. Make sure you have a backup of your original script somewhere before you try though.

Dan_Grr
04-22-2007, 16:29
I've just downloaded it now, thanks, yours seems more balanced to my type of play and my kind of logic, Im not implying that is the best, but it will probably suit me better. I might make a couple of tests with the Casse, now that I've turned fog of war off.

I come for a frustrating Getai experience. Let's see how I fare with my Lusotannan ancestors in a new campaign.

Redmeth
04-22-2007, 17:35
I think 2800 for the Slave faction is a good sum and I will use this in my next test, I'll try and tweak the stepped bonuses as Baktria seems to be getting pretty out of control, the Seleucids need to be stronger. Maybe the smaller and poorer factions should get the bonuses reserved for the first 5 years (the 6000 mhai) for 10 years.
I changed the period of "grace" from 5 years to 10 for all factions only the small and poor benefit from it as you cans see here:


monitor_event FactionTurnStart FactionType romans_julii
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements romans_julii < 4
and I_TurnNumber < 40

console_command add_money romans_julii, 6000

end_monitor

and tweaked the stepped bonuses like this:


;Rome
monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_TurnNumber < 81
and Treasury < 100000

console_command add_money seleucid, 1200

end_monitor

monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid < 4
and I_TurnNumber > 80
and Treasury < 200000

console_command add_money seleucid, 1200

end_monitor

monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid < 9
and I_NumberOfSettlements seleucid > 3
and I_TurnNumber > 80
and Treasury < 200000

console_command add_money seleucid, 1000

end_monitor

monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid < 16
and I_NumberOfSettlements seleucid > 8
and I_TurnNumber > 80
and Treasury < 200000

console_command add_money seleucid, 850

end_monitor

monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid < 25
and I_NumberOfSettlements seleucid > 15
and I_TurnNumber > 80
and Treasury < 200000

console_command add_money seleucid, 700

end_monitor

monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid > 25
and I_TurnNumber > 80
and Treasury < 200000

console_command add_money seleucid, 600

end_monitor
And here is the new link:
http://www.axifile.com/?1987571
Please update this to the front page if you please Sheep.

Dan_Grr
04-22-2007, 19:17
I have to try yours too, thanks. :book:

Sheep
04-23-2007, 03:00
@Sheep: Why do you say triple? The slave faction was receiving 2200/turn not 1200 like the other factions I believe.

You're right, I forgot that.

The Errant
04-23-2007, 07:29
OK. I got another PM from Eminos64. He once again came up with a new piece of code I'm adding to my script:


monitor_event SettlementTurnStart FactionType scythia
and not FactionIsLocal
and Treasury < -3000

console_command add_money pontus, 5000

It's supposed to stop the small/weak factions from plummeting into debt and get a positive treasury to help them expand. I've also done what Sheep has done and added to the number of years at the beginning of the game that the AI gets additonal financial help to expand and build infrastructure. Once again only the Steppe and Barbarian factions get this benefit. The Barbarians for double of the origianal value, and the Steppe factions for triple of the original value.

I am personally very interested in the results of Redmeth's infrastructure bonus. Please post screenies soon! Now I'll go back to being despot of the Casse for another 288 turns.


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;Section 4: Money Assistance
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;Section 4a: Difficult Start Help
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
monitor_event FactionTurnStart FactionType romans_julii
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements romans_julii < 4
and I_TurnNumber < 20

console_command add_money romans_julii, 6000

end_monitor

monitor_event FactionTurnStart FactionType romans_scipii
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements romans_scipii < 4
and I_TurnNumber < 20

console_command add_money romans_scipii, 6000

end_monitor

monitor_event FactionTurnStart FactionType romans_brutii
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements romans_brutii < 4
and I_TurnNumber < 40

console_command add_money romans_brutii, 6000

end_monitor

monitor_event FactionTurnStart FactionType egypt
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements egypt < 4
and I_TurnNumber < 20

console_command add_money egypt, 6000

end_monitor

monitor_event FactionTurnStart FactionType seleucid
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements seleucid < 4
and I_TurnNumber < 20

console_command add_money seleucid, 6000

end_monitor

monitor_event FactionTurnStart FactionType carthage
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements carthage < 4
and I_TurnNumber < 40

console_command add_money carthage, 6000

end_monitor

monitor_event FactionTurnStart FactionType parthia
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements parthia < 4
and I_TurnNumber < 60

console_command add_money parthia, 6000

end_monitor

monitor_event FactionTurnStart FactionType gauls
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements gauls < 4
and I_TurnNumber < 40

console_command add_money gauls, 6000

end_monitor

monitor_event FactionTurnStart FactionType germans
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements germans < 4
and I_TurnNumber < 40

console_command add_money germans, 6000

end_monitor

monitor_event FactionTurnStart FactionType britons
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements britons < 4
and I_TurnNumber < 40

console_command add_money britons, 6000

end_monitor

monitor_event FactionTurnStart FactionType greek_cities
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements greek_cities < 4
and I_TurnNumber < 20

console_command add_money greek_cities, 6000

end_monitor

monitor_event FactionTurnStart FactionType macedon
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements macedon < 4
and I_TurnNumber < 20

console_command add_money macedon, 6000

end_monitor

monitor_event FactionTurnStart FactionType pontus
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements pontus < 4
and I_TurnNumber < 60

console_command add_money pontus, 6000

end_monitor

monitor_event FactionTurnStart FactionType armenia
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements armenia < 4
and I_TurnNumber < 60

console_command add_money armenia, 6000

end_monitor

monitor_event FactionTurnStart FactionType dacia
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements dacia < 4
and I_TurnNumber < 40

console_command add_money dacia, 6000

end_monitor

monitor_event FactionTurnStart FactionType scythia
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements scythia < 4
and I_TurnNumber < 40

console_command add_money scythia, 6000

end_monitor

monitor_event FactionTurnStart FactionType spain
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements spain < 4
and I_TurnNumber < 40

console_command add_money spain, 6000

end_monitor

monitor_event FactionTurnStart FactionType thrace
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements thrace < 4
and I_TurnNumber < 20

console_command add_money thrace, 6000

end_monitor

monitor_event FactionTurnStart FactionType numidia
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements numidia < 4
and I_TurnNumber < 20

console_command add_money numidia, 6000

end_monitor

monitor_event FactionTurnStart FactionType saba
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements saba < 4
and I_TurnNumber < 20

console_command add_money saba, 6000

end_monitor

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;Section 4b: City Income Bonus
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

monitor_event CharacterTurnStart FactionType egypt
and AgentType = admiral
and not FactionIsLocal
console_command add_money egypt, 1200

end_monitor


;Rome

monitor_event FactionTurnStart FactionType seleucid
and Treasury > 80000
console_command add_money seleucid, -30000

end_monitor

monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid < 6

console_command add_money seleucid, 1200

end_monitor

monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid < 12
and I_NumberOfSettlements seleucid > 5

console_command add_money seleucid, 1000

end_monitor

monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid < 20
and I_NumberOfSettlements seleucid > 11

console_command add_money seleucid, 800

end_monitor

monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid < 30
and I_NumberOfSettlements seleucid > 19

console_command add_money seleucid, 500

end_monitor


;Saka

monitor_event SettlementTurnStart FactionType pontus
and not FactionIsLocal
and Treasury < -3000

console_command add_money pontus, 5000

monitor_event SettlementTurnStart FactionType pontus
and not FactionIsLocal
and I_NumberOfSettlements pontus < 6

console_command add_money parthia, 1800

end_monitor

monitor_event SettlementTurnStart FactionType pontus
and not FactionIsLocal
and I_NumberOfSettlements pontus < 12
and I_NumberOfSettlements pontus > 5

console_command add_money parthia, 1400
end_monitor

monitor_event SettlementTurnStart FactionType pontus
and not FactionIsLocal
and I_NumberOfSettlements pontus < 20
and I_NumberOfSettlements pontus > 11

console_command add_money pontus, 1200

end_monitor

monitor_event SettlementTurnStart FactionType pontus
and not FactionIsLocal
and I_NumberOfSettlements pontus < 30
and I_NumberOfSettlements pontus > 19

console_command add_money pontus, 1000

end_monitor


;Arverni

monitor_event SettlementTurnStart FactionType scythia
and not FactionIsLocal
and Treasury < -3000

console_command add_money scythia, 5000

end_monitor

monitor_event SettlementTurnStart FactionType scythia
and not FactionIsLocal
and I_NumberOfSettlements scythia < 4

console_command add_money scythia, 1200

end_monitor

monitor_event SettlementTurnStart FactionType scythia
and not FactionIsLocal
and I_NumberOfSettlements scythia < 9
and I_NumberOfSettlements scythia > 3

console_command add_money scythia, 1000

end_monitor

monitor_event SettlementTurnStart FactionType scythia
and not FactionIsLocal
and I_NumberOfSettlements scythia < 16
and I_NumberOfSettlements scythia > 8

console_command add_money scythia, 800

end_monitor

monitor_event SettlementTurnStart FactionType scythia
and not FactionIsLocal
and I_NumberOfSettlements scythia < 25
and I_NumberOfSettlements scythia > 15

console_command add_money scythia, 500

end_monitor


;Saba

monitor_event FactionTurnStart FactionType saba
and Treasury > 100000
console_command add_money saba, -30000

end_monitor

monitor_event SettlementTurnStart FactionType saba
and not FactionIsLocal
and I_NumberOfSettlements saba < 6

console_command add_money saba, 1200

end_monitor

monitor_event SettlementTurnStart FactionType saba
and not FactionIsLocal
and I_NumberOfSettlements saba < 12
and I_NumberOfSettlements saba > 5

console_command add_money saba, 1000

end_monitor

monitor_event SettlementTurnStart FactionType saba
and not FactionIsLocal
and I_NumberOfSettlements saba < 20
and I_NumberOfSettlements saba > 11

console_command add_money saba, 800

end_monitor

monitor_event SettlementTurnStart FactionType saba
and not FactionIsLocal
and I_NumberOfSettlements saba < 30
and I_NumberOfSettlements saba > 19

console_command add_money saba, 500

end_monitor


;Makedon

monitor_event FactionTurnStart FactionType macedon
and Treasury > 80000
console_command add_money macedon, -30000

end_monitor

monitor_event SettlementTurnStart FactionType macedon
and not FactionIsLocal
and I_NumberOfSettlements macedon < 6

console_command add_money macedon, 1200

end_monitor

monitor_event SettlementTurnStart FactionType macedon
and not FactionIsLocal
and I_NumberOfSettlements macedon < 12
and I_NumberOfSettlements macedon > 5

console_command add_money macedon, 1000

end_monitor

monitor_event SettlementTurnStart FactionType macedon
and not FactionIsLocal
and I_NumberOfSettlements macedon < 20
and I_NumberOfSettlements macedon > 11

console_command add_money macedon, 800

end_monitor

monitor_event SettlementTurnStart FactionType macedon
and not FactionIsLocal
and I_NumberOfSettlements macedon < 30
and I_NumberOfSettlements macedon > 19

console_command add_money macedon, 500

end_monitor


;Ptolemies

monitor_event FactionTurnStart FactionType numidia
and Treasury > 80000
console_command add_money numidia, -30000

end_monitor

monitor_event SettlementTurnStart FactionType numidia
and not FactionIsLocal
and I_NumberOfSettlements numidia < 6

console_command add_money numidia, 1200

end_monitor

monitor_event SettlementTurnStart FactionType numidia
and not FactionIsLocal
and I_NumberOfSettlements numidia < 12
and I_NumberOfSettlements numidia > 5

console_command add_money numidia, 1000

end_monitor

monitor_event SettlementTurnStart FactionType numidia
and not FactionIsLocal
and I_NumberOfSettlements numidia < 20
and I_NumberOfSettlements numidia > 11

console_command add_money numidia, 800

end_monitor

monitor_event SettlementTurnStart FactionType numidia
and not FactionIsLocal
and I_NumberOfSettlements numidia < 30
and I_NumberOfSettlements numidia > 19

console_command add_money numidia, 500

end_monitor


;Arche Seleukeia

monitor_event FactionTurnStart FactionType romans_julii
and Treasury > 80000
console_command add_money romans_julii, -30000

end_monitor

monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_NumberOfSettlements romans_julii < 6

console_command add_money romans_julii, 1200

end_monitor

monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_NumberOfSettlements romans_julii < 12
and I_NumberOfSettlements romans_julii > 5

console_command add_money romans_julii, 1000

end_monitor

monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_NumberOfSettlements romans_julii < 20
and I_NumberOfSettlements romans_julii > 11

console_command add_money romans_julii, 800

end_monitor

monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_NumberOfSettlements romans_julii < 30
and I_NumberOfSettlements romans_julii > 19

console_command add_money romans_julii, 500

end_monitor


;Carthage

monitor_event FactionTurnStart FactionType egypt
and Treasury > 80000
console_command add_money egypt, -30000

end_monitor

monitor_event SettlementTurnStart FactionType egypt
and not FactionIsLocal
and I_NumberOfSettlements egypt < 6

console_command add_money egypt, 1200

end_monitor

monitor_event SettlementTurnStart FactionType egypt
and not FactionIsLocal
and I_NumberOfSettlements egypt < 12
and I_NumberOfSettlements egypt > 5

console_command add_money egypt, 1000

end_monitor

monitor_event SettlementTurnStart FactionType egypt
and not FactionIsLocal
and I_NumberOfSettlements egypt < 20
and I_NumberOfSettlements egypt > 11

console_command add_money egypt, 800

end_monitor

monitor_event SettlementTurnStart FactionType egypt
and not FactionIsLocal
and I_NumberOfSettlements egypt < 30
and I_NumberOfSettlements egypt > 19

console_command add_money egypt, 500

end_monitor


;Parthians

monitor_event SettlementTurnStart FactionType parthia
and not FactionIsLocal
and Treasury < -3000

console_command add_money parthia, 5000

end_monitor

monitor_event SettlementTurnStart FactionType parthia
and not FactionIsLocal
and I_NumberOfSettlements parthia < 6

console_command add_money parthia, 1800

end_monitor

monitor_event SettlementTurnStart FactionType parthia
and not FactionIsLocal
and I_NumberOfSettlements parthia < 12
and I_NumberOfSettlements parthia > 5

console_command add_money parthia, 1400
end_monitor

monitor_event SettlementTurnStart FactionType parthia
and not FactionIsLocal
and I_NumberOfSettlements parthia < 20
and I_NumberOfSettlements parthia > 11

console_command add_money parthia, 1200

end_monitor

monitor_event SettlementTurnStart FactionType parthia
and not FactionIsLocal
and I_NumberOfSettlements parthia < 30
and I_NumberOfSettlements parthia > 19

console_command add_money parthia, 1000

end_monitor


;Pontus

monitor_event SettlementTurnStart FactionType carthage
and not FactionIsLocal
and Treasury < -3000

console_command add_money carthage, 5000

end_monitor

monitor_event SettlementTurnStart FactionType carthage
and not FactionIsLocal
and I_NumberOfSettlements carthage < 4

console_command add_money carthage, 1600

end_monitor

monitor_event SettlementTurnStart FactionType carthage
and not FactionIsLocal
and I_NumberOfSettlements carthage < 9
and I_NumberOfSettlements carthage > 3

console_command add_money carthage, 1200
end_monitor

monitor_event SettlementTurnStart FactionType carthage
and not FactionIsLocal
and I_NumberOfSettlements carthage < 16
and I_NumberOfSettlements carthage > 8

console_command add_money carthage, 1000

end_monitor

monitor_event SettlementTurnStart FactionType carthage
and not FactionIsLocal
and I_NumberOfSettlements carthage < 25
and I_NumberOfSettlements carthage > 15

console_command add_money carthage, 800

end_monitor


;Aedui

monitor_event SettlementTurnStart FactionType gauls
and not FactionIsLocal
and Treasury < -3000

console_command add_money gauls, 5000

monitor_event SettlementTurnStart FactionType gauls
and not FactionIsLocal
and I_NumberOfSettlements gauls < 4

console_command add_money gauls, 1200

end_monitor

monitor_event SettlementTurnStart FactionType gauls
and not FactionIsLocal
and I_NumberOfSettlements gauls < 9
and I_NumberOfSettlements gauls > 3

console_command add_money gauls, 1000

end_monitor

monitor_event SettlementTurnStart FactionType gauls
and not FactionIsLocal
and I_NumberOfSettlements gauls < 16
and I_NumberOfSettlements gauls > 8

console_command add_money gauls, 800

end_monitor

monitor_event SettlementTurnStart FactionType gauls
and not FactionIsLocal
and I_NumberOfSettlements gauls < 25
and I_NumberOfSettlements gauls > 15

console_command add_money gauls, 500

end_monitor


;Sweboz

monitor_event SettlementTurnStart FactionType germans
and not FactionIsLocal
and Treasury < -3000

console_command add_money germans, 5000
end_monitor

monitor_event SettlementTurnStart FactionType germans
and not FactionIsLocal
and I_NumberOfSettlements germans < 4

console_command add_money germans, 1200

end_monitor

monitor_event SettlementTurnStart FactionType germans
and not FactionIsLocal
and I_NumberOfSettlements germans < 9
and I_NumberOfSettlements germans > 3

console_command add_money germans, 1000

end_monitor

monitor_event SettlementTurnStart FactionType germans
and not FactionIsLocal
and I_NumberOfSettlements germans < 16
and I_NumberOfSettlements germans > 8

console_command add_money germans, 800

end_monitor

monitor_event SettlementTurnStart FactionType germans
and not FactionIsLocal
and I_NumberOfSettlements germans < 25
and I_NumberOfSettlements germans > 15

console_command add_money germans, 500

end_monitor


;Casse

monitor_event SettlementTurnStart FactionType britons
and not FactionIsLocal
and Treasury < -3000

console_command add_money britons, 5000

end_monitor

monitor_event SettlementTurnStart FactionType britons
and not FactionIsLocal
and I_NumberOfSettlements britons < 4

console_command add_money britons, 1200

end_monitor

monitor_event SettlementTurnStart FactionType britons
and not FactionIsLocal
and I_NumberOfSettlements britons < 9
and I_NumberOfSettlements britons > 3

console_command add_money britons, 1000

end_monitor

monitor_event SettlementTurnStart FactionType britons
and not FactionIsLocal
and I_NumberOfSettlements britons < 16
and I_NumberOfSettlements britons > 8

console_command add_money britons, 800

end_monitor

monitor_event SettlementTurnStart FactionType britons
and not FactionIsLocal
and I_NumberOfSettlements britons < 25
and I_NumberOfSettlements britons > 15

console_command add_money britons, 500

end_monitor


;Hayasdan

monitor_event SettlementTurnStart FactionType romans_scipii
and not FactionIsLocal
and Treasury < -3000

console_command add_money romans_scipii, 5000

end_monitor

monitor_event SettlementTurnStart FactionType romans_scipii
and not FactionIsLocal
and I_NumberOfSettlements romans_scipii < 6

console_command add_money romans_scipii, 1200

end_monitor

monitor_event SettlementTurnStart FactionType romans_scipii
and not FactionIsLocal
and I_NumberOfSettlements romans_scipii < 12
and I_NumberOfSettlements romans_scipii > 5

console_command add_money romans_scipii, 1000

end_monitor

monitor_event SettlementTurnStart FactionType romans_scipii
and not FactionIsLocal
and I_NumberOfSettlements romans_scipii < 20
and I_NumberOfSettlements romans_scipii > 11

console_command add_money romans_scipii, 800

end_monitor

monitor_event SettlementTurnStart FactionType romans_scipii
and not FactionIsLocal
and I_NumberOfSettlements romans_scipii < 30
and I_NumberOfSettlements romans_scipii > 19

console_command add_money romans_scipii, 500

end_monitor


;Getai

monitor_event SettlementTurnStart FactionType dacia
and not FactionIsLocal
and Treasury < -3000

console_command add_money dacia, 5000

end_monitor

monitor_event SettlementTurnStart FactionType dacia
and not FactionIsLocal
and I_NumberOfSettlements dacia < 4

console_command add_money dacia, 1600

end_monitor

monitor_event SettlementTurnStart FactionType dacia
and not FactionIsLocal
and I_NumberOfSettlements dacia < 9
and I_NumberOfSettlements dacia > 3

console_command add_money dacia, 1200
end_monitor

monitor_event SettlementTurnStart FactionType dacia
and not FactionIsLocal
and I_NumberOfSettlements dacia < 16
and I_NumberOfSettlements dacia > 8

console_command add_money dacia, 1000

end_monitor

monitor_event SettlementTurnStart FactionType dacia
and not FactionIsLocal
and I_NumberOfSettlements dacia < 25
and I_NumberOfSettlements dacia > 15

console_command add_money dacia, 800

end_monitor


;Koinon Hellenon

monitor_event FactionTurnStart FactionType greek_cities
and Treasury > 80000
console_command add_money greek_cities, -30000

end_monitor

monitor_event SettlementTurnStart FactionType greek_cities
and not FactionIsLocal
and I_NumberOfSettlements greek_cities < 6

console_command add_money greek_cities, 1200

end_monitor

monitor_event SettlementTurnStart FactionType greek_cities
and not FactionIsLocal
and I_NumberOfSettlements greek_cities < 12
and I_NumberOfSettlements greek_cities > 5

console_command add_money greek_cities, 1000

end_monitor

monitor_event SettlementTurnStart FactionType greek_cities
and not FactionIsLocal
and I_NumberOfSettlements greek_cities < 20
and I_NumberOfSettlements greek_cities > 11

console_command add_money greek_cities, 800

end_monitor

monitor_event SettlementTurnStart FactionType greek_cities
and not FactionIsLocal
and I_NumberOfSettlements greek_cities < 30
and I_NumberOfSettlements greek_cities > 19

console_command add_money greek_cities, 500

end_monitor


;Baktria

monitor_event FactionTurnStart FactionType romans_brutii
and Treasury > 80000
console_command add_money romans_brutii, -30000

end_monitor

monitor_event SettlementTurnStart FactionType romans_brutii
and not FactionIsLocal
and I_NumberOfSettlements romans_brutii < 4

console_command add_money romans_brutii, 1200

end_monitor

monitor_event SettlementTurnStart FactionType romans_brutii
and not FactionIsLocal
and I_NumberOfSettlements romans_brutii < 9
and I_NumberOfSettlements romans_brutii > 3

console_command add_money romans_brutii, 1000

end_monitor

monitor_event SettlementTurnStart FactionType romans_brutii
and not FactionIsLocal
and I_NumberOfSettlements romans_brutii < 16
and I_NumberOfSettlements romans_brutii > 8

console_command add_money romans_brutii, 800

end_monitor

monitor_event SettlementTurnStart FactionType romans_brutii
and not FactionIsLocal
and I_NumberOfSettlements romans_brutii < 25
and I_NumberOfSettlements romans_brutii > 15

console_command add_money romans_brutii, 500

end_monitor


;Sarmatians

monitor_event SettlementTurnStart FactionType armenia
and not FactionIsLocal
and Treasury < -3000

console_command add_money armenia, 5000

end_monitor

monitor_event SettlementTurnStart FactionType armenia
and not FactionIsLocal
and I_NumberOfSettlements armenia < 6

console_command add_money armenia, 1800

end_monitor

monitor_event SettlementTurnStart FactionType armenia
and not FactionIsLocal
and I_NumberOfSettlements armenia < 12
and I_NumberOfSettlements armenia > 5

console_command add_money armenia, 1400
end_monitor

monitor_event SettlementTurnStart FactionType armenia
and not FactionIsLocal
and I_NumberOfSettlements armenia < 20
and I_NumberOfSettlements armenia > 11

console_command add_money armenia, 1200

end_monitor

monitor_event SettlementTurnStart FactionType armenia
and not FactionIsLocal
and I_NumberOfSettlements armenia < 30
and I_NumberOfSettlements armenia > 19

console_command add_money armenia, 1000

end_monitor


;Lusotanians

monitor_event SettlementTurnStart FactionType spain
and not FactionIsLocal
and Treasury < -3000

console_command add_money spain, 5000

end_monitor

monitor_event SettlementTurnStart FactionType spain
and not FactionIsLocal
and I_NumberOfSettlements spain < 4

console_command add_money spain, 1200

end_monitor

monitor_event SettlementTurnStart FactionType spain
and not FactionIsLocal
and I_NumberOfSettlements spain < 9
and I_NumberOfSettlements spain > 3

console_command add_money spain, 1000

end_monitor

monitor_event SettlementTurnStart FactionType spain
and not FactionIsLocal
and I_NumberOfSettlements spain < 16
and I_NumberOfSettlements spain > 8

console_command add_money spain, 800

end_monitor

monitor_event SettlementTurnStart FactionType spain
and not FactionIsLocal
and I_NumberOfSettlements spain < 25
and I_NumberOfSettlements spain > 15

console_command add_money spain, 500

end_monitor


;Epirus

monitor_event FactionTurnStart FactionType thrace
and Treasury > 80000
console_command add_money thrace, -30000

end_monitor

monitor_event SettlementTurnStart FactionType thrace
and not FactionIsLocal
and I_NumberOfSettlements thrace < 6

console_command add_money thrace, 1200

end_monitor

monitor_event SettlementTurnStart FactionType thrace
and not FactionIsLocal
and I_NumberOfSettlements thrace < 12
and I_NumberOfSettlements thrace > 5

console_command add_money thrace, 1000

end_monitor

monitor_event SettlementTurnStart FactionType thrace
and not FactionIsLocal
and I_NumberOfSettlements thrace < 20
and I_NumberOfSettlements thrace > 11

console_command add_money thrace, 800

end_monitor

monitor_event SettlementTurnStart FactionType thrace
and not FactionIsLocal
and I_NumberOfSettlements thrace < 30
and I_NumberOfSettlements thrace > 19

console_command add_money thrace, 500

end_monitor

Redmeth
04-23-2007, 09:26
Further testing revealed that 2900 I think is the best sum for balance between strong enough and too strong Eleutheroi the problem is that the slave faction favors full-stacking cities in Central Europe first i see stopping the Sweboz and Gallic expansion.
And i changed these values

monitor_event FactionTurnStart FactionType romans_julii
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements romans_julii < 5 (from 4)
and I_TurnNumber < 40 (from 20)

console_command add_money romans_julii, 6000

end_monitor

the move from <4 to <5 is made to include the Sauromatae who are usually so weak that they fold when Parthia (those Grivpanhar also help) even tries to look at them.and 10 years iof "grace" period is better.
Maybe implementing this help when the treasury goes below 0 will help but for a limited period and the "rough start" bonus already does because later when you could be fighting them this extra bonus for going into debt will just help them spawn more armies and we are trying to combat this also...
Pictures coming later, today or tomorrow.

Dan_Grr
04-23-2007, 10:50
Do you have a new file with these changes?

Redmeth
04-23-2007, 11:23
Dan_Grr, I already posted about 3 scripts and soon I'll release my "final" script because I'm really using a lot of time on this, so I'll post it tonight I think and then leave it be for a week or more so people can test it and post pics and impressions and after seeing how people who tested it do and say I might change it more.
And I'm also against differentiating between steppe, barbarian and civilized factions, because historically not all factions had the same potential and a "perfect balance" is not the objective but rather making sure they do something and are at least a challenge and the big factions do not get out of hand making the game too boring. The dev team said that the Sweboz and the Getai, or Sauromatae are not supposed to be big "players" on the scene for the first 20-30 years.
EDIT: reached 260 and it's going well the Eleutheroi have strongly garrisoned some but not all the provinces, the Sauromatae have made some moves the Sweboz and the Getai seem promising the next step would be after 252 when the stepped bonuses will kick in but I have a good feeling about this setup. The first 20 years of each game are generally for building and developing an economy. I will say again that it's normal for some to be poorer than others that was the reality, it would not be normal for all factions to be equally challenging, equally rich and for all to hold relatively the same number of provinces. What they must NOT do is either stand doing nothing for more than 2 max 3 decades or become huge beasts that churn out without ever stopping to catch a breath great numbers of troops just to throw at you.
Here is the latest version and hopefully I won't update every day, please try it and tell me how good it is :beam: :clown: . Just joking you can say whatever as long as you use it and thus help me test it.
LINK HERE:http://www.axifile.com/?4934956

The Errant
04-23-2007, 11:48
Further testing revealed that 2900 I think is the best sum for balance between strong enough and too strong Eleutheroi the problem is that the slave faction favors full-stacking cities in Central Europe first i see stopping the Sweboz and Gallic expansion.
And i changed these values

monitor_event FactionTurnStart FactionType romans_julii
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements romans_julii < 5 (from 4)
and I_TurnNumber < 40 (from 20)

console_command add_money romans_julii, 6000

end_monitor

the move from <4 to <5 is made to include the Sauromatae who are usually so weak that they fold when Parthia even tries to look at them.and 10 years iof "grace" period is better.
Maybe implementing this help when the treasury goes below 0 will help but for a limited period and the "rough start" bonus already does because later when you could be fighting them this extra bonus for going into debt will just help them spawn more armies and we are trying to combat this also...
Pictures coming later, today or tomorrow.

Basically it's just another approach on the infrastructure bonus. It's supposed to help those faction that tend to get steamrolled by their larger and more powerful neighbors. The Carthies, Ptolies, Romans, AS and others can after some basic improvements to their infrastructure turn some hefty profits. With port development and mining centers, fielding large elite stacks isn't much of a problem.

The Steppe factions on the other hand have the hardest economy in the game. Even fully developed their infrastructure sucks! To get decent infrastructure they have to conquer develped settlements. Their better troops aren't cheap either.
The Barbarian factions lack advanced roads, high level markets, mining centers and highly advanced ports. This piece of script is supposed to help them overcome that.
If it dosen't work, I'll just add a time conditional to the script. It's not like this script is the "final" version. It will get revised and re-revised lots of times before it's finished I think.

Btw. I'll up the Eleutheroi settlement bonus to 2900 as you suggested to see if it has any impact on their development. Eminos64 was exploring reagional conditionals a while back. If it checks out we might be able to limit the fully stacked Eleutheroi cities with über generals hampering faction progression.

Wolfshart
04-23-2007, 16:02
I did notice people were saying that 230 is the usual time that most factions explode due to the Rebel generals dieing a peaceful death opening the route for factions to takeover those settlements. Since we are talking about the script anyway...would there be a way for use to spawn generals in those rebel settlements? I know some people would be against it but for those of us that want to play for a long time this maybe an optional add on that could keep superpowers from forming to early. I don't even know if it is possible but for those of us that want to play historically it would be a great boon to give us a longer game before it gets totally ahistoric. I'm just throwing it out there as something else we maybe can look into to force the hand of the AI to play histoically.

Dan_Grr
04-23-2007, 16:04
I've made a clean RTW, BI and EB installation. I've installed the Watchman's mod and MAA's city mod. Now Im going to try yours out, I assume there isn't going to be any conflict because neither Watchman and MAA messes with the EBBS_SCRIPT.txt... I think.

Ower
04-23-2007, 18:11
The Errant, I just copied your, script from post 111 and want to ask something: monitor_event SettlementTurnStart FactionType pontus
and not FactionIsLocal
and I_NumberOfSettlements parthia < 13
and I_NumberOfSettlements parthia > 6

console_command add_money parthia, 1500
end_monitor

Is it suposed to by like this or is it an error? the same for Armenia, Spaine and every one who has when in red, (stated pontus), roman_brutii (have spain where parthia is abow), egypt (has numidia at that place). The factions are the internal ones.

The Errant
04-23-2007, 19:09
The Errant, I just copied your, script from post 111 and want to ask something: monitor_event SettlementTurnStart FactionType pontus
and not FactionIsLocal
and I_NumberOfSettlements parthia < 13
and I_NumberOfSettlements parthia > 6

console_command add_money parthia, 1500
end_monitor

Is it suposed to by like this or is it an error? the same for Armenia, Spaine and every one who has when in red, (stated pontus), roman_brutii (have spain where parthia is abow), egypt (has numidia at that place). The factions are the internal ones.

Oops! Major fuckup on my part. Fixed the typing errors in the code and it should be working now. Atleast the latest code a couple posts up. Looks like I'm going to have to start all ower again with Casse to test it though. Damn!

Ower
04-23-2007, 19:23
No problem, something like that can hapen ju just copie it and forgot to chang somewehre, just a mather of thinkong and reading of what you change, not just copiing, from others. And besides i made some modifications as well, just wanted to know if its a error or what, i changet it in a copie file, and left your so, till I would get an ansewr

Dan_Grr
04-23-2007, 19:34
Eh, just a small correction, it's not Spain, it's Lusotanna. :yes:

Dayve
04-23-2007, 19:36
Oops! Major fuckup on my part. Fixed the typing errors in the code and it should be working now. Atleast the latest code a couple posts up. Looks like I'm going to have to start all ower again with Casse to test it though. Damn!

You know i got banned from these forums (not the EB part, the M2TW ones) by a mod for saying an 'offensive' word much weaker than fuck, and demoted to a junior member, so now i can only post once every 22763732674326746 seconds...

Ower
04-23-2007, 19:38
Eh, just a small correction, it's not Spain, it's Lusotanna. :yes:

No it's not if talking about the internal names of factions that the game and uses for comands.:book:

Redmeth
04-23-2007, 19:53
I'm posting pictures from my ongoing tests using the Casse and my latest script version that can be found here:
http://www.axifile.com/?4934956
More details in the posts in the previous pages
270:
https://img47.imageshack.us/img47/4430/270bbt3.jpg
Sorry for the bad shot I wasn't careful with the positioning of the mouse
260:
https://img47.imageshack.us/img47/7830/260bll4.jpg
250:
https://img442.imageshack.us/img442/1732/250beh7.jpg
240:
https://img266.imageshack.us/img266/7167/240bkn3.jpg
230:
https://img454.imageshack.us/img454/4443/230bas2.jpg
220:
https://img454.imageshack.us/img454/8819/220bfc4.jpg
As you can see by 250BC all the factions even the Sauromatae and Saka are moving the Getai are going strong but the Eleutheroi towns are pretty well defended so the AI expansion is not that fast, I'm satisfied with how things are progressing and will post more screenshots in this same post as the game continues. In 252 BC the stepped bonus kicked in and I believe the Seleucids will lose a few provinces in the next decade.
EDIT: Reached 240, still have doubts about the Eleutheroi, they seem a bit strong in Britain i fought 2/3 a stack of cwmyr and a couple of stacks of mixed armies and in one conquered city i saw an extensive small trade port upgrade so they have a lot of money, on the other hand the strong rebels are ok for a slow and more realistic expansion, but further testing will need to be done, I am content with the rest though, maybe 2800 or even 2700 a turn for the rebels would be better but I'll test this further first.
I'm really undecided about the Eleutheroi bonus so I'm asking the people who are testing my script for their opinion should I go lower with the bonus? And if any members of the EB team are reading this is there any general consensus regarding the bonus for the Eleutheroi, or if they should be strong or less strong in order for the factions to expand a bit faster?
EDIT2:220 now and I think another step should be added as the Selucids are nearing 40 provinces I think and just ">25" is not enough to convey their empire so let me see what I can tweak the rest is pretty good and the faction expansion is great.

Dan_Grr
04-23-2007, 20:12
I've done a Casse test up to 250 and it's very similar to yours, the Saka have crossed territory with the Pahlava, but the Getai haven't expanded one bit. Aside from that, everything seems like yours.

EDIT: The Maks are out of the game, the greek territory is now shared with the KH and Epeiros.

Sheep
04-24-2007, 03:52
Haha I broke the second post.

Let me try to figure out how to fix it... after Heroes of course.

The Errant
04-24-2007, 10:17
Looks like I'm finished modding the script for a while. Something in my game broke last night. I can't activate the background script at all anymore. The "Show me how" button is greyed out.
None of the backups can make it work either. If there is no easy fix available I'll have to reinstall the entire game. And hope for the best.

Dan_Grr
04-24-2007, 10:24
It happened to me yesterday also, I don't know if it was from your script or redmeth's. I had to reinstall the game because of the show how button being greyed out. Well, good luck.

Redmeth
04-24-2007, 10:29
I never had any problems like that, I've used only my script in my tests and play.

Eminos
04-24-2007, 16:16
Looks like I'm finished modding the script for a while. Something in my game broke last night. I can't activate the background script at all anymore. The "Show me how" button is greyed out.
None of the backups can make it work either. If there is no easy fix available I'll have to reinstall the entire game. And hope for the best.


Hi.

That happened to me too a couple of months ago when I started experimenting with the script and when I hadn't yet realized the limitations of the scripting language. Don't reinstall! (I'm afraid I'm too late, you've probably already done that) Try to find the bad code. Back then I could see that something was wrong with my script by noticing that the game did'nt use as much memory as it usually do. After correcting the faulty code I was able the play and continue my tests without problems.

I don't think I've got your latest script and the one I have looked at is probably your old one with the "extra bonus" for Pahlava ;-) and that didn't cause you any problems I guess. The corrections you did after that seem to have gone wrong.

Another thing I want to say is that I've been a little bit sloppy on the "updating front". The original background script seem to have had some typos or something according to the sticky under the "bug report thread". I've downloaded the corrected background script and are know just pasting in my latest code into that one. Maybe you've already thought of that and this was unnecessary information.

The Errant
04-24-2007, 17:20
Hi.

That happened to me too a couple of months ago when I started experimenting with the script and when I hadn't yet realized the limitations of the scripting language. Don't reinstall! (I'm afraid I'm too late, you've probably already done that) Try to find the bad code. Back then I could see that something was wrong with my script by noticing that the game did'nt use as much memory as it usually do. After correcting the faulty code I was able the play and continue my tests without problems.

I don't think I've got your latest script and the one I have looked at is probably your old one with the "extra bonus" for Pahlava ;-) and that didn't cause you any problems I guess. The corrections you did after that seem to have gone wrong.

Another thing I want to say is that I've been a little bit sloppy on the "updating front". The original background script seem to have had some typos or something according to the sticky under the "bug report thread". I've downloaded the corrected background script and are know just pasting in my latest code into that one. Maybe you've already thought of that and this was unnecessary information.

Thanks for the encouragement. I actually got it to work without reinstalling. Neither my modified code or the backups were working so I deleted the entire script folder and it's contents. Then in downloaded Redmeth's scriptfile, recreated the proper folderstructure and added his scriptfile. It's working again. So now all I have to do is to manually fix those parts of the scriptfile that I'm unhappy with. If it stops working I'll just delete the scriptfolder again and try something different.
I'm still undsure what part of the script got the file messed up but if my latest modifications won't work I'll go back to the original that Sheep posted and go step by step from there.

Wish I understood RTW scripting better. This is exactly the kind of problem that only happens to amateurs like me. :wall:

edit. Just made a new test. Sorry to tell you Eminos64 but that last peace of code you gave me is the proplem. If I add the negative faction treasury bonus to the script, it won't work. Removed it and now I'm back in business. Looks like Redmeth was on the right track. His conditional's are more compatible. I'll try to incorporate them to my next script.

fallen851
04-24-2007, 18:50
You know i got banned from these forums (not the EB part, the M2TW ones) by a mod for saying an 'offensive' word much weaker than fuck, and demoted to a junior member, so now i can only post once every 22763732674326746 seconds...

Owned.

Ower
04-24-2007, 19:13
The Errant: do you mean thies : ..and treasury < - number ? ...add money ...
and I have it for all factions.
becausethe script load whit me:P, have 4 turns per year ... and so on.
or the ... and treasury > number ... ad money .. - number.

The Errant
04-24-2007, 19:19
The Errant: do you mean thies : ..and treasury < - number ? ...add money ...
and I have it for all factions.
becausethe script load whit me:P, have 4 turns per year ... and so on.
or the ... and treasury > number ... ad money .. - number.

monitor_event SettlementTurnStart FactionType pontus
and not FactionIsLocal
and Treasury < -3000

console_command add_money pontus, 5000

This piece of script dosen't work for me. If I add it, the script for me no longer works. Once I remove it the script starts working again. It could be an error only at my end. So if you get it working, by all means test it and post the results here.
I can't, so I'm going to see if I can use some parts of Redmeth's script for similar results.

Ower
04-24-2007, 19:24
well it dosen't look like buget on my end, have the 4 turns and so on, and the fact that my modifications a bit to moped up pahlavas treasury, are for me evidence that the script works.

Redmeth
04-24-2007, 19:30
I'm quite happy with the way my latest test is progressing, but the Eleutheroi with 2900 are still too strong, the cities in central Europe and the ones in N Africa have a full-stack garrison and another stack outside that sometime roam dangerously, they build roads, mines and ports. I'm happy about the buildings and the extra garrisons but the 2 stacks are too much IMO. I'm nearing 230 in my test and I'll test this until 200 or so I'm very happy with the stepped bonuses and the 10 years of "grace" and 20 years of normal bonuses for everyone.
I'll tweak some more small things and try the Eleutheroi with 2750 (25% of what the bonus is right now), I'll post in a few days what I hope will be my near final script for more people to test.
I'll keep updating the post above with pics from the test run.
What do you think so far of Eminos64's (who started it all), Sheep's, Errant's and my own efforts to balance this, and a post from someone on the EB team with their opinion would just make my day...

The Errant
04-24-2007, 19:34
well it dosen't look like buget on my end, have the 4 turns and so on, and the fact that my modifications a bit to moped up pahlavas treasury, are for me evidence that the script works.

OK. Check the script. Fix whatever errors you find and post a link for download. It might be the script is resisting any active changes on my end. Although I have no idea why.

If I'm right though, I should be able to replace my script with an outside script and it will still work the way it should.

If this is truly the case I'm in more trouble than I thought.

Wolfshart
04-24-2007, 19:52
Out of curiosity. Has anyone tried bumping the rebels up alot? I was hoping there would be a way for me to stall the AI for a longer time as I want to play with historical dates and as is even these scripts have large AI expansion once the rebel Generals bite it at about 230....which is way to early for me.

Dumbass
04-24-2007, 20:19
Can you alter the script so factions do not fall into debt please. It's a big problem now, it seems nearly every faction except sellies are in debt, which will cripple future expansion. I can't keep going around giving every faction money boosts, it falls as quickly as i give it to them.

Redmeth
04-24-2007, 20:55
They may seem to be broke but the 10k they receive each turn from VH difficulty and the extra money keeps them well able to train troops to throw at you. The AI will never hoard money when fighting against the human controlled faction they'll recruit till they run dry.
@Wolfshart, try my script or even better Sheep's script which gives 3500 to the rebels, I believe that to be overkill as factions will mostly just attack each other rather than the 2 stack garrisoned Eleutheroi cities.

Sheep
04-24-2007, 23:47
Looks like I'm finished modding the script for a while. Something in my game broke last night. I can't activate the background script at all anymore. The "Show me how" button is greyed out.
None of the backups can make it work either. If there is no easy fix available I'll have to reinstall the entire game. And hope for the best.

You left out the slave faction bonus in your script, dunno if that had anything to do with it.


@Wolfshart, try my script or even better Sheep's script which gives 3500 to the rebels, I believe that to be overkill as factions will mostly just attack each other rather than the 2 stack garrisoned Eleutheroi cities.

I just changed mine to 2700, in line with your suggestions. But it isn't too hard to change if you want to add more... a matter of 4 keystrokes really.

Also, if you guys make changes to your scripts, if you wouldn't mind posting the code on here so that I can copy and paste it to the first page, that would be awesome. Thanks!!

Gaias
04-25-2007, 04:59
Also, if you guys make changes to your scripts, if you wouldn't mind posting the code on here so that I can copy and paste it to the first page, that would be awesome. Thanks!!

As soon as I test my modification to the code I will post it here to be reviewed.

I am working on the idea of negating the money that the ai recieves every turn for the very hard difficulty level. I cannot remember how much it was again, so if anyone could tell me or point to where it might be written down it would be appreciaited.

I believe the problem with the money script, it doesn't take into account how many troops that can be created in a turn for different factions. Seleucid, Egypt and Carthage can produce multiple units a turn as compared to other factions. Reducing or negating these factions ability to create units in the early game is what is needed. I am think that creating a negative money flow for these factions for the first few years.

Small factions, those with 1 or 2 cities, should be given enough money to allow the building of one unit for the first few years. Then when and if they aquire another city, should be given a significant amount of money to be allow to produce units and stockpile money.

These are a few idea that I am working on, though I will probably think of some more when I test my changes currently.

Sheep
04-25-2007, 05:02
Sounds like a plan. Go ahead and finish up some code, maybe test it once or twice, then send it our way.

Ower
04-25-2007, 05:54
I am on the same plan, testing and then posting the code.

Gaias
04-25-2007, 08:11
Here is the code and I will post my test of it tomorrow when I get the chance.


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;Section 4: Money Assistance
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;Section 4a: Campaign Setting Money Negation
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

monitor_event FactionTurnStart FactionType romans_julii
and not FactionIsLocal

console_command add_money romans_julii, -10000

end_monitor

monitor_event FactionTurnStart FactionType romans_scipii
and not FactionIsLocal

console_command add_money romans_scipii, -10000

end_monitor

monitor_event FactionTurnStart FactionType romans_brutii
and not FactionIsLocal

console_command add_money romans_brutii, -10000

end_monitor

monitor_event FactionTurnStart FactionType egypt
and not FactionIsLocal

console_command add_money egypt, -10000

end_monitor

monitor_event FactionTurnStart FactionType seleucid
and not FactionIsLocal

console_command add_money seleucid, -10000

end_monitor

monitor_event FactionTurnStart FactionType carthage
and not FactionIsLocal

console_command add_money carthage, -10000

end_monitor

monitor_event FactionTurnStart FactionType parthia
and not FactionIsLocal

console_command add_money parthia, -10000

end_monitor

monitor_event FactionTurnStart FactionType gauls
and not FactionIsLocal

console_command add_money gauls, -10000

end_monitor

monitor_event FactionTurnStart FactionType germans
and not FactionIsLocal

console_command add_money germans, -10000

end_monitor

monitor_event FactionTurnStart FactionType britons
and not FactionIsLocal

console_command add_money britons, -10000

end_monitor

monitor_event FactionTurnStart FactionType greek_cities
and not FactionIsLocal

console_command add_money greek_cities, -10000

end_monitor

monitor_event FactionTurnStart FactionType macedon
and not FactionIsLocal

console_command add_money macedon, -10000

end_monitor

monitor_event FactionTurnStart FactionType pontus
and not FactionIsLocal

console_command add_money pontus, -10000

end_monitor

monitor_event FactionTurnStart FactionType armenia
and not FactionIsLocal

console_command add_money armenia, -10000

end_monitor

monitor_event FactionTurnStart FactionType dacia
and not FactionIsLocal

console_command add_money dacia, -10000

end_monitor

monitor_event FactionTurnStart FactionType scythia
and not FactionIsLocal

console_command add_money scythia, -10000

end_monitor

monitor_event FactionTurnStart FactionType spain
and not FactionIsLocal

console_command add_money spain, -10000

end_monitor

monitor_event FactionTurnStart FactionType thrace
and not FactionIsLocal

console_command add_money thrace, -10000

end_monitor

monitor_event FactionTurnStart FactionType numidia
and not FactionIsLocal

console_command add_money numidia, -10000

end_monitor

monitor_event FactionTurnStart FactionType saba
and not FactionIsLocal

console_command add_money saba, -10000

end_monitor

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;Section 4b: Treasury Reduction
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

monitor_event FactionTurnStart FactionType romans_julii
and not FactionIsLocal
and Treasury > 80000

console_command add_money romans_julii, -30000

end_monitor

monitor_event FactionTurnStart FactionType romans_scipii
and not FactionIsLocal
and Treasury > 80000

console_command add_money romans_scipii, -30000

end_monitor

monitor_event FactionTurnStart FactionType romans_brutii
and not FactionIsLocal
and Treasury > 80000

console_command add_money romans_brutii, -30000

end_monitor

monitor_event FactionTurnStart FactionType egypt
and not FactionIsLocal
and Treasury > 80000

console_command add_money egypt, -30000

end_monitor

monitor_event FactionTurnStart FactionType seleucid
and not FactionIsLocal
and Treasury > 80000

console_command add_money seleucid, -30000

end_monitor

monitor_event FactionTurnStart FactionType carthage
and not FactionIsLocal
and Treasury > 80000

console_command add_money carthage, -30000

end_monitor

monitor_event FactionTurnStart FactionType parthia
and not FactionIsLocal
and Treasury > 80000

console_command add_money parthia, -30000

end_monitor

monitor_event FactionTurnStart FactionType gauls
and not FactionIsLocal
and Treasury > 80000

console_command add_money gauls, -30000

end_monitor

monitor_event FactionTurnStart FactionType germans
and not FactionIsLocal
and Treasury > 80000

console_command add_money germans, -30000

end_monitor

monitor_event FactionTurnStart FactionType britons
and not FactionIsLocal
and Treasury > 80000

console_command add_money britons, -30000

end_monitor

monitor_event FactionTurnStart FactionType greek_cities
and not FactionIsLocal
and Treasury > 80000

console_command add_money greek_cities, -30000

end_monitor

monitor_event FactionTurnStart FactionType macedon
and not FactionIsLocal
and Treasury > 80000

console_command add_money macedon, -30000

end_monitor

monitor_event FactionTurnStart FactionType pontus
and not FactionIsLocal
and Treasury > 80000

console_command add_money pontus, -30000

end_monitor

monitor_event FactionTurnStart FactionType armenia
and not FactionIsLocal
and Treasury > 80000

console_command add_money armenia, -30000

end_monitor

monitor_event FactionTurnStart FactionType dacia
and not FactionIsLocal
and Treasury > 80000

console_command add_money dacia, -30000

end_monitor

monitor_event FactionTurnStart FactionType scythia
and not FactionIsLocal
and Treasury > 80000

console_command add_money scythia, -30000

end_monitor

monitor_event FactionTurnStart FactionType spain
and not FactionIsLocal
and Treasury > 80000

console_command add_money spain, -30000

end_monitor

monitor_event FactionTurnStart FactionType thrace
and not FactionIsLocal
and Treasury > 80000

console_command add_money thrace, -30000

end_monitor

monitor_event FactionTurnStart FactionType numidia
and not FactionIsLocal
and Treasury > 80000

console_command add_money numidia, -30000

end_monitor

monitor_event FactionTurnStart FactionType saba
and not FactionIsLocal
and Treasury > 80000

console_command add_money saba, -30000

end_monitor

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;Section 4c: AI Debt Reduction
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
monitor_event FactionTurnStart FactionType romans_julii
and not FactionIsLocal
and Treasury > 80000
and I_NumberOfSettlements romans_julii < 5

console_command add_money romans_julii, 8000

end_monitor

monitor_event FactionTurnStart FactionType romans_scipii
and not FactionIsLocal
and Treasury < -3000
and I_NumberOfSettlements romans_scipii < 5

console_command add_money romans_scipii, 8000

end_monitor

monitor_event FactionTurnStart FactionType romans_brutii
and not FactionIsLocal
and Treasury < -3000
and I_NumberOfSettlements romans_brutii < 5

console_command add_money romans_brutii, 8000

end_monitor

monitor_event FactionTurnStart FactionType egypt
and not FactionIsLocal
and Treasury < -3000
and I_NumberOfSettlements egypt < 5

console_command add_money egypt, 8000

end_monitor

monitor_event FactionTurnStart FactionType seleucid
and not FactionIsLocal
and Treasury < -3000
and I_NumberOfSettlements seleucid < 5

console_command add_money seleucid, 8000

end_monitor

monitor_event FactionTurnStart FactionType carthage
and not FactionIsLocal
and Treasury < -3000
and I_NumberOfSettlements carthage < 5

console_command add_money carthage, 8000

end_monitor

monitor_event FactionTurnStart FactionType parthia
and not FactionIsLocal
and Treasury < -3000
and I_NumberOfSettlements parthia < 5

console_command add_money parthia, 8000

end_monitor

monitor_event FactionTurnStart FactionType gauls
and not FactionIsLocal
and Treasury < -3000
and I_NumberOfSettlements gauls < 5

console_command add_money gauls, 8000

end_monitor

monitor_event FactionTurnStart FactionType germans
and not FactionIsLocal
and Treasury < -3000
and I_NumberOfSettlements germans < 5

console_command add_money germans, 8000

end_monitor

monitor_event FactionTurnStart FactionType britons
and not FactionIsLocal
and Treasury < -3000
and I_NumberOfSettlements britons < 5

console_command add_money britons, 8000

end_monitor

monitor_event FactionTurnStart FactionType greek_cities
and not FactionIsLocal
and Treasury < -3000
and I_NumberOfSettlements greek_cities < 5

console_command add_money greek_cities, 8000

end_monitor

monitor_event FactionTurnStart FactionType macedon
and not FactionIsLocal
and Treasury < -3000
and I_NumberOfSettlements macedon < 5

console_command add_money macedon, 8000

end_monitor

monitor_event FactionTurnStart FactionType pontus
and not FactionIsLocal
and Treasury < -3000
and I_NumberOfSettlements pontus < 5

console_command add_money pontus, 8000

end_monitor

monitor_event FactionTurnStart FactionType armenia
and not FactionIsLocal
and Treasury < -3000
and I_NumberOfSettlements armenia < 5

console_command add_money armenia, 8000

end_monitor

monitor_event FactionTurnStart FactionType dacia
and not FactionIsLocal
and Treasury < -3000
and I_NumberOfSettlements dacia < 5

console_command add_money dacia, 8000

end_monitor

monitor_event FactionTurnStart FactionType scythia
and not FactionIsLocal
and Treasury < -3000
and I_NumberOfSettlements scythia < 5

console_command add_money scythia, 8000

end_monitor

monitor_event FactionTurnStart FactionType spain
and not FactionIsLocal
and Treasury < -3000
and I_NumberOfSettlements spain < 5

console_command add_money spain, 8000

end_monitor

monitor_event FactionTurnStart FactionType thrace
and not FactionIsLocal
and Treasury < -3000
and I_NumberOfSettlements thrace < 5

console_command add_money thrace, 8000

end_monitor

monitor_event FactionTurnStart FactionType numidia
and not FactionIsLocal
and Treasury < -3000
and I_NumberOfSettlements numidia < 5

console_command add_money numidia, 8000

end_monitor

monitor_event FactionTurnStart FactionType saba
and not FactionIsLocal
and Treasury < -3000
and I_NumberOfSettlements saba < 5

console_command add_money saba, 8000

end_monitor

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;Section 4d: Faction Specific City Income Bonus
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;monitor_event CharacterTurnStart FactionType egypt
;and AgentType = admiral
;and not FactionIsLocal
;console_command add_money egypt, 1200

;end_monitor

monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_NumberOfSettlements romans_julii < 5

console_command add_money romans_julii, 12000

end_monitor

monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_NumberOfSettlements romans_julii < 9

console_command add_money romans_julii, 10000

end_monitor

monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_NumberOfSettlements romans_julii < 13

console_command add_money romans_julii, 8000

end_monitor

monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_NumberOfSettlements romans_julii < 17

console_command add_money romans_julii, 6000

end_monitor

monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_NumberOfSettlements romans_julii < 21

console_command add_money romans_julii, 4000

end_monitor

monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_NumberOfSettlements romans_julii < 25

console_command add_money romans_julii, 2000

end_monitor

monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_NumberOfSettlements romans_julii > 25

console_command add_money romans_julii, -500

end_monitor

monitor_event SettlementTurnStart FactionType romans_scipii
and not FactionIsLocal
and I_NumberOfSettlements romans_scipii < 5

console_command add_money romans_scipii, 12000

end_monitor

monitor_event SettlementTurnStart FactionType romans_scipii
and not FactionIsLocal
and I_NumberOfSettlements romans_scipii < 9

console_command add_money romans_scipii, 10000

end_monitor

monitor_event SettlementTurnStart FactionType romans_scipii
and not FactionIsLocal
and I_NumberOfSettlements romans_scipii < 13

console_command add_money romans_scipii, 8000

end_monitor

monitor_event SettlementTurnStart FactionType romans_scipii
and not FactionIsLocal
and I_NumberOfSettlements romans_scipii < 17

console_command add_money romans_scipii, 6000

end_monitor

monitor_event SettlementTurnStart FactionType romans_scipii
and not FactionIsLocal
and I_NumberOfSettlements romans_scipii < 21

console_command add_money romans_scipii, 4000

end_monitor

monitor_event SettlementTurnStart FactionType romans_scipii
and not FactionIsLocal
and I_NumberOfSettlements romans_scipii < 25

console_command add_money romans_scipii, 2000

end_monitor

monitor_event SettlementTurnStart FactionType romans_scipii
and not FactionIsLocal
and I_NumberOfSettlements romans_scipii > 25

console_command add_money romans_scipii, -500

end_monitor

monitor_event SettlementTurnStart FactionType romans_brutii
and not FactionIsLocal
and I_NumberOfSettlements romans_brutii < 5

console_command add_money romans_brutii, 12000

end_monitor

monitor_event SettlementTurnStart FactionType romans_brutii
and not FactionIsLocal
and I_NumberOfSettlements romans_brutii < 9

console_command add_money romans_brutii, 10000

end_monitor

monitor_event SettlementTurnStart FactionType romans_brutii
and not FactionIsLocal
and I_NumberOfSettlements romans_brutii < 13

console_command add_money romans_brutii, 8000

end_monitor

monitor_event SettlementTurnStart FactionType romans_brutii
and not FactionIsLocal
and I_NumberOfSettlements romans_brutii < 17

console_command add_money romans_brutii, 6000

end_monitor

monitor_event SettlementTurnStart FactionType romans_brutii
and not FactionIsLocal
and I_NumberOfSettlements romans_brutii < 21

console_command add_money romans_brutii, 4000

end_monitor

monitor_event SettlementTurnStart FactionType romans_brutii
and not FactionIsLocal
and I_NumberOfSettlements romans_brutii < 25

console_command add_money romans_brutii, 2000

end_monitor

monitor_event SettlementTurnStart FactionType romans_brutii
and not FactionIsLocal
and I_NumberOfSettlements romans_brutii > 25

console_command add_money romans_brutii, -500

end_monitor

monitor_event SettlementTurnStart FactionType egypt
and not FactionIsLocal
and I_NumberOfSettlements egypt < 5

console_command add_money egypt, 12000

end_monitor

monitor_event SettlementTurnStart FactionType egypt
and not FactionIsLocal
and I_NumberOfSettlements egypt < 9

console_command add_money egypt, 10000

end_monitor

monitor_event SettlementTurnStart FactionType egypt
and not FactionIsLocal
and I_NumberOfSettlements egypt < 13

console_command add_money egypt, 8000

end_monitor

monitor_event SettlementTurnStart FactionType egypt
and not FactionIsLocal
and I_NumberOfSettlements egypt < 17

console_command add_money egypt, 6000

end_monitor

monitor_event SettlementTurnStart FactionType egypt
and not FactionIsLocal
and I_NumberOfSettlements egypt < 21

console_command add_money egypt, 4000

end_monitor

monitor_event SettlementTurnStart FactionType egypt
and not FactionIsLocal
and I_NumberOfSettlements egypt < 25

console_command add_money egypt, 2000

end_monitor

monitor_event SettlementTurnStart FactionType egypt
and not FactionIsLocal
and I_NumberOfSettlements egypt > 25

console_command add_money egypt, -500

end_monitor

monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid < 5

console_command add_money seleucid, 12000

end_monitor

monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid < 9

console_command add_money seleucid, 10000

end_monitor

monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid < 13

console_command add_money seleucid, 8000

end_monitor

monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid < 17

console_command add_money seleucid, 6000

end_monitor

monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid < 21

console_command add_money seleucid, 4000

end_monitor

monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid < 25

console_command add_money seleucid, 2000

end_monitor

monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid > 25

console_command add_money seleucid, -500

end_monitor

monitor_event SettlementTurnStart FactionType carthage
and not FactionIsLocal
and I_NumberOfSettlements carthage < 5

console_command add_money carthage, 12000

end_monitor

monitor_event SettlementTurnStart FactionType carthage
and not FactionIsLocal
and I_NumberOfSettlements carthage < 9

console_command add_money carthage, 10000

end_monitor

monitor_event SettlementTurnStart FactionType carthage
and not FactionIsLocal
and I_NumberOfSettlements carthage < 13

console_command add_money carthage, 8000

end_monitor

monitor_event SettlementTurnStart FactionType carthage
and not FactionIsLocal
and I_NumberOfSettlements carthage < 17

console_command add_money carthage, 6000

end_monitor

monitor_event SettlementTurnStart FactionType carthage
and not FactionIsLocal
and I_NumberOfSettlements carthage < 21

console_command add_money carthage, 4000

end_monitor

monitor_event SettlementTurnStart FactionType carthage
and not FactionIsLocal
and I_NumberOfSettlements carthage < 25

console_command add_money carthage, 2000

end_monitor

monitor_event SettlementTurnStart FactionType carthage
and not FactionIsLocal
and I_NumberOfSettlements carthage > 25

console_command add_money carthage, -500

end_monitor

monitor_event SettlementTurnStart FactionType parthia
and not FactionIsLocal
and I_NumberOfSettlements parthia < 5

console_command add_money parthia, 12000

end_monitor

monitor_event SettlementTurnStart FactionType parthia
and not FactionIsLocal
and I_NumberOfSettlements parthia < 9

console_command add_money parthia, 10000

end_monitor

monitor_event SettlementTurnStart FactionType parthia
and not FactionIsLocal
and I_NumberOfSettlements parthia < 13

console_command add_money parthia, 8000

end_monitor

monitor_event SettlementTurnStart FactionType parthia
and not FactionIsLocal
and I_NumberOfSettlements parthia < 17

console_command add_money parthia, 6000

end_monitor

monitor_event SettlementTurnStart FactionType parthia
and not FactionIsLocal
and I_NumberOfSettlements parthia < 21

console_command add_money parthia, 4000

end_monitor

monitor_event SettlementTurnStart FactionType parthia
and not FactionIsLocal
and I_NumberOfSettlements parthia < 25

console_command add_money parthia, 2000

end_monitor

monitor_event SettlementTurnStart FactionType parthia
and not FactionIsLocal
and I_NumberOfSettlements parthia > 25

console_command add_money parthia, -500

end_monitor

monitor_event SettlementTurnStart FactionType gauls
and not FactionIsLocal
and I_NumberOfSettlements gauls < 5

console_command add_money gauls, 12000

end_monitor

monitor_event SettlementTurnStart FactionType gauls
and not FactionIsLocal
and I_NumberOfSettlements gauls < 9

console_command add_money gauls, 10000

end_monitor

monitor_event SettlementTurnStart FactionType gauls
and not FactionIsLocal
and I_NumberOfSettlements gauls < 13

console_command add_money gauls, 8000

end_monitor

monitor_event SettlementTurnStart FactionType gauls
and not FactionIsLocal
and I_NumberOfSettlements gauls < 17

console_command add_money gauls, 6000

end_monitor

monitor_event SettlementTurnStart FactionType gauls
and not FactionIsLocal
and I_NumberOfSettlements gauls < 21

console_command add_money gauls, 4000

end_monitor

monitor_event SettlementTurnStart FactionType gauls
and not FactionIsLocal
and I_NumberOfSettlements gauls < 25

console_command add_money gauls, 2000

end_monitor

monitor_event SettlementTurnStart FactionType gauls
and not FactionIsLocal
and I_NumberOfSettlements gauls > 25

console_command add_money gauls, -500

end_monitor

monitor_event SettlementTurnStart FactionType germans
and not FactionIsLocal
and I_NumberOfSettlements germans < 5

console_command add_money germans, 12000

end_monitor

monitor_event SettlementTurnStart FactionType germans
and not FactionIsLocal
and I_NumberOfSettlements germans < 9

console_command add_money germans, 10000

end_monitor

monitor_event SettlementTurnStart FactionType germans
and not FactionIsLocal
and I_NumberOfSettlements germans < 13

console_command add_money germans, 8000

end_monitor

monitor_event SettlementTurnStart FactionType germans
and not FactionIsLocal
and I_NumberOfSettlements germans < 17

console_command add_money germans, 6000

end_monitor

monitor_event SettlementTurnStart FactionType germans
and not FactionIsLocal
and I_NumberOfSettlements germans < 21

console_command add_money germans, 4000

end_monitor

monitor_event SettlementTurnStart FactionType germans
and not FactionIsLocal
and I_NumberOfSettlements germans < 25

console_command add_money germans, 2000

end_monitor

monitor_event SettlementTurnStart FactionType germans
and not FactionIsLocal
and I_NumberOfSettlements germans > 25

console_command add_money germans, -500

end_monitor

monitor_event SettlementTurnStart FactionType britons
and not FactionIsLocal
and I_NumberOfSettlements britons < 5

console_command add_money britons, 12000

end_monitor

monitor_event SettlementTurnStart FactionType britons
and not FactionIsLocal
and I_NumberOfSettlements britons < 9

console_command add_money britons, 10000

end_monitor

monitor_event SettlementTurnStart FactionType britons
and not FactionIsLocal
and I_NumberOfSettlements britons < 13

console_command add_money britons, 8000

end_monitor

monitor_event SettlementTurnStart FactionType britons
and not FactionIsLocal
and I_NumberOfSettlements britons < 17

console_command add_money britons, 6000

end_monitor

monitor_event SettlementTurnStart FactionType britons
and not FactionIsLocal
and I_NumberOfSettlements britons < 21

console_command add_money britons, 4000

end_monitor

monitor_event SettlementTurnStart FactionType britons
and not FactionIsLocal
and I_NumberOfSettlements britons < 25

console_command add_money britons, 2000

end_monitor

monitor_event SettlementTurnStart FactionType britons
and not FactionIsLocal
and I_NumberOfSettlements britons > 25

console_command add_money britons, -500

end_monitor

monitor_event SettlementTurnStart FactionType greek_cities
and not FactionIsLocal
and I_NumberOfSettlements greek_cities < 5

console_command add_money greek_cities, 12000

end_monitor

monitor_event SettlementTurnStart FactionType greek_cities
and not FactionIsLocal
and I_NumberOfSettlements greek_cities < 9

console_command add_money greek_cities, 10000

end_monitor

monitor_event SettlementTurnStart FactionType greek_cities
and not FactionIsLocal
and I_NumberOfSettlements greek_cities < 13

console_command add_money greek_cities, 8000

end_monitor

monitor_event SettlementTurnStart FactionType greek_cities
and not FactionIsLocal
and I_NumberOfSettlements greek_cities < 17

console_command add_money greek_cities, 6000

end_monitor

monitor_event SettlementTurnStart FactionType greek_cities
and not FactionIsLocal
and I_NumberOfSettlements greek_cities < 21

console_command add_money greek_cities, 4000

end_monitor

monitor_event SettlementTurnStart FactionType greek_cities
and not FactionIsLocal
and I_NumberOfSettlements greek_cities < 25

console_command add_money greek_cities, 2000

end_monitor

monitor_event SettlementTurnStart FactionType greek_cities
and not FactionIsLocal
and I_NumberOfSettlements greek_cities > 25

console_command add_money greek_cities, -500

end_monitor

monitor_event SettlementTurnStart FactionType macedon
and not FactionIsLocal
and I_NumberOfSettlements macedon < 5

console_command add_money macedon, 12000

end_monitor

monitor_event SettlementTurnStart FactionType macedon
and not FactionIsLocal
and I_NumberOfSettlements macedon < 9

console_command add_money macedon, 10000

end_monitor

monitor_event SettlementTurnStart FactionType macedon
and not FactionIsLocal
and I_NumberOfSettlements macedon < 13

console_command add_money macedon, 8000

end_monitor

monitor_event SettlementTurnStart FactionType macedon
and not FactionIsLocal
and I_NumberOfSettlements macedon < 17

console_command add_money macedon, 6000

end_monitor

monitor_event SettlementTurnStart FactionType macedon
and not FactionIsLocal
and I_NumberOfSettlements macedon < 21

console_command add_money macedon, 4000

end_monitor

monitor_event SettlementTurnStart FactionType macedon
and not FactionIsLocal
and I_NumberOfSettlements macedon < 25

console_command add_money macedon, 2000

end_monitor

monitor_event SettlementTurnStart FactionType macedon
and not FactionIsLocal
and I_NumberOfSettlements macedon > 25

console_command add_money macedon, -500

end_monitor

monitor_event SettlementTurnStart FactionType pontus
and not FactionIsLocal
and I_NumberOfSettlements pontus < 5

console_command add_money pontus, 12000

end_monitor

monitor_event SettlementTurnStart FactionType pontus
and not FactionIsLocal
and I_NumberOfSettlements pontus < 9

console_command add_money pontus, 10000

end_monitor

monitor_event SettlementTurnStart FactionType pontus
and not FactionIsLocal
and I_NumberOfSettlements pontus < 13

console_command add_money pontus, 8000

end_monitor

monitor_event SettlementTurnStart FactionType pontus
and not FactionIsLocal
and I_NumberOfSettlements pontus < 17

console_command add_money pontus, 6000

end_monitor

monitor_event SettlementTurnStart FactionType pontus
and not FactionIsLocal
and I_NumberOfSettlements pontus < 21

console_command add_money pontus, 4000

end_monitor

monitor_event SettlementTurnStart FactionType pontus
and not FactionIsLocal
and I_NumberOfSettlements pontus < 25

console_command add_money pontus, 2000

end_monitor

monitor_event SettlementTurnStart FactionType pontus
and not FactionIsLocal
and I_NumberOfSettlements pontus > 25

console_command add_money pontus, -500

end_monitor

monitor_event SettlementTurnStart FactionType armenia
and not FactionIsLocal
and I_NumberOfSettlements armenia < 5

console_command add_money armenia, 12000

end_monitor

monitor_event SettlementTurnStart FactionType armenia
and not FactionIsLocal
and I_NumberOfSettlements armenia < 9

console_command add_money armenia, 10000

end_monitor

monitor_event SettlementTurnStart FactionType armenia
and not FactionIsLocal
and I_NumberOfSettlements armenia < 13

console_command add_money armenia, 8000

end_monitor

monitor_event SettlementTurnStart FactionType armenia
and not FactionIsLocal
and I_NumberOfSettlements armenia < 17

console_command add_money armenia, 6000

end_monitor

monitor_event SettlementTurnStart FactionType armenia
and not FactionIsLocal
and I_NumberOfSettlements armenia < 21

console_command add_money armenia, 4000

end_monitor

monitor_event SettlementTurnStart FactionType armenia
and not FactionIsLocal
and I_NumberOfSettlements armenia < 25

console_command add_money armenia, 2000

end_monitor

monitor_event SettlementTurnStart FactionType armenia
and not FactionIsLocal
and I_NumberOfSettlements armenia > 25

console_command add_money armenia, -500

end_monitor

monitor_event SettlementTurnStart FactionType dacia
and not FactionIsLocal
and I_NumberOfSettlements dacia < 5

console_command add_money dacia, 12000

end_monitor

monitor_event SettlementTurnStart FactionType dacia
and not FactionIsLocal
and I_NumberOfSettlements dacia < 9

console_command add_money dacia, 10000

end_monitor

monitor_event SettlementTurnStart FactionType dacia
and not FactionIsLocal
and I_NumberOfSettlements dacia < 13

console_command add_money dacia, 8000

end_monitor

monitor_event SettlementTurnStart FactionType dacia
and not FactionIsLocal
and I_NumberOfSettlements dacia < 17

console_command add_money dacia, 6000

end_monitor

monitor_event SettlementTurnStart FactionType dacia
and not FactionIsLocal
and I_NumberOfSettlements dacia < 21

console_command add_money dacia, 4000

end_monitor

monitor_event SettlementTurnStart FactionType dacia
and not FactionIsLocal
and I_NumberOfSettlements dacia < 25

console_command add_money dacia, 2000

end_monitor

monitor_event SettlementTurnStart FactionType dacia
and not FactionIsLocal
and I_NumberOfSettlements dacia > 25

console_command add_money dacia, -500

end_monitor

monitor_event SettlementTurnStart FactionType scythia
and not FactionIsLocal
and I_NumberOfSettlements scythia < 5

console_command add_money scythia, 12000

end_monitor

monitor_event SettlementTurnStart FactionType scythia
and not FactionIsLocal
and I_NumberOfSettlements scythia < 9

console_command add_money scythia, 10000

end_monitor

monitor_event SettlementTurnStart FactionType scythia
and not FactionIsLocal
and I_NumberOfSettlements scythia < 13

console_command add_money scythia, 8000

end_monitor

monitor_event SettlementTurnStart FactionType scythia
and not FactionIsLocal
and I_NumberOfSettlements scythia < 17

console_command add_money scythia, 6000

end_monitor

monitor_event SettlementTurnStart FactionType scythia
and not FactionIsLocal
and I_NumberOfSettlements scythia < 21

console_command add_money scythia, 4000

end_monitor

monitor_event SettlementTurnStart FactionType scythia
and not FactionIsLocal
and I_NumberOfSettlements scythia < 25

console_command add_money scythia, 2000

end_monitor

monitor_event SettlementTurnStart FactionType scythia
and not FactionIsLocal
and I_NumberOfSettlements scythia > 25

console_command add_money scythia, -500

end_monitor

monitor_event SettlementTurnStart FactionType spain
and not FactionIsLocal
and I_NumberOfSettlements spain < 5

console_command add_money spain, 12000

end_monitor

monitor_event SettlementTurnStart FactionType spain
and not FactionIsLocal
and I_NumberOfSettlements spain < 9

console_command add_money spain, 10000

end_monitor

monitor_event SettlementTurnStart FactionType spain
and not FactionIsLocal
and I_NumberOfSettlements spain < 13

console_command add_money spain, 8000

end_monitor

monitor_event SettlementTurnStart FactionType spain
and not FactionIsLocal
and I_NumberOfSettlements spain < 17

console_command add_money spain, 6000

end_monitor

monitor_event SettlementTurnStart FactionType spain
and not FactionIsLocal
and I_NumberOfSettlements spain < 21

console_command add_money spain, 4000

end_monitor

monitor_event SettlementTurnStart FactionType spain
and not FactionIsLocal
and I_NumberOfSettlements spain < 25

console_command add_money spain, 2000

end_monitor

monitor_event SettlementTurnStart FactionType spain
and not FactionIsLocal
and I_NumberOfSettlements spain > 25

console_command add_money spain, -500

end_monitor

monitor_event SettlementTurnStart FactionType thrace
and not FactionIsLocal
and I_NumberOfSettlements thrace < 5

console_command add_money thrace, 12000

end_monitor

monitor_event SettlementTurnStart FactionType thrace
and not FactionIsLocal
and I_NumberOfSettlements thrace < 9

console_command add_money thrace, 10000

end_monitor

monitor_event SettlementTurnStart FactionType thrace
and not FactionIsLocal
and I_NumberOfSettlements thrace < 13

console_command add_money thrace, 8000

end_monitor

monitor_event SettlementTurnStart FactionType thrace
and not FactionIsLocal
and I_NumberOfSettlements thrace < 17

console_command add_money thrace, 6000

end_monitor

monitor_event SettlementTurnStart FactionType thrace
and not FactionIsLocal
and I_NumberOfSettlements thrace < 21

console_command add_money thrace, 4000

end_monitor

monitor_event SettlementTurnStart FactionType thrace
and not FactionIsLocal
and I_NumberOfSettlements thrace < 25

console_command add_money thrace, 2000

end_monitor

monitor_event SettlementTurnStart FactionType thrace
and not FactionIsLocal
and I_NumberOfSettlements thrace > 25

console_command add_money thrace, -500

end_monitor

monitor_event SettlementTurnStart FactionType numidia
and not FactionIsLocal
and I_NumberOfSettlements numidia < 5

console_command add_money numidia, 12000

end_monitor

monitor_event SettlementTurnStart FactionType numidia
and not FactionIsLocal
and I_NumberOfSettlements numidia < 9

console_command add_money numidia, 10000

end_monitor

monitor_event SettlementTurnStart FactionType numidia
and not FactionIsLocal
and I_NumberOfSettlements numidia < 13

console_command add_money numidia, 8000

end_monitor

monitor_event SettlementTurnStart FactionType numidia
and not FactionIsLocal
and I_NumberOfSettlements numidia < 17

console_command add_money numidia, 6000

end_monitor

monitor_event SettlementTurnStart FactionType numidia
and not FactionIsLocal
and I_NumberOfSettlements numidia < 21

console_command add_money numidia, 4000

end_monitor

monitor_event SettlementTurnStart FactionType numidia
and not FactionIsLocal
and I_NumberOfSettlements numidia < 25

console_command add_money numidia, 2000

end_monitor

monitor_event SettlementTurnStart FactionType numidia
and not FactionIsLocal
and I_NumberOfSettlements numidia > 25

console_command add_money numidia, -500

end_monitor

monitor_event SettlementTurnStart FactionType saba
and not FactionIsLocal
and I_NumberOfSettlements saba < 5

console_command add_money saba, 12000

end_monitor

monitor_event SettlementTurnStart FactionType saba
and not FactionIsLocal
and I_NumberOfSettlements saba < 9

console_command add_money saba, 10000

end_monitor

monitor_event SettlementTurnStart FactionType saba
and not FactionIsLocal
and I_NumberOfSettlements saba < 13

console_command add_money saba, 8000

end_monitor

monitor_event SettlementTurnStart FactionType saba
and not FactionIsLocal
and I_NumberOfSettlements saba < 17

console_command add_money saba, 6000

end_monitor

monitor_event SettlementTurnStart FactionType saba
and not FactionIsLocal
and I_NumberOfSettlements saba < 21

console_command add_money saba, 4000

end_monitor

monitor_event SettlementTurnStart FactionType saba
and not FactionIsLocal
and I_NumberOfSettlements saba < 25

console_command add_money saba, 2000

end_monitor

monitor_event SettlementTurnStart FactionType saba
and not FactionIsLocal
and I_NumberOfSettlements saba > 25

console_command add_money saba, -500

end_monitor
monitor_event SettlementTurnStart FactionType slave
and not FactionIsLocal
and I_NumberOfSettlements slave < 121
and I_NumberOfSettlements slave > 100

console_command add_money slave, 1500

end_monitor

monitor_event SettlementTurnStart FactionType slave
and not FactionIsLocal
and I_NumberOfSettlements slave < 101
and I_NumberOfSettlements slave > 80

console_command add_money slave, 3000

end_monitor

monitor_event SettlementTurnStart FactionType slave
and not FactionIsLocal
and I_NumberOfSettlements slave < 81
and I_NumberOfSettlements slave > 60

console_command add_money slave, 4500

end_monitor

monitor_event SettlementTurnStart FactionType slave
and not FactionIsLocal
and I_NumberOfSettlements slave < 61
and I_NumberOfSettlements slave > 40

console_command add_money slave, 6000

end_monitor

monitor_event SettlementTurnStart FactionType slave
and not FactionIsLocal
and I_NumberOfSettlements slave < 41

console_command add_money slave, 7500

end_monitor

Redmeth
04-25-2007, 08:26
After testing I'll leave this as hopefully my last revision of the script, as I invested a lot of time in testing, and well I should be studying more and testing less, but I just can't help myself and the NBA playoffs have begun too so I'm "swamped" :beam:
So if anyone wants to continue improving my ideas please do.
Now a few things I noted
There is a great difference in Eleutheroi behavior when given 2900 where they fully garrison their cities in the first few years and when given 2800 they seem to take forever to build something and the AI factions conquer a lot of territory in a hurry.
So I went with a balance of 2850. I also introduced another step to the stepped bonus and tweaked the bonuses. So here is the code, you can check it out for yourself. I'll use it in my playing and if I'll get around to any major changes, I'll update it here.


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;Section 4: Money Assistance
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;Section 4a: Difficult Start Help
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
monitor_event FactionTurnStart FactionType romans_julii
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements romans_julii < 5
and I_TurnNumber < 40

console_command add_money romans_julii, 6000

end_monitor

monitor_event FactionTurnStart FactionType romans_scipii
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements romans_scipii < 5
and I_TurnNumber < 40

console_command add_money romans_scipii, 6000

end_monitor

monitor_event FactionTurnStart FactionType romans_brutii
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements romans_brutii < 5
and I_TurnNumber < 40

console_command add_money romans_brutii, 6000

end_monitor

monitor_event FactionTurnStart FactionType egypt
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements egypt < 5
and I_TurnNumber < 40

console_command add_money egypt, 6000

end_monitor

monitor_event FactionTurnStart FactionType seleucid
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements seleucid < 5
and I_TurnNumber < 40

console_command add_money seleucid, 6000

end_monitor

monitor_event FactionTurnStart FactionType carthage
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements carthage < 5
and I_TurnNumber < 40

console_command add_money carthage, 6000

end_monitor

monitor_event FactionTurnStart FactionType parthia
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements parthia < 5
and I_TurnNumber < 40

console_command add_money parthia, 6000

end_monitor

monitor_event FactionTurnStart FactionType gauls
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements gauls < 5
and I_TurnNumber < 40

console_command add_money gauls, 6000

end_monitor

monitor_event FactionTurnStart FactionType germans
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements germans < 5
and I_TurnNumber < 40

console_command add_money germans, 6000

end_monitor

monitor_event FactionTurnStart FactionType britons
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements britons < 5
and I_TurnNumber < 40

console_command add_money britons, 6000

end_monitor

monitor_event FactionTurnStart FactionType greek_cities
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements greek_cities < 5
and I_TurnNumber < 40

console_command add_money greek_cities, 6000

end_monitor

monitor_event FactionTurnStart FactionType macedon
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements macedon < 5
and I_TurnNumber < 40

console_command add_money macedon, 6000

end_monitor

monitor_event FactionTurnStart FactionType pontus
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements pontus < 5
and I_TurnNumber < 40

console_command add_money pontus, 6000

end_monitor

monitor_event FactionTurnStart FactionType armenia
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements armenia < 5
and I_TurnNumber < 40

console_command add_money armenia, 6000

end_monitor

monitor_event FactionTurnStart FactionType dacia
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements dacia < 5
and I_TurnNumber < 40

console_command add_money dacia, 6000

end_monitor

monitor_event FactionTurnStart FactionType scythia
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements scythia < 5
and I_TurnNumber < 40

console_command add_money scythia, 6000

end_monitor

monitor_event FactionTurnStart FactionType spain
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements spain < 5
and I_TurnNumber < 40

console_command add_money spain, 6000

end_monitor

monitor_event FactionTurnStart FactionType thrace
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements thrace < 5
and I_TurnNumber < 40

console_command add_money thrace, 6000

end_monitor

monitor_event FactionTurnStart FactionType numidia
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements numidia < 5
and I_TurnNumber < 40

console_command add_money numidia, 6000

end_monitor

monitor_event FactionTurnStart FactionType saba
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements saba < 5
and I_TurnNumber < 40

console_command add_money saba, 6000

end_monitor

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;Section 4b: City Income Bonus
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

monitor_event CharacterTurnStart FactionType egypt
and AgentType = admiral
and not FactionIsLocal
console_command add_money egypt, 600
end_monitor


;Rome


monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_TurnNumber < 81
and Treasury < 100000

console_command add_money seleucid, 1200

end_monitor

monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid < 4
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money seleucid, 1200

end_monitor

monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid < 9
and I_NumberOfSettlements seleucid > 3
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money seleucid, 1050

end_monitor

monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid < 16
and I_NumberOfSettlements seleucid > 8
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money seleucid, 850

end_monitor

monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid < 25
and I_NumberOfSettlements seleucid > 15
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money seleucid, 650

end_monitor

monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid < 35
and I_NumberOfSettlements seleucid > 24
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money seleucid, 450

end_monitor

monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid > 34
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money seleucid, 300

end_monitor


;Saka


monitor_event SettlementTurnStart FactionType pontus
and not FactionIsLocal
and I_TurnNumber < 81
and Treasury < 100000

console_command add_money pontus, 1200

end_monitor

monitor_event SettlementTurnStart FactionType pontus
and not FactionIsLocal
and I_NumberOfSettlements pontus < 4
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money pontus, 1200

end_monitor

monitor_event SettlementTurnStart FactionType pontus
and not FactionIsLocal
and I_NumberOfSettlements pontus < 9
and I_NumberOfSettlements pontus > 3
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money pontus, 1050

end_monitor

monitor_event SettlementTurnStart FactionType pontus
and not FactionIsLocal
and I_NumberOfSettlements pontus < 16
and I_NumberOfSettlements pontus > 8
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money pontus, 850

end_monitor

monitor_event SettlementTurnStart FactionType pontus
and not FactionIsLocal
and I_NumberOfSettlements pontus < 25
and I_NumberOfSettlements pontus > 15
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money pontus, 650

end_monitor

monitor_event SettlementTurnStart FactionType pontus
and not FactionIsLocal
and I_NumberOfSettlements pontus < 35
and I_NumberOfSettlements pontus > 24
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money pontus, 450

end_monitor

monitor_event SettlementTurnStart FactionType pontus
and not FactionIsLocal
and I_NumberOfSettlements pontus > 34
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money pontus, 300

end_monitor


;Arverni


monitor_event SettlementTurnStart FactionType scythia
and not FactionIsLocal
and I_TurnNumber < 81
and Treasury < 100000

console_command add_money scythia, 1200

end_monitor

monitor_event SettlementTurnStart FactionType scythia
and not FactionIsLocal
and I_NumberOfSettlements scythia < 4
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money scythia, 1200

end_monitor

monitor_event SettlementTurnStart FactionType scythia
and not FactionIsLocal
and I_NumberOfSettlements scythia < 9
and I_NumberOfSettlements scythia > 3
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money scythia, 1050

end_monitor

monitor_event SettlementTurnStart FactionType scythia
and not FactionIsLocal
and I_NumberOfSettlements scythia < 16
and I_NumberOfSettlements scythia > 8
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money scythia, 850

end_monitor

monitor_event SettlementTurnStart FactionType scythia
and not FactionIsLocal
and I_NumberOfSettlements scythia < 25
and I_NumberOfSettlements scythia > 15
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money scythia, 650

end_monitor

monitor_event SettlementTurnStart FactionType scythia
and not FactionIsLocal
and I_NumberOfSettlements scythia < 35
and I_NumberOfSettlements scythia > 24
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money scythia, 450

end_monitor

monitor_event SettlementTurnStart FactionType scythia
and not FactionIsLocal
and I_NumberOfSettlements scythia > 34
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money scythia, 300

end_monitor


;Saba


monitor_event SettlementTurnStart FactionType saba
and not FactionIsLocal
and I_TurnNumber < 81
and Treasury < 100000

console_command add_money saba, 1200

end_monitor

monitor_event SettlementTurnStart FactionType saba
and not FactionIsLocal
and I_NumberOfSettlements saba < 4
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money saba, 1200

end_monitor

monitor_event SettlementTurnStart FactionType saba
and not FactionIsLocal
and I_NumberOfSettlements saba < 9
and I_NumberOfSettlements saba > 3
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money saba, 1050

end_monitor

monitor_event SettlementTurnStart FactionType saba
and not FactionIsLocal
and I_NumberOfSettlements saba < 16
and I_NumberOfSettlements saba > 8
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money saba, 850

end_monitor

monitor_event SettlementTurnStart FactionType saba
and not FactionIsLocal
and I_NumberOfSettlements saba < 25
and I_NumberOfSettlements saba > 15
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money saba, 650

end_monitor

monitor_event SettlementTurnStart FactionType saba
and not FactionIsLocal
and I_NumberOfSettlements saba < 35
and I_NumberOfSettlements saba > 24
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money saba, 450

end_monitor

monitor_event SettlementTurnStart FactionType saba
and not FactionIsLocal
and I_NumberOfSettlements saba > 34
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money saba, 300

end_monitor


;Makedon


monitor_event SettlementTurnStart FactionType macedon
and not FactionIsLocal
and I_TurnNumber < 81
and Treasury < 100000

console_command add_money macedon, 1200

end_monitor

monitor_event SettlementTurnStart FactionType macedon
and not FactionIsLocal
and I_NumberOfSettlements macedon < 4
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money macedon, 1200

end_monitor

monitor_event SettlementTurnStart FactionType macedon
and not FactionIsLocal
and I_NumberOfSettlements macedon < 9
and I_NumberOfSettlements macedon > 3
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money macedon, 1050

end_monitor

monitor_event SettlementTurnStart FactionType macedon
and not FactionIsLocal
and I_NumberOfSettlements macedon < 16
and I_NumberOfSettlements macedon > 8
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money macedon, 850

end_monitor

monitor_event SettlementTurnStart FactionType macedon
and not FactionIsLocal
and I_NumberOfSettlements macedon < 25
and I_NumberOfSettlements macedon > 15
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money macedon, 650

end_monitor

monitor_event SettlementTurnStart FactionType macedon
and not FactionIsLocal
and I_NumberOfSettlements macedon < 35
and I_NumberOfSettlements macedon > 24
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money macedon, 450

end_monitor

monitor_event SettlementTurnStart FactionType macedon
and not FactionIsLocal
and I_NumberOfSettlements macedon > 34
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money macedon, 300

end_monitor


;Ptolemies


monitor_event SettlementTurnStart FactionType numidia
and not FactionIsLocal
and I_TurnNumber < 81
and Treasury < 100000

console_command add_money numidia, 1200

end_monitor

monitor_event SettlementTurnStart FactionType numidia
and not FactionIsLocal
and I_NumberOfSettlements numidia < 4
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money numidia, 1200

end_monitor

monitor_event SettlementTurnStart FactionType numidia
and not FactionIsLocal
and I_NumberOfSettlements numidia < 9
and I_NumberOfSettlements numidia > 3
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money numidia, 1050

end_monitor

monitor_event SettlementTurnStart FactionType numidia
and not FactionIsLocal
and I_NumberOfSettlements numidia < 16
and I_NumberOfSettlements numidia > 8
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money numidia, 850

end_monitor

monitor_event SettlementTurnStart FactionType numidia
and not FactionIsLocal
and I_NumberOfSettlements numidia < 25
and I_NumberOfSettlements numidia > 15
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money numidia, 650

end_monitor

monitor_event SettlementTurnStart FactionType numidia
and not FactionIsLocal
and I_NumberOfSettlements numidia < 35
and I_NumberOfSettlements numidia > 24
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money numidia, 450

end_monitor

monitor_event SettlementTurnStart FactionType numidia
and not FactionIsLocal
and I_NumberOfSettlements numidia > 34
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money numidia, 300

end_monitor


;Seleukids


monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_TurnNumber < 81
and Treasury < 100000

console_command add_money romans_julii, 1200

end_monitor

monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_NumberOfSettlements romans_julii < 4
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money romans_julii, 1200

end_monitor

monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_NumberOfSettlements romans_julii < 9
and I_NumberOfSettlements romans_julii > 3
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money romans_julii, 1050

end_monitor

monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_NumberOfSettlements romans_julii < 16
and I_NumberOfSettlements romans_julii > 8
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money romans_julii, 850

end_monitor

monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_NumberOfSettlements romans_julii < 25
and I_NumberOfSettlements romans_julii > 15
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money romans_julii, 650


end_monitor

monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_NumberOfSettlements romans_julii < 35
and I_NumberOfSettlements romans_julii > 24
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money romans_julii, 450

end_monitor

monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_NumberOfSettlements romans_julii > 34
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money romans_julii, 300

end_monitor


;Carthage


monitor_event SettlementTurnStart FactionType egypt
and not FactionIsLocal
and I_TurnNumber < 81
and Treasury < 100000

console_command add_money egypt, 1200

end_monitor

monitor_event SettlementTurnStart FactionType egypt
and not FactionIsLocal
and I_NumberOfSettlements egypt < 4
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money egypt, 1200

end_monitor

monitor_event SettlementTurnStart FactionType egypt
and not FactionIsLocal
and I_NumberOfSettlements egypt < 9
and I_NumberOfSettlements egypt > 3
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money egypt, 1050

end_monitor

monitor_event SettlementTurnStart FactionType egypt
and not FactionIsLocal
and I_NumberOfSettlements egypt < 16
and I_NumberOfSettlements egypt > 8
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money egypt, 850

end_monitor

monitor_event SettlementTurnStart FactionType egypt
and not FactionIsLocal
and I_NumberOfSettlements egypt < 25
and I_NumberOfSettlements egypt > 15
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money egypt, 650

end_monitor

monitor_event SettlementTurnStart FactionType egypt
and not FactionIsLocal
and I_NumberOfSettlements egypt < 35
and I_NumberOfSettlements egypt > 24
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money egypt, 450

end_monitor

monitor_event SettlementTurnStart FactionType egypt
and not FactionIsLocal
and I_NumberOfSettlements egypt > 34
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money egypt, 300

end_monitor


;Parthians


monitor_event SettlementTurnStart FactionType parthia
and not FactionIsLocal
and I_TurnNumber < 81
and Treasury < 100000

console_command add_money parthia, 1200

end_monitor

monitor_event SettlementTurnStart FactionType parthia
and not FactionIsLocal
and I_NumberOfSettlements parthia < 4
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money parthia, 1200

end_monitor

monitor_event SettlementTurnStart FactionType parthia
and not FactionIsLocal
and I_NumberOfSettlements parthia < 9
and I_NumberOfSettlements parthia > 3
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money parthia, 1050

end_monitor

monitor_event SettlementTurnStart FactionType parthia
and not FactionIsLocal
and I_NumberOfSettlements parthia < 16
and I_NumberOfSettlements parthia > 8
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money parthia, 850

end_monitor

monitor_event SettlementTurnStart FactionType parthia
and not FactionIsLocal
and I_NumberOfSettlements parthia < 25
and I_NumberOfSettlements parthia > 15
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money parthia, 650

end_monitor

monitor_event SettlementTurnStart FactionType parthia
and not FactionIsLocal
and I_NumberOfSettlements parthia < 35
and I_NumberOfSettlements parthia > 24
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money parthia, 450

end_monitor

monitor_event SettlementTurnStart FactionType parthia
and not FactionIsLocal
and I_NumberOfSettlements parthia > 34
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money parthia, 300

end_monitor


;Pontus


monitor_event SettlementTurnStart FactionType carthage
and not FactionIsLocal
and I_TurnNumber < 81
and Treasury < 100000

console_command add_money carthage, 1200

end_monitor

monitor_event SettlementTurnStart FactionType carthage
and not FactionIsLocal
and I_NumberOfSettlements carthage < 4
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money carthage, 1200

end_monitor

monitor_event SettlementTurnStart FactionType carthage
and not FactionIsLocal
and I_NumberOfSettlements carthage < 9
and I_NumberOfSettlements carthage > 3
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money carthage, 1050

end_monitor

monitor_event SettlementTurnStart FactionType carthage
and not FactionIsLocal
and I_NumberOfSettlements carthage < 16
and I_NumberOfSettlements carthage > 8
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money carthage, 850

end_monitor

monitor_event SettlementTurnStart FactionType carthage
and not FactionIsLocal
and I_NumberOfSettlements carthage < 25
and I_NumberOfSettlements carthage > 15
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money carthage, 650

end_monitor

monitor_event SettlementTurnStart FactionType carthage
and not FactionIsLocal
and I_NumberOfSettlements carthage < 35
and I_NumberOfSettlements carthage > 24
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money carthage, 450

end_monitor

monitor_event SettlementTurnStart FactionType carthage
and not FactionIsLocal
and I_NumberOfSettlements carthage > 34
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money carthage, 300

end_monitor


;Aedui

monitor_event SettlementTurnStart FactionType gauls
and not FactionIsLocal
and I_TurnNumber < 81
and Treasury < 100000

console_command add_money gauls, 1200

end_monitor


monitor_event SettlementTurnStart FactionType gauls
and not FactionIsLocal
and I_NumberOfSettlements gauls < 4
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money gauls, 1200

end_monitor

monitor_event SettlementTurnStart FactionType gauls
and not FactionIsLocal
and I_NumberOfSettlements gauls < 9
and I_NumberOfSettlements gauls > 3
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money gauls, 1050

end_monitor

monitor_event SettlementTurnStart FactionType gauls
and not FactionIsLocal
and I_NumberOfSettlements gauls < 16
and I_NumberOfSettlements gauls > 8
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money gauls, 850

end_monitor

monitor_event SettlementTurnStart FactionType gauls
and not FactionIsLocal
and I_NumberOfSettlements gauls < 25
and I_NumberOfSettlements gauls > 15
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money gauls, 650

end_monitor

monitor_event SettlementTurnStart FactionType gauls
and not FactionIsLocal
and I_NumberOfSettlements gauls < 35
and I_NumberOfSettlements gauls > 24
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money gauls, 450

end_monitor

monitor_event SettlementTurnStart FactionType gauls
and not FactionIsLocal
and I_NumberOfSettlements gauls > 34
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money gauls, 300

end_monitor

;Sweboz

monitor_event SettlementTurnStart FactionType germans
and not FactionIsLocal
and I_TurnNumber < 81
and Treasury < 100000

console_command add_money germans, 1200

end_monitor

monitor_event SettlementTurnStart FactionType germans
and not FactionIsLocal
and I_NumberOfSettlements germans < 4
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money germans, 1200

end_monitor

monitor_event SettlementTurnStart FactionType germans
and not FactionIsLocal
and I_NumberOfSettlements germans < 9
and I_NumberOfSettlements germans > 3
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money germans, 1050

end_monitor

monitor_event SettlementTurnStart FactionType germans
and not FactionIsLocal
and I_NumberOfSettlements germans < 16
and I_NumberOfSettlements germans > 8
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money germans, 850

end_monitor

monitor_event SettlementTurnStart FactionType germans
and not FactionIsLocal
and I_NumberOfSettlements germans < 25
and I_NumberOfSettlements germans > 15
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money germans, 650

end_monitor

monitor_event SettlementTurnStart FactionType germans
and not FactionIsLocal
and I_NumberOfSettlements germans < 35
and I_NumberOfSettlements germans > 24
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money germans, 450

end_monitor

monitor_event SettlementTurnStart FactionType germans
and not FactionIsLocal
and I_NumberOfSettlements germans > 34
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money germans, 300

end_monitor

;Casse

monitor_event SettlementTurnStart FactionType britons
and not FactionIsLocal
and I_TurnNumber < 81
and Treasury < 100000

console_command add_money britons, 1200

end_monitor

monitor_event SettlementTurnStart FactionType britons
and not FactionIsLocal
and I_NumberOfSettlements britons < 4
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money britons, 1200

end_monitor

monitor_event SettlementTurnStart FactionType britons
and not FactionIsLocal
and I_NumberOfSettlements britons < 9
and I_NumberOfSettlements britons > 3
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money britons, 1050

end_monitor

monitor_event SettlementTurnStart FactionType britons
and not FactionIsLocal
and I_NumberOfSettlements britons < 16
and I_NumberOfSettlements britons > 8
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money britons, 850

end_monitor

monitor_event SettlementTurnStart FactionType britons
and not FactionIsLocal
and I_NumberOfSettlements britons < 25
and I_NumberOfSettlements britons > 15
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money britons, 650

end_monitor

monitor_event SettlementTurnStart FactionType britons
and not FactionIsLocal
and I_NumberOfSettlements britons < 35
and I_NumberOfSettlements britons > 24
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money britons, 450

end_monitor

monitor_event SettlementTurnStart FactionType britons
and not FactionIsLocal
and I_NumberOfSettlements britons > 34
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money britons, 300

end_monitor


;Armenia

monitor_event SettlementTurnStart FactionType romans_scipii
and not FactionIsLocal
and I_TurnNumber < 81
and Treasury < 100000

console_command add_money romans_scipii, 1200

end_monitor

monitor_event SettlementTurnStart FactionType romans_scipii
and not FactionIsLocal
and I_NumberOfSettlements romans_scipii < 4
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money romans_scipii, 1200

end_monitor

monitor_event SettlementTurnStart FactionType romans_scipii
and not FactionIsLocal
and I_NumberOfSettlements romans_scipii < 9
and I_NumberOfSettlements romans_scipii > 3
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money romans_scipii, 1050

end_monitor

monitor_event SettlementTurnStart FactionType romans_scipii
and not FactionIsLocal
and I_NumberOfSettlements romans_scipii < 16
and I_NumberOfSettlements romans_scipii > 8
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money romans_scipii, 850

end_monitor

monitor_event SettlementTurnStart FactionType romans_scipii
and not FactionIsLocal
and I_NumberOfSettlements romans_scipii < 25
and I_NumberOfSettlements romans_scipii > 15
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money romans_scipii, 650

end_monitor

monitor_event SettlementTurnStart FactionType romans_scipii
and not FactionIsLocal
and I_NumberOfSettlements romans_scipii < 35
and I_NumberOfSettlements romans_scipii > 24
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money romans_scipii, 450

end_monitor

monitor_event SettlementTurnStart FactionType romans_scipii
and not FactionIsLocal
and I_NumberOfSettlements romans_scipii > 34
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money romans_scipii, 300

end_monitor


;Getai

monitor_event SettlementTurnStart FactionType dacia
and not FactionIsLocal
and I_TurnNumber < 81
and Treasury < 100000

console_command add_money dacia, 1200

end_monitor

monitor_event SettlementTurnStart FactionType dacia
and not FactionIsLocal
and I_NumberOfSettlements dacia < 4
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money dacia, 1200

end_monitor

monitor_event SettlementTurnStart FactionType dacia
and not FactionIsLocal
and I_NumberOfSettlements dacia < 9
and I_NumberOfSettlements dacia > 3
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money dacia, 1050

end_monitor

monitor_event SettlementTurnStart FactionType dacia
and not FactionIsLocal
and I_NumberOfSettlements dacia < 16
and I_NumberOfSettlements dacia > 8
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money dacia, 850

end_monitor

monitor_event SettlementTurnStart FactionType dacia
and not FactionIsLocal
and I_NumberOfSettlements dacia < 25
and I_NumberOfSettlements dacia > 15
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money dacia, 650

end_monitor

monitor_event SettlementTurnStart FactionType dacia
and not FactionIsLocal
and I_NumberOfSettlements dacia < 35
and I_NumberOfSettlements dacia > 24
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money dacia, 450

end_monitor

monitor_event SettlementTurnStart FactionType dacia
and not FactionIsLocal
and I_NumberOfSettlements dacia > 34
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money dacia, 300

end_monitor




;Greeks

monitor_event SettlementTurnStart FactionType greek_cities
and not FactionIsLocal
and I_TurnNumber < 81
and Treasury < 100000

console_command add_money greek_cities, 1200

end_monitor

monitor_event SettlementTurnStart FactionType greek_cities
and not FactionIsLocal
and I_NumberOfSettlements greek_cities < 4
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money greek_cities, 1200

end_monitor

monitor_event SettlementTurnStart FactionType greek_cities
and not FactionIsLocal
and I_NumberOfSettlements greek_cities < 9
and I_NumberOfSettlements greek_cities > 3
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money greek_cities, 1050

end_monitor

monitor_event SettlementTurnStart FactionType greek_cities
and not FactionIsLocal
and I_NumberOfSettlements greek_cities < 16
and I_NumberOfSettlements greek_cities > 8
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money greek_cities, 850

end_monitor

monitor_event SettlementTurnStart FactionType greek_cities
and not FactionIsLocal
and I_NumberOfSettlements greek_cities < 25
and I_NumberOfSettlements greek_cities > 15
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money greek_cities, 650

end_monitor

monitor_event SettlementTurnStart FactionType greek_cities
and not FactionIsLocal
and I_NumberOfSettlements greek_cities < 35
and I_NumberOfSettlements greek_cities > 24
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money greek_cities, 450

end_monitor

monitor_event SettlementTurnStart FactionType greek_cities
and not FactionIsLocal
and I_NumberOfSettlements greek_cities > 34
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money greek_cities, 300

end_monitor


;Baktria


monitor_event SettlementTurnStart FactionType romans_brutii
and not FactionIsLocal
and I_TurnNumber < 81
and Treasury < 100000

console_command add_money romans_brutii, 1200

end_monitor

monitor_event SettlementTurnStart FactionType romans_brutii
and not FactionIsLocal
and I_NumberOfSettlements romans_brutii < 4
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money romans_brutii, 1200

end_monitor

monitor_event SettlementTurnStart FactionType romans_brutii
and not FactionIsLocal
and I_NumberOfSettlements romans_brutii < 9
and I_NumberOfSettlements romans_brutii > 3
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money romans_brutii, 1050

end_monitor

monitor_event SettlementTurnStart FactionType romans_brutii
and not FactionIsLocal
and I_NumberOfSettlements romans_brutii < 16
and I_NumberOfSettlements romans_brutii > 8
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money romans_brutii, 850

end_monitor

monitor_event SettlementTurnStart FactionType romans_brutii
and not FactionIsLocal
and I_NumberOfSettlements romans_brutii < 25
and I_NumberOfSettlements romans_brutii > 15
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money romans_brutii, 650

end_monitor

monitor_event SettlementTurnStart FactionType romans_brutii
and not FactionIsLocal
and I_NumberOfSettlements romans_brutii < 35
and I_NumberOfSettlements romans_brutii > 24
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money romans_brutii, 450

end_monitor

monitor_event SettlementTurnStart FactionType romans_brutii
and not FactionIsLocal
and I_NumberOfSettlements romans_brutii > 34
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money romans_brutii, 300

end_monitor


;Sarmatians


monitor_event SettlementTurnStart FactionType armenia
and not FactionIsLocal
and I_TurnNumber < 81
and Treasury < 100000

console_command add_money armenia, 1200

end_monitor

monitor_event SettlementTurnStart FactionType armenia
and not FactionIsLocal
and I_NumberOfSettlements armenia < 4
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money armenia, 1200

end_monitor

monitor_event SettlementTurnStart FactionType armenia
and not FactionIsLocal
and I_NumberOfSettlements armenia < 9
and I_NumberOfSettlements armenia > 3
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money armenia, 1050

end_monitor

monitor_event SettlementTurnStart FactionType armenia
and not FactionIsLocal
and I_NumberOfSettlements armenia < 16
and I_NumberOfSettlements armenia > 8
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money armenia, 850

end_monitor

monitor_event SettlementTurnStart FactionType armenia
and not FactionIsLocal
and I_NumberOfSettlements armenia < 25
and I_NumberOfSettlements armenia > 15
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money armenia, 650

end_monitor

monitor_event SettlementTurnStart FactionType armenia
and not FactionIsLocal
and I_NumberOfSettlements armenia < 35
and I_NumberOfSettlements armenia > 24
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money armenia, 450

end_monitor

monitor_event SettlementTurnStart FactionType armenia
and not FactionIsLocal
and I_NumberOfSettlements armenia > 34
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money armenia, 300

end_monitor


;Lusotanians


monitor_event SettlementTurnStart FactionType spain
and not FactionIsLocal
and I_TurnNumber < 81
and Treasury < 100000

console_command add_money spain, 1200

end_monitor

monitor_event SettlementTurnStart FactionType spain
and not FactionIsLocal
and I_NumberOfSettlements spain < 4
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money spain, 1200

end_monitor

monitor_event SettlementTurnStart FactionType spain
and not FactionIsLocal
and I_NumberOfSettlements spain < 9
and I_NumberOfSettlements spain > 3
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money spain, 1050

end_monitor

monitor_event SettlementTurnStart FactionType spain
and not FactionIsLocal
and I_NumberOfSettlements spain < 16
and I_NumberOfSettlements spain > 8
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money spain, 850

end_monitor

monitor_event SettlementTurnStart FactionType spain
and not FactionIsLocal
and I_NumberOfSettlements spain < 25
and I_NumberOfSettlements spain > 15
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money spain, 650

end_monitor

monitor_event SettlementTurnStart FactionType spain
and not FactionIsLocal
and I_NumberOfSettlements spain < 35
and I_NumberOfSettlements spain > 24
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money spain, 450

end_monitor

monitor_event SettlementTurnStart FactionType spain
and not FactionIsLocal
and I_NumberOfSettlements spain > 34
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money spain, 300

end_monitor



;Epirus

monitor_event SettlementTurnStart FactionType thrace
and not FactionIsLocal
and I_TurnNumber < 81
and Treasury < 100000

console_command add_money thrace, 1200

end_monitor


monitor_event SettlementTurnStart FactionType thrace
and not FactionIsLocal
and I_NumberOfSettlements thrace < 4
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money thrace, 1200

end_monitor

monitor_event SettlementTurnStart FactionType thrace
and not FactionIsLocal
and I_NumberOfSettlements thrace < 9
and I_NumberOfSettlements thrace > 3
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money thrace, 1050

end_monitor

monitor_event SettlementTurnStart FactionType thrace
and not FactionIsLocal
and I_NumberOfSettlements thrace < 16
and I_NumberOfSettlements thrace > 8
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money thrace, 850

end_monitor

monitor_event SettlementTurnStart FactionType thrace
and not FactionIsLocal
and I_NumberOfSettlements thrace < 25
and I_NumberOfSettlements thrace > 15
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money thrace, 650

end_monitor

monitor_event SettlementTurnStart FactionType thrace
and not FactionIsLocal
and I_NumberOfSettlements thrace < 35
and I_NumberOfSettlements thrace > 24
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money thrace, 450

end_monitor

monitor_event SettlementTurnStart FactionType thrace
and not FactionIsLocal
and I_NumberOfSettlements thrace > 34
and I_TurnNumber > 80
and Treasury < 100000

console_command add_money thrace, 300

end_monitor


;Slave


monitor_event SettlementTurnStart FactionType slave
and not FactionIsLocal

console_command add_money slave, 2850

end_monitor

And the link is HERE: http://rapidshare.com/files/27804675/EBBS_SCRIPT.TXT.html
or HERE: http://www.axifile.com/?8309078
So please test it and think about improving.
IMPORTANT!:
Good news, testing it further I can say I am satisfied with the way things are and I won't be doing any more changes in the near future.
So please, Sheep if you could post it on the first page and mention something about it's "stable" state in my opinion of course. And also include in the post please my statement that my script tries to keep things the way the team intended, some factions are poorer some richer, some more advanced some less and my script does not try to balance them into equally powerful factions.
The Eleutheroi are balanced at 2850 per turn and in the first 10 years or so they may seem to stall and the factions conquer a few neighboring provinces, after that they produce their own roads ports and other buildings and start getting stronger and building troops to garrison their settlements stalling the factions from over-expanding (in my 0.81a campaign, played with the original script, by 240 Epeiros was at Ak-ink and in the province to its north fighting over them with the Romans and I don't think that is a good thing) until they get strong enough or the rebel generals begin to die of old age.
The flat 1200 bonuses that last 20 years coupled with the rough start bonus period extended to 10 years insure that the factions build up their own infrastructure and armies and expand a bit but in a "normal" fashion. After the 20 years the stepped bonuses kick in to make sure that the big factions (you know who you are you silver-wearing bastards) do not have endless armies to throw at their neighbors and steam-rolling them or at you the player boring you with stack after stack but are not pushovers either.
Thank you for reading this and for testing my script.
That's about all the explaining I have right now so Sheep when you update please include it in the first page.

LorDBulA
04-25-2007, 09:03
he "Show me how" button is greyed out.
This means that there is some serious syntax error in script.
Check changes You made to script, find miastake, fix it and it will work again.

Southern Hunter
04-25-2007, 13:47
Quick note of appreciation to you guys for trying to fix this up.

I believe it will need to be revisited for balance for each major release of EB, since there will be OTHER changes that might affect the balance of the campaign.

But you have definitely made an improvement, and done the heavy lifting. Cheers,

Hunter

The Errant
04-25-2007, 15:57
Good news people. I figured out a way around my problem and I'm running a working testscript with my latest modifications. So far some very interesting results.
Only the Saka have stalled so far, becoming a protectorate of Baktria. Every other faction, with the exception of my own, has or is expanding. It's just beautiful to watch.
I'm still only at 240 B.C so don't expect any screenies for a while.

Dumbass
04-25-2007, 16:59
They may seem to be broke but the 10k they receive each turn from VH difficulty and the extra money keeps them well able to train troops to throw at you. The AI will never hoard money when fighting against the human controlled faction they'll recruit till they run dry.


They are broke, for example I gave each celtic faction 200000 to get out of their debts, and those faction's treasury only rose to about 40000 the next turn. They are getting into serious debt, plus making the factions unable to go into debt won't hinder anything, it'll just stop them from becoming crippled, ready to get steam rolled.

Redmeth
04-25-2007, 17:35
Then I don't know how they manage to keep recruiting fresh troops in all my tests no faction seemed to be unable to recruit or conquer more provinces or field quite big armies, when they start going into debt the bonuses keep them somewhat stable and when they plunder a new city or lose and army and gain their upkeep they just recruit another army and plunge right back into it, never in debt AI would mean that all bonuses received would be above 0, positive so that just means and endless stream of new units.
But of course that's just how I see things...
@Dan_Grr thanks for trying my script, you should update to the last version it's posted a few posts back.

Dan_Grr
04-25-2007, 18:28
There should be some kind of code that would make the AI to never go into debt, like if it reaches 0 or less, the script could automatically give an extra 10000 mnai or any other value to make sure it stays constantly out of debt.

Well, Im playing with the previous redmeth's script version and everything seems stable so far, the factions have started progressing somewhat well (Im in 210 I believe). Rome is expanding west, it's pratically inside the iberian peninsula while kicking averni and aedui while having conquered some lands on central germany. Not much happened to the Sweboz or the Getai, but Arche Seleuka is not the crazy empire it uses to be, it's actually pretty historical. It started out big, remained strong for a couple of decades and now the Ptolemaics are gaining a bit of ground with the help of... ta ra ra ra raaa.... the Sabyn, who have conquered a bit of land into AS regions.

Sheep
04-26-2007, 03:36
Gaias, I was going through your code and I have some questions about effects I'm not sure you intended. But I know you have a different philosophy with this so I wanted to ask first.


monitor_event SettlementTurnStart FactionType saba
and not FactionIsLocal
and I_NumberOfSettlements saba < 5

console_command add_money saba, 12000

end_monitor

monitor_event SettlementTurnStart FactionType saba
and not FactionIsLocal
and I_NumberOfSettlements saba < 9

console_command add_money saba, 10000

end_monitor

monitor_event SettlementTurnStart FactionType saba
and not FactionIsLocal
and I_NumberOfSettlements saba < 13

console_command add_money saba, 8000

end_monitor

monitor_event SettlementTurnStart FactionType saba
and not FactionIsLocal
and I_NumberOfSettlements saba < 17

console_command add_money saba, 6000

end_monitor

monitor_event SettlementTurnStart FactionType saba
and not FactionIsLocal
and I_NumberOfSettlements saba < 21

console_command add_money saba, 4000

end_monitor

monitor_event SettlementTurnStart FactionType saba
and not FactionIsLocal
and I_NumberOfSettlements saba < 25

console_command add_money saba, 2000

end_monitor

monitor_event SettlementTurnStart FactionType saba
and not FactionIsLocal
and I_NumberOfSettlements saba > 25

console_command add_money saba, -500

Here you have conditionals that look for a certain number of settlements. But in most cases you only provide a high limit to your conditions. Each monitor of the script will be checked every turn, and multiple monitors can be activated simultaneously. So a low number of factions could trigger multiple commands. For instance, if a faction has 4 settlements, it will trigger the <5 condition, as well as the <9 condition, the <13 condition, the <17 condition, the <21 condition, and the <25 condition, because it checks all of those and they would all be true. This will result in the faction receiving 42000 mnai every single turn! Is that what you intended?

You also wrote a monitor to take money away from large factions every turn. It is triggered by the condition of having 26 or more settlements (>25). You also have a monitor to add money to a faction with 24 or less settlements (<25). But you have no monitor for factions with exactly 25 settlements! Every other possible number is covered except for 25. Is this what you intended?

If not, I suggest you include both a high limit and a low limit for each monitor aside from the first and last (<5 and >25). And remember that you have to use "greater than" and "less than," there is no "greater than or equal to" or "less than or equal to". So if you wanted a monitor to apply to factions with 21 to 25 settlements (for example), you would have to use >20 and <26 as your limits.

Gaias
04-26-2007, 04:56
Well considering I do not know how to code anything in RTW, I was just testing out very wide range of effects. I wasn't planning on this 'code' to be anything other than a random test of variables. It is rather raw and the money numbers are rather high but it easier to reduce the numbers than it is to increase.

I didn't know about all the greater than and less than configuration, so I thank you for tell me that. The 25 was a mistake on my part as I didn't realise it until later....:oops: My intent with factions greater than 25 settlements was to incur a massive debt the longer the go on and larger they become. The idea being that most large empires tend to fall under considerable financial debt. Though the large amount of monies gain per settlement probable negated this effect.

The code, if you can call it that, is more a of trial and error for me to learn what works and what doesn't. It's one thing for you and others here to understand what it means and are able to moderately guess how the outcome will be. I can only learn from doing and seeing the results for myself (which I will be posting soon).

Here are the test results for 120 turns. My poor computer couldn't handle anymore. Fairly interesting results considering that is very buggy code that is running it. Somewhat was I was looking for it to do but it still requires a great amount of tweaking to get it to work as I envision it.

https://i140.photobucket.com/albums/r11/GaiasPhoto/scripttestresults1.jpg

Sheep
04-26-2007, 07:23
That IS a weird map!


Well considering I do not know how to code anything in RTW, I was just testing out very wide range of effects.

That's fine! I assume you were posting your work for us to look over, so look it over I did, and now you have learned a bit about the code without having to figure it out for yourself. Which means you can more quickly do what you want to do with it!

The Errant
04-26-2007, 17:33
https://img252.imageshack.us/img252/4595/factionprogressionlg1.jpg (https://imageshack.us)

The results of my latest script. Pretty interesting.

Cons. Baktria, Ptolies and Carthies are still too powerful. Need to be nerfed. Steppe factions still too weak. Saka in particular needs more support.
Pahlava had a good expansion going in the right direction but got cut off from the best provinces by an overeager Baktria.

Pros. Lusotana, Getai and Pontics moved! Sweet! They didn't stand up to the superpowers but they moved. The Sweboz are slow to start but once they get going their is no stopping them.

Changes for next script include additonal bonuses to steppe factions. Additional nerfing of Superpowers and minor tweaks.

By 200 B.C no faction has yet to be destroyed, although both Rome and Lusotana are on the endagered list, with a single weakly garrisoned settlement each, and under siege.
The Getai are down to two settlements with one under siege by the Sweboz. The Arverni have a single settlement but nobody is bothering with them.
The Pontics are down to two. The Pahlava also two though they are under heavy pressure from Baktria. The Seleukids have three but no active enemies.

I'm eagerly expecting the White Giant going to war with the Pseudo Pharaohs of Hellenic Egypt.

Anyway here is link to my current script: http://www.axifile.com?1839807

Gaias
04-27-2007, 00:39
I should have stated that most of my game test are on a modifed EB installing playing with the BI.exe. I was just posting here my ideas for the script as it seemed the most relevent thread to do so with.

From the test that you Sheep and others have made here, I am beginning to come to the conclusion that the money script might not be the problem. As I was running my script a few more times, I noticed the AI was recuiting their elite units a third of the time. These of course are some of the more expensive units for the factions, and were afforable for the ai in droves considering the money they were recieving each turn. I had the idea of reducing all unit recruit cost to the exact same number and increasing the upkeep cost double, to see what kind of effect it would have.

I am also toying around with the idea of having non recruitable units for all factions and units being introduced to factions via script. These units would be a set amount dependent on treasury, settlements, number of settlemes and the like. Not sure this would be doable, nor would it have the desired effect. As I thought about it, this kind of system would gear itself more to a faction specific campaign then a general one than what EB stands for.

But I will continue on revising and testing my script to see if it has anykind of desirable effect and post my findings here. :idea2:

Southern Hunter
04-27-2007, 01:23
What is the difference in money (or other?) terms between Hard and Very Hard Campaign difficulty?

Does anyone know what priorities the AI has for money? Does it buy buildings first for all towns, then the rest on troops? Or troops first, then buildings if money left? Does it slow down building troops if it is broke? (i.e does it follow the same rules that the player has?).

I am also thinking like people here about how best to balance the game (well, make it harder really). I have a couple of ideas, but haven't tried them out just yet...

Cheers,

Hunter

The Errant
04-27-2007, 09:02
What is the difference in money (or other?) terms between Hard and Very Hard Campaign difficulty?

Does anyone know what priorities the AI has for money? Does it buy buildings first for all towns, then the rest on troops? Or troops first, then buildings if money left? Does it slow down building troops if it is broke? (i.e does it follow the same rules that the player has?).

I am also thinking like people here about how best to balance the game (well, make it harder really). I have a couple of ideas, but haven't tried them out just yet...

Cheers,

Hunter

On VH the AI tends to be more agressive, expansionist and hopelessly stubborn. It also receives certain bonuses that make it harder for you to get cities to rebel by putting spies in those cities. I think their generals also get certain command improving traits more easily. It's also a lot less likely to accept diplomatic proposals. Especially Ceasefire.

As a general rule the AI uses money to recruit troops first and build improvements second. The only exception is the Eleutheroi who seem to do the exact opposite. The AI never disbands troops so as long as it has money it will keep on recruiting. Only if it's broke will it stop recruiting new troops.

I think the vanilla EB money script is as hard as I want the game to get. The reason I started modding the whole thing was because I got tired of fighting endlessly huge Seleukid stacks coming from three directions and fighting 5-6 battles per turn just to stay alive.

In my opinion every battle should count. And big battles with full stacks lost to either side should hurt the AI as much as loosing my primary field army hurts me. That's why I'm modding the money script.

You wan't to make it harder for you. Just increase the amount of money they get from the settlement bonus from 1200/settlement to 2000/settlement. If that dosen't get you twelve full stacks of elites coming your way every turn, nothing will.

Since we can't mod the strategic or battle AI, giving them more resources to wage a war of endless attrition is propably the only way to make the game harder than it already is.

Sheep
04-28-2007, 00:46
As I was running my script a few more times, I noticed the AI was recuiting their elite units a third of the time.

I honestly don't mind fighting their elite units, as they provide more of a challenge. But like TheErrant said, I just don't like fighting 6 stacks of them every turn. Especially the Seleukids. We can't control what the AI recruits with the script, but we can control how many of them they can recruit.

G3N3RAL GR13V0US
04-28-2007, 06:14
I want to have this script in my EB where is it ???

Southern Hunter
04-28-2007, 08:57
You wan't to make it harder for you. Just increase the amount of money they get from the settlement bonus from 1200/settlement to 2000/settlement. If that dosen't get you twelve full stacks of elites coming your way every turn, nothing will.

Since we can't mod the strategic or battle AI, giving them more resources to wage a war of endless attrition is propably the only way to make the game harder than it already is.

I have another approach in mind. I want to make the game harder for the player, and slow expansion (generally, but not make it impossible). At the same time, I want to avoid the AI having 'endless big stacks' which is, as you point out, boring as hell.

There seems to be an easy approach...

1. Extract money from the player (one way or another). Since the AI has more money (i.e. the script), it will have less trouble with a mechanism that extracts money over time. It seems the best way to do this is to make buildings more expensive. This will NEVER 'break' the AI, since you don't HAVE to buy buildings, and they have no maintenance costs.

Taking money from the player will slow the rate at which they are able to wage war, increase the importance of key battles, etc.

2. Make battles more even, that is, give the AI a fighting chance when they have equal or greater numbers. My Epic Battles mod does this fairly effectively in my testing so far.

Therefore, I propose to produce a 'Challenge' mod, using both these things, to make the game a lot harder and more interesting. I am hoping that using the challenge mod the AI can be set to H/M, and that this will reduce the incidence of multiple full stacks coming from the big empires.

Hence the question about what the script does to money on H level.

Thanks,

Hunter

Sheep
04-28-2007, 10:00
Changes for next script include additonal bonuses to steppe factions. Additional nerfing of Superpowers and minor tweaks.

I noticed that you switched the difficult start bonus for Baktria and Armenia. Armenia (romans_scipii) gets it for 20 turns while Baktria (romans_brutii) gets it for 40 turns. I figured this was backwards so I switched it when I posted the code on the front page. Are Rome and the Saba supposed to have a treasury cap of 100000 instead of 80000?

Ower
04-28-2007, 12:27
In me 1 test after the discusion over the problem whit the script not loading. The negative dept checking konditions are working for me. I have quit a stabil campain ( again the Seleuce are quit strong but not monstrous:P, the Ptoleis are holding quit good, and Pahlava and Bactria are advancing into AS lands.)

What I dont like is that the factions Like Pontus or the Hai, after becoming stagnat just fxplod whit theyr tresury (pontus curently nearing 1milion in 249bc). So I am working on a step cap for the factions taking.

The Errant
04-28-2007, 13:07
I noticed that you switched the difficult start bonus for Baktria and Armenia. Armenia (romans_scipii) gets it for 20 turns while Baktria (romans_brutii) gets it for 40 turns. I figured this was backwards so I switched it when I posted the code on the front page. Are Rome and the Saba supposed to have a treasury cap of 100000 instead of 80000?

That's about right. Hayasdan has problems starting the game but once they get moving they can become quite powerful. Baktria is overpowered as it is so I nerfed them even more in my new script. Same goes for the Carthies.
The 100000 treasury cap Eminos64 introduced was good, but much too high. The new highest treasury cap for any faction is 80000 with the Ptolies, Carthies and Baktria getting it lowered to 70000. I want the Seleukids to be overrun by Pahlava, Pontos, Hayasdan or one of the other steppe factions. Not Baktria or Ptolies.
Saba and Rome have both had their treasury capped lower. And the steppe factions get a total of 80 turns with the starting bonus of 6000 per turn.
It's a careful balance I'm constructing. I want the Lusotana to beat the Carthies in Iberia if the AI will just put up the effort. The Getai are as well off as can be expected. Only the Sweboz expansion is a bit over the top but they mostly take large and poor provinces in the north.
I feel I'm very close to the final build. The things I've managed to do have already improved the game immensly in my opinion.
I'll see how the latest script affects things. If it works the way I planned, it might be the final version. Until the next EB build comes out and we have to start this thing all over again.

Redmeth
04-28-2007, 14:21
I want the Seleukids to be overrun by Pahlava, Pontos, Hayasdan or one of the other steppe factions. Not Baktria or Ptolies.
In my opinion you shouldn't act like a director through the script it takes out much of the "random" factors in campaigns in some the Seleucids get big in some the Baktria, Pontus, Pahlava, Hai and Ptolemies become allies and tear them apart, the EB team has put all of them in historical positions as they were some had many mines and were richer (Hai, Baktria, Seleucids) and some like the Steppe factions were poorer (Sauromatae, Saka)
Keep in mind that giving big bonuses to the Steppe factions and to those you want to expand will make your eprience playing against them annoying like playing against the Seleucids.
An EB player controlling the Seleucids will keep scratching his head saying how do these grass-eating bastards (Sarmatians) keep sending those HA stacks after me, and Parthia if you keep giving them a lot of money becomes a superpower, try fighting a few stacks of grivpanhar, cataphracts and HA + plus some foot archers, that's just as bad as fighting stacks of Seleucids (eventually).
In my approach I tried to keep the bonuses equal for all and stop the factions that got big from flooding you with troops which is exactly what the lesser factions will do if you pump them up with money. The treasury cap thing is pretty ineffectual as they'll always recruit as much as they can and when they go above the cap and you take their money away, they'll just get it back from the script in the next few turns.
The tweaks should keep things more or less how they are. As not all factions (and men) are created equal and should not be just as strong or own about the same number of territories. Starting to sound a bit communist.. :laugh4:
This is the approach I chose and my reasons:
Because some factions are supposed to develop slower (Getai) than others (Romans) but instead make sure they don't get into big debt early (the rough start bonus) and encourage them to build their own infrastructure (20 years of flat bonus) and after that making sure they don't simply flood the map with stacks (the stepped bonus) .
Just my opinion, I appreciate your work and effort I just don't like the way you're going trying to direct the factions into expanding as you wish they would.
@Sheep: check your inbox please.

Ower
04-28-2007, 15:55
I quit agree whit Redmeth, my tries go to givin every on an eaquel chance.
One of the fings that made me foll for EB whas, when I played my 2 campain, the 1 was almoust as vanilla whit the expansion of AI, and i vas in the east, thinkink, like well at this time the gauls should be goners, an Aedui diplomat came and we tradet maps, I went like, OMG the aedui took Segesta, Bonia and Patvium, an as i send spies there, they had strong garnison there, I was totali amazed. from there on I had almoust never had 2 campains that were the same, until 0.8 that is, where the East, ended almous always the same , Whit a big gray death.
My goal is to restore the variety, have a campaine where the AS gets owern, and then another, in wich they emerge victorious, etc.

The Errant
04-28-2007, 17:17
The underlying principle defining all the work I've managed to do so far is to make sure every single faction in the game is still around at 200 B.C.
From the Saka Katapracts to the Celtic slingers and Libyan spearmen. I want the player to have the chance to experience all these interesting enemies in a single campain with a single faction.
That's what I'm working for. It might not be possible to balance the game to that degree. But the team put so much effort into making this great game it would be a shame if the average player didn't have have the chance to experience all of EB's glory. I admit a bias towards nerfing big factions. I don't want a monster sending wave after wave of enemies towards me. I like variety. So I strive to nerf the Seleukids. Just to keep them in the game but not to kill them.
The Baktrians are a successor state. They share many of the same units that the Seleukids have but are still somewhat different. But the Pahlava are something completely different. A true steppe faction with flavor. I want to fight them all in a campaign. Not just one. But all with their different troops and tactics.
That's the dream. To be able to fight as many different types of enemies that are in the game. And doing it in a campaign where a victory or defeat actually means something.
Might not be possible. But I sure as Hell intend to try it.

kalkwerk
04-28-2007, 21:17
Keep up the good work. Ive been waiting for something like this and as far as I can see youve already had quite impressive results.

Sheep
04-28-2007, 23:15
There is something to be said for both philosophies, and I'm sure TheErrant doesn't want the same results in every campaign, but he just wants to make it POSSIBLE for the Parthians to defeat the AS, etc. Not necessarily to happen every time. Although I shouldn't be speaking for him.

Right now I am testing Redmeth's latest script. Should have a test done today sometime, then another one in the next few days. If TheErrant finishes his script to his satisfaction, I'll give that one a whirl as well.

(edit)
Also, TheErrant, if you wish to PM me with a short developer's statement to explain your goals on the front page, that would be fine. If you want to. Not real long though, that second post is already huge!

(edit 2)
First test with Redmeth script 0.4
Played as Casse using BI.exe
https://img213.imageshack.us/img213/6926/newscripttest3dd0.png

Gaias
04-29-2007, 05:41
Well I have revised my script to something more useable than the previous one. It is performing somewhat to what my expectations were, but still need more tweaking to specific factions. Right now their is slow expansion into other territories and alot of fighting between factions. Most armies are small and less numerous than they are with the vanilla script.

The only problem I am having is that factions with one city are still recieve little or no money. At best, they are building the cheapest missile/skirmish unit that is available to recruit. I cannot for the life of me figure out what it is, so if someone could give me assistance in this matter it would be appreciated.

Here is 40 years result of the script:
https://i140.photobucket.com/albums/r11/GaiasPhoto/2ndscripttest.gif


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;Section 4: Money Assistance
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;Section 4a: Campaign Setting Money Negation
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

monitor_event FactionTurnStart FactionType romans_julii
and not FactionIsLocal

console_command add_money romans_julii, -10000

end_monitor

monitor_event FactionTurnStart FactionType romans_scipii
and not FactionIsLocal

console_command add_money romans_scipii, -10000

end_monitor

monitor_event FactionTurnStart FactionType romans_brutii
and not FactionIsLocal

console_command add_money romans_brutii, -10000

end_monitor

monitor_event FactionTurnStart FactionType egypt
and not FactionIsLocal

console_command add_money egypt, -10000

end_monitor

monitor_event FactionTurnStart FactionType seleucid
and not FactionIsLocal

console_command add_money seleucid, -10000

end_monitor

monitor_event FactionTurnStart FactionType carthage
and not FactionIsLocal

console_command add_money carthage, -10000

end_monitor

monitor_event FactionTurnStart FactionType parthia
and not FactionIsLocal

console_command add_money parthia, -10000

end_monitor

monitor_event FactionTurnStart FactionType gauls
and not FactionIsLocal

console_command add_money gauls, -10000

end_monitor

monitor_event FactionTurnStart FactionType germans
and not FactionIsLocal

console_command add_money germans, -10000

end_monitor

monitor_event FactionTurnStart FactionType britons
and not FactionIsLocal

console_command add_money britons, -10000

end_monitor

monitor_event FactionTurnStart FactionType greek_cities
and not FactionIsLocal

console_command add_money greek_cities, -10000

end_monitor

monitor_event FactionTurnStart FactionType macedon
and not FactionIsLocal

console_command add_money macedon, -10000

end_monitor

monitor_event FactionTurnStart FactionType pontus
and not FactionIsLocal

console_command add_money pontus, -10000

end_monitor

monitor_event FactionTurnStart FactionType armenia
and not FactionIsLocal

console_command add_money armenia, -10000

end_monitor

monitor_event FactionTurnStart FactionType dacia
and not FactionIsLocal

console_command add_money dacia, -10000

end_monitor

monitor_event FactionTurnStart FactionType scythia
and not FactionIsLocal

console_command add_money scythia, -10000

end_monitor

monitor_event FactionTurnStart FactionType spain
and not FactionIsLocal

console_command add_money spain, -10000

end_monitor

monitor_event FactionTurnStart FactionType thrace
and not FactionIsLocal

console_command add_money thrace, -10000

end_monitor

monitor_event FactionTurnStart FactionType numidia
and not FactionIsLocal

console_command add_money numidia, -10000

end_monitor

monitor_event FactionTurnStart FactionType saba
and not FactionIsLocal

console_command add_money saba, -10000

end_monitor

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;Section 4b: Treasury Reduction
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

monitor_event FactionTurnStart FactionType romans_julii
and not FactionIsLocal
and Treasury > 36000
and I_NumberOfSettlements romans_julii < 6

console_command add_money romans_julii, -12000

end_monitor

monitor_event FactionTurnStart FactionType romans_julii
and not FactionIsLocal
and Treasury > 48000
and I_NumberOfSettlements romans_julii < 11

console_command add_money romans_julii, -18000

end_monitor

monitor_event FactionTurnStart FactionType romans_julii
and not FactionIsLocal
and Treasury > 60000
and I_NumberOfSettlements romans_julii < 16

console_command add_money romans_julii, -24000

end_monitor

monitor_event FactionTurnStart FactionType romans_julii
and not FactionIsLocal
and Treasury > 72000
and I_NumberOfSettlements romans_julii > 15

console_command add_money romans_julii, -30000

end_monitor

monitor_event FactionTurnStart FactionType romans_scipii
and not FactionIsLocal
and Treasury > 36000
and I_NumberOfSettlements romans_scipii < 6

console_command add_money romans_scipii, -12000

end_monitor

monitor_event FactionTurnStart FactionType romans_scipii
and not FactionIsLocal
and Treasury > 48000
and I_NumberOfSettlements romans_scipii < 11

console_command add_money romans_scipii, -18000

end_monitor

monitor_event FactionTurnStart FactionType romans_scipii
and not FactionIsLocal
and Treasury > 60000
and I_NumberOfSettlements romans_scipii < 16

console_command add_money romans_scipii, -24000

end_monitor

monitor_event FactionTurnStart FactionType romans_scipii
and not FactionIsLocal
and Treasury > 72000
and I_NumberOfSettlements romans_scipii > 15

console_command add_money romans_scipii, -30000

end_monitor
monitor_event FactionTurnStart FactionType romans_brutii
and not FactionIsLocal
and Treasury > 36000
and I_NumberOfSettlements romans_brutii < 6

console_command add_money romans_brutii, -12000

end_monitor

monitor_event FactionTurnStart FactionType romans_brutii
and not FactionIsLocal
and Treasury > 48000
and I_NumberOfSettlements romans_brutii < 11

console_command add_money romans_brutii, -18000

end_monitor

monitor_event FactionTurnStart FactionType romans_brutii
and not FactionIsLocal
and Treasury > 60000
and I_NumberOfSettlements romans_brutii < 16

console_command add_money romans_brutii, -24000

end_monitor

monitor_event FactionTurnStart FactionType romans_brutii
and not FactionIsLocal
and Treasury > 72000
and I_NumberOfSettlements romans_brutii > 15

console_command add_money romans_brutii, -30000

end_monitor

monitor_event FactionTurnStart FactionType egypt
and not FactionIsLocal
and Treasury > 36000
and I_NumberOfSettlements egypt < 6

console_command add_money egypt, -12000

end_monitor

monitor_event FactionTurnStart FactionType egypt
and not FactionIsLocal
and Treasury > 48000
and I_NumberOfSettlements egypt < 11

console_command add_money egypt, -18000

end_monitor

monitor_event FactionTurnStart FactionType egypt
and not FactionIsLocal
and Treasury > 60000
and I_NumberOfSettlements egypt < 16

console_command add_money egypt, -24000

end_monitor

monitor_event FactionTurnStart FactionType egypt
and not FactionIsLocal
and Treasury > 72000
and I_NumberOfSettlements egypt > 15

console_command add_money egypt, -30000

end_monitor

monitor_event FactionTurnStart FactionType seleucid
and not FactionIsLocal
and Treasury > 36000
and I_NumberOfSettlements seleucid < 6

console_command add_money seleucid, -12000

end_monitor

monitor_event FactionTurnStart FactionType seleucid
and not FactionIsLocal
and Treasury > 48000
and I_NumberOfSettlements seleucid < 11

console_command add_money seleucid, -18000

end_monitor

monitor_event FactionTurnStart FactionType seleucid
and not FactionIsLocal
and Treasury > 60000
and I_NumberOfSettlements seleucid < 16

console_command add_money seleucid, -24000

end_monitor

monitor_event FactionTurnStart FactionType seleucid
and not FactionIsLocal
and Treasury > 72000
and I_NumberOfSettlements seleucid > 15

console_command add_money seleucid, -30000

end_monitor

monitor_event FactionTurnStart FactionType carthage
and not FactionIsLocal
and Treasury > 36000
and I_NumberOfSettlements carthage < 6

console_command add_money carthage, -12000

end_monitor

monitor_event FactionTurnStart FactionType carthage
and not FactionIsLocal
and Treasury > 48000
and I_NumberOfSettlements carthage < 11

console_command add_money carthage, -18000

end_monitor

monitor_event FactionTurnStart FactionType carthage
and not FactionIsLocal
and Treasury > 60000
and I_NumberOfSettlements carthage < 16

console_command add_money carthage, -24000

end_monitor

monitor_event FactionTurnStart FactionType carthage
and not FactionIsLocal
and Treasury > 72000
and I_NumberOfSettlements carthage > 15

console_command add_money carthage, -30000

end_monitor

monitor_event FactionTurnStart FactionType parthia
and not FactionIsLocal
and Treasury > 36000
and I_NumberOfSettlements parthia < 6

console_command add_money parthia, -12000

end_monitor

monitor_event FactionTurnStart FactionType parthia
and not FactionIsLocal
and Treasury > 48000
and I_NumberOfSettlements parthia < 11

console_command add_money parthia, -18000

end_monitor

monitor_event FactionTurnStart FactionType parthia
and not FactionIsLocal
and Treasury > 60000
and I_NumberOfSettlements parthia < 16

console_command add_money parthia, -24000

end_monitor

monitor_event FactionTurnStart FactionType parthia
and not FactionIsLocal
and Treasury > 72000
and I_NumberOfSettlements parthia > 15

console_command add_money parthia, -30000

end_monitor

monitor_event FactionTurnStart FactionType gauls
and not FactionIsLocal
and Treasury > 36000
and I_NumberOfSettlements gauls < 6

console_command add_money gauls, -12000

end_monitor

monitor_event FactionTurnStart FactionType gauls
and not FactionIsLocal
and Treasury > 48000
and I_NumberOfSettlements gauls < 11

console_command add_money gauls, -18000

end_monitor

monitor_event FactionTurnStart FactionType gauls
and not FactionIsLocal
and Treasury > 60000
and I_NumberOfSettlements gauls < 16

console_command add_money gauls, -24000

end_monitor

monitor_event FactionTurnStart FactionType gauls
and not FactionIsLocal
and Treasury > 72000
and I_NumberOfSettlements gauls > 15

console_command add_money gauls, -30000

end_monitor

monitor_event FactionTurnStart FactionType germans
and not FactionIsLocal
and Treasury > 36000
and I_NumberOfSettlements germans < 6

console_command add_money germans, -12000

end_monitor

monitor_event FactionTurnStart FactionType germans
and not FactionIsLocal
and Treasury > 48000
and I_NumberOfSettlements germans < 11

console_command add_money germans, -18000

end_monitor

monitor_event FactionTurnStart FactionType germans
and not FactionIsLocal
and Treasury > 60000
and I_NumberOfSettlements germans < 16

console_command add_money germans, -24000

end_monitor

monitor_event FactionTurnStart FactionType germans
and not FactionIsLocal
and Treasury > 72000
and I_NumberOfSettlements germans > 15

console_command add_money germans, -30000

end_monitor

monitor_event FactionTurnStart FactionType britons
and not FactionIsLocal
and Treasury > 36000
and I_NumberOfSettlements britons < 6

console_command add_money britons, -12000

end_monitor

monitor_event FactionTurnStart FactionType britons
and not FactionIsLocal
and Treasury > 48000
and I_NumberOfSettlements britons < 11

console_command add_money britons, -18000

end_monitor

monitor_event FactionTurnStart FactionType britons
and not FactionIsLocal
and Treasury > 60000
and I_NumberOfSettlements britons < 16

console_command add_money britons, -24000

end_monitor

monitor_event FactionTurnStart FactionType britons
and not FactionIsLocal
and Treasury > 72000
and I_NumberOfSettlements britons > 15

console_command add_money britons, -30000

end_monitor

monitor_event FactionTurnStart FactionType greek_cities
and not FactionIsLocal
and Treasury > 36000
and I_NumberOfSettlements greek_cities < 6

console_command add_money greek_cities, -12000

end_monitor

monitor_event FactionTurnStart FactionType greek_cities
and not FactionIsLocal
and Treasury > 48000
and I_NumberOfSettlements greek_cities < 11

console_command add_money greek_cities, -18000

end_monitor

monitor_event FactionTurnStart FactionType greek_cities
and not FactionIsLocal
and Treasury > 60000
and I_NumberOfSettlements greek_cities < 16

console_command add_money greek_cities, -24000

end_monitor

monitor_event FactionTurnStart FactionType greek_cities
and not FactionIsLocal
and Treasury > 72000
and I_NumberOfSettlements greek_cities > 15

console_command add_money greek_cities, -30000

end_monitor

monitor_event FactionTurnStart FactionType macedon
and not FactionIsLocal
and Treasury > 36000
and I_NumberOfSettlements macedon < 6

console_command add_money macedon, -12000

end_monitor

monitor_event FactionTurnStart FactionType macedon
and not FactionIsLocal
and Treasury > 48000
and I_NumberOfSettlements macedon < 11

console_command add_money macedon, -18000

end_monitor

monitor_event FactionTurnStart FactionType macedon
and not FactionIsLocal
and Treasury > 60000
and I_NumberOfSettlements macedon < 16

console_command add_money macedon, -24000

end_monitor

monitor_event FactionTurnStart FactionType macedon
and not FactionIsLocal
and Treasury > 72000
and I_NumberOfSettlements macedon > 15

console_command add_money macedon, -30000

end_monitor

monitor_event FactionTurnStart FactionType pontus
and not FactionIsLocal
and Treasury > 36000
and I_NumberOfSettlements pontus < 6

console_command add_money pontus, -12000

end_monitor

monitor_event FactionTurnStart FactionType pontus
and not FactionIsLocal
and Treasury > 48000
and I_NumberOfSettlements pontus < 11

console_command add_money pontus, -18000

end_monitor

monitor_event FactionTurnStart FactionType pontus
and not FactionIsLocal
and Treasury > 60000
and I_NumberOfSettlements pontus < 16

console_command add_money pontus, -24000

end_monitor

monitor_event FactionTurnStart FactionType pontus
and not FactionIsLocal
and Treasury > 72000
and I_NumberOfSettlements pontus > 15

console_command add_money pontus, -30000

end_monitor

monitor_event FactionTurnStart FactionType armenia
and not FactionIsLocal
and Treasury > 36000
and I_NumberOfSettlements armenia < 6

console_command add_money armenia, -12000

end_monitor

monitor_event FactionTurnStart FactionType armenia
and not FactionIsLocal
and Treasury > 48000
and I_NumberOfSettlements armenia < 11

console_command add_money armenia, -18000

end_monitor

monitor_event FactionTurnStart FactionType armenia
and not FactionIsLocal
and Treasury > 60000
and I_NumberOfSettlements armenia < 16

console_command add_money armenia, -24000

end_monitor

monitor_event FactionTurnStart FactionType armenia
and not FactionIsLocal
and Treasury > 72000
and I_NumberOfSettlements armenia > 15

console_command add_money armenia, -30000

end_monitor

monitor_event FactionTurnStart FactionType dacia
and not FactionIsLocal
and Treasury > 36000
and I_NumberOfSettlements dacia < 6

console_command add_money dacia, -12000

end_monitor

monitor_event FactionTurnStart FactionType dacia
and not FactionIsLocal
and Treasury > 48000
and I_NumberOfSettlements dacia < 11

console_command add_money dacia, -18000

end_monitor

monitor_event FactionTurnStart FactionType dacia
and not FactionIsLocal
and Treasury > 60000
and I_NumberOfSettlements dacia < 16

console_command add_money dacia, -24000

end_monitor

monitor_event FactionTurnStart FactionType dacia
and not FactionIsLocal
and Treasury > 72000
and I_NumberOfSettlements dacia > 15

console_command add_money dacia, -30000

end_monitor

monitor_event FactionTurnStart FactionType scythia
and not FactionIsLocal
and Treasury > 36000
and I_NumberOfSettlements scythia < 6

console_command add_money scythia, -12000

end_monitor

monitor_event FactionTurnStart FactionType scythia
and not FactionIsLocal
and Treasury > 48000
and I_NumberOfSettlements scythia < 11

console_command add_money scythia, -18000

end_monitor

monitor_event FactionTurnStart FactionType scythia
and not FactionIsLocal
and Treasury > 60000
and I_NumberOfSettlements scythia < 16

console_command add_money scythia, -24000

end_monitor

monitor_event FactionTurnStart FactionType scythia
and not FactionIsLocal
and Treasury > 72000
and I_NumberOfSettlements scythia > 15

console_command add_money scythia, -30000

end_monitor

monitor_event FactionTurnStart FactionType spain
and not FactionIsLocal
and Treasury > 36000
and I_NumberOfSettlements spain < 6

console_command add_money spain, -12000

end_monitor

monitor_event FactionTurnStart FactionType spain
and not FactionIsLocal
and Treasury > 48000
and I_NumberOfSettlements spain < 11

console_command add_money spain, -18000

end_monitor

monitor_event FactionTurnStart FactionType spain
and not FactionIsLocal
and Treasury > 60000
and I_NumberOfSettlements spain < 16

console_command add_money spain, -24000

end_monitor

monitor_event FactionTurnStart FactionType spain
and not FactionIsLocal
and Treasury > 72000
and I_NumberOfSettlements spain > 15

console_command add_money spain, -30000

end_monitor

monitor_event FactionTurnStart FactionType thrace
and not FactionIsLocal
and Treasury > 36000
and I_NumberOfSettlements thrace < 6

console_command add_money thrace, -12000

end_monitor

monitor_event FactionTurnStart FactionType thrace
and not FactionIsLocal
and Treasury > 48000
and I_NumberOfSettlements thrace < 11

console_command add_money thrace, -18000

end_monitor

monitor_event FactionTurnStart FactionType thrace
and not FactionIsLocal
and Treasury > 60000
and I_NumberOfSettlements thrace < 16

console_command add_money thrace, -24000

end_monitor

monitor_event FactionTurnStart FactionType thrace
and not FactionIsLocal
and Treasury > 72000
and I_NumberOfSettlements thrace > 15

console_command add_money thrace, -30000

end_monitor

monitor_event FactionTurnStart FactionType numidia
and not FactionIsLocal
and Treasury > 36000
and I_NumberOfSettlements numidia < 6

console_command add_money numidia, -12000

end_monitor

monitor_event FactionTurnStart FactionType numidia
and not FactionIsLocal
and Treasury > 48000
and I_NumberOfSettlements numidia < 11

console_command add_money numidia, -18000

end_monitor

monitor_event FactionTurnStart FactionType numidia
and not FactionIsLocal
and Treasury > 60000
and I_NumberOfSettlements numidia < 16

console_command add_money numidia, -24000

end_monitor

monitor_event FactionTurnStart FactionType numidia
and not FactionIsLocal
and Treasury > 72000
and I_NumberOfSettlements numidia > 15

console_command add_money numidia, -30000

end_monitor

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;Section 4c: AI Debt Reduction
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
monitor_event FactionTurnStart FactionType romans_julii
and not FactionIsLocal
and Treasury > -3600
and I_NumberOfSettlements romans_julii < 4

console_command add_money romans_julii, 6000

end_monitor

monitor_event FactionTurnStart FactionType romans_scipii
and not FactionIsLocal
and Treasury < -3600
and I_NumberOfSettlements romans_scipii < 4

console_command add_money romans_scipii, 6000

end_monitor

monitor_event FactionTurnStart FactionType romans_brutii
and not FactionIsLocal
and Treasury < -3600
and I_NumberOfSettlements romans_brutii < 4

console_command add_money romans_brutii, 6000

end_monitor

monitor_event FactionTurnStart FactionType egypt
and not FactionIsLocal
and Treasury < -3600
and I_NumberOfSettlements egypt < 4

console_command add_money egypt, 6000

end_monitor

monitor_event FactionTurnStart FactionType seleucid
and not FactionIsLocal
and Treasury < -3600
and I_NumberOfSettlements seleucid < 4

console_command add_money seleucid, 6000

end_monitor

monitor_event FactionTurnStart FactionType carthage
and not FactionIsLocal
and Treasury < -3600
and I_NumberOfSettlements carthage < 4

console_command add_money carthage, 6000

end_monitor

monitor_event FactionTurnStart FactionType parthia
and not FactionIsLocal
and Treasury < -3600
and I_NumberOfSettlements parthia < 4

console_command add_money parthia, 6000

end_monitor

monitor_event FactionTurnStart FactionType gauls
and not FactionIsLocal
and Treasury < -3600
and I_NumberOfSettlements gauls < 4

console_command add_money gauls, 6000

end_monitor

monitor_event FactionTurnStart FactionType germans
and not FactionIsLocal
and Treasury < -3600
and I_NumberOfSettlements germans < 4

console_command add_money germans, 6000

end_monitor

monitor_event FactionTurnStart FactionType britons
and not FactionIsLocal
and Treasury < -3600
and I_NumberOfSettlements britons < 4

console_command add_money britons, 6000

end_monitor

monitor_event FactionTurnStart FactionType greek_cities
and not FactionIsLocal
and Treasury < -3600
and I_NumberOfSettlements greek_cities < 4

console_command add_money greek_cities, 6000

end_monitor

monitor_event FactionTurnStart FactionType macedon
and not FactionIsLocal
and Treasury < -3600
and I_NumberOfSettlements macedon < 4

console_command add_money macedon, 6000

end_monitor

monitor_event FactionTurnStart FactionType pontus
and not FactionIsLocal
and Treasury < -3600
and I_NumberOfSettlements pontus < 4

console_command add_money pontus, 6000

end_monitor

monitor_event FactionTurnStart FactionType armenia
and not FactionIsLocal
and Treasury < -3600
and I_NumberOfSettlements armenia < 4

console_command add_money armenia, 6000

end_monitor

monitor_event FactionTurnStart FactionType dacia
and not FactionIsLocal
and Treasury < -3600
and I_NumberOfSettlements dacia < 4

console_command add_money dacia, 6000

end_monitor

monitor_event FactionTurnStart FactionType scythia
and not FactionIsLocal
and Treasury < -3600
and I_NumberOfSettlements scythia < 4

console_command add_money scythia, 6000

end_monitor

monitor_event FactionTurnStart FactionType spain
and not FactionIsLocal
and Treasury < -3600
and I_NumberOfSettlements spain < 4

console_command add_money spain, 6000

end_monitor

monitor_event FactionTurnStart FactionType thrace
and not FactionIsLocal
and Treasury < -3600
and I_NumberOfSettlements thrace < 4

console_command add_money thrace, 6000

end_monitor

monitor_event FactionTurnStart FactionType numidia
and not FactionIsLocal
and Treasury < -3600
and I_NumberOfSettlements numidia < 4

console_command add_money numidia, 6000

end_monitor

monitor_event FactionTurnStart FactionType saba
and not FactionIsLocal
and Treasury < -3600
and I_NumberOfSettlements saba < 4

console_command add_money saba, 6000

end_monitor

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;Section 4d: Faction Specific City Income Bonus
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;monitor_event CharacterTurnStart FactionType egypt
;and AgentType = admiral
;and not FactionIsLocal
;console_command add_money egypt, 1200

;end_monitor
monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_NumberOfSettlements romans_julii < 4

console_command add_money romans_julii, 3600

end_monitor

monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_NumberOfSettlements romans_julii > 3
and I_NumberOfSettlements romans_julii < 7

console_command add_money romans_julii, 3000

end_monitor

monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_NumberOfSettlements romans_julii > 6
and I_NumberOfSettlements romans_julii < 10

console_command add_money romans_julii, 2400

end_monitor

monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_NumberOfSettlements romans_julii > 9
and I_NumberOfSettlements romans_julii < 13

console_command add_money romans_julii, 1800

end_monitor

monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_NumberOfSettlements romans_julii > 12
and I_NumberOfSettlements romans_julii < 16

console_command add_money romans_julii, 1200

end_monitor

monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_NumberOfSettlements romans_julii > 15

console_command add_money romans_julii, -1200

end_monitor
monitor_event SettlementTurnStart FactionType romans_scipii
and not FactionIsLocal
and I_NumberOfSettlements romans_scipii < 4

console_command add_money romans_scipii, 3600

end_monitor

monitor_event SettlementTurnStart FactionType romans_scipii
and not FactionIsLocal
and I_NumberOfSettlements romans_scipii > 3
and I_NumberOfSettlements romans_scipii < 7

console_command add_money romans_scipii, 3000

end_monitor

monitor_event SettlementTurnStart FactionType romans_scipii
and not FactionIsLocal
and I_NumberOfSettlements romans_scipii > 6
and I_NumberOfSettlements romans_scipii < 10

console_command add_money romans_scipii, 2400

end_monitor

monitor_event SettlementTurnStart FactionType romans_scipii
and not FactionIsLocal
and I_NumberOfSettlements romans_scipii > 9
and I_NumberOfSettlements romans_scipii < 13

console_command add_money romans_scipii, 1800

end_monitor

monitor_event SettlementTurnStart FactionType romans_scipii
and not FactionIsLocal
and I_NumberOfSettlements romans_scipii > 12
and I_NumberOfSettlements romans_scipii < 16

console_command add_money romans_scipii, 1200

end_monitor

monitor_event SettlementTurnStart FactionType romans_scipii
and not FactionIsLocal
and I_NumberOfSettlements romans_scipii > 15

console_command add_money romans_scipii, -1200

end_monitor
monitor_event SettlementTurnStart FactionType romans_brutii
and not FactionIsLocal
and I_NumberOfSettlements romans_brutii < 4

console_command add_money romans_brutii, 3600

end_monitor

monitor_event SettlementTurnStart FactionType romans_brutii
and not FactionIsLocal
and I_NumberOfSettlements romans_brutii > 3
and I_NumberOfSettlements romans_brutii < 7

console_command add_money romans_brutii, 3000

end_monitor

monitor_event SettlementTurnStart FactionType romans_brutii
and not FactionIsLocal
and I_NumberOfSettlements romans_brutii > 6
and I_NumberOfSettlements romans_brutii < 10

console_command add_money romans_brutii, 2400

end_monitor

monitor_event SettlementTurnStart FactionType romans_brutii
and not FactionIsLocal
and I_NumberOfSettlements romans_brutii > 9
and I_NumberOfSettlements romans_brutii < 13

console_command add_money romans_brutii, 1800

end_monitor

monitor_event SettlementTurnStart FactionType romans_brutii
and not FactionIsLocal
and I_NumberOfSettlements romans_brutii > 12
and I_NumberOfSettlements romans_brutii < 16

console_command add_money romans_brutii, 1200

end_monitor

monitor_event SettlementTurnStart FactionType romans_brutii
and not FactionIsLocal
and I_NumberOfSettlements romans_brutii > 15

console_command add_money romans_brutii, -1200

end_monitor
monitor_event SettlementTurnStart FactionType egypt
and not FactionIsLocal
and I_NumberOfSettlements egypt < 4

console_command add_money egypt, 3600

end_monitor

monitor_event SettlementTurnStart FactionType egypt
and not FactionIsLocal
and I_NumberOfSettlements egypt > 3
and I_NumberOfSettlements egypt < 7

console_command add_money egypt, 3000

end_monitor

monitor_event SettlementTurnStart FactionType egypt
and not FactionIsLocal
and I_NumberOfSettlements egypt > 6
and I_NumberOfSettlements egypt < 10

console_command add_money egypt, 2400

end_monitor

monitor_event SettlementTurnStart FactionType egypt
and not FactionIsLocal
and I_NumberOfSettlements egypt > 9
and I_NumberOfSettlements egypt < 13

console_command add_money egypt, 1800

end_monitor

monitor_event SettlementTurnStart FactionType egypt
and not FactionIsLocal
and I_NumberOfSettlements egypt > 12
and I_NumberOfSettlements egypt < 16

console_command add_money egypt, 1200

end_monitor

monitor_event SettlementTurnStart FactionType egypt
and not FactionIsLocal
and I_NumberOfSettlements egypt > 15

console_command add_money egypt, -1200

end_monitor
monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid < 4

console_command add_money seleucid, 3600

end_monitor

monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid > 3
and I_NumberOfSettlements seleucid < 7

console_command add_money seleucid, 3000

end_monitor

monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid > 6
and I_NumberOfSettlements seleucid < 10

console_command add_money seleucid, 2400

end_monitor

monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid > 9
and I_NumberOfSettlements seleucid < 13

console_command add_money seleucid, 1800

end_monitor

monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid > 12
and I_NumberOfSettlements seleucid < 16

console_command add_money seleucid, 1200

end_monitor

monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid > 15

console_command add_money seleucid, -1200

end_monitor
monitor_event SettlementTurnStart FactionType carthage
and not FactionIsLocal
and I_NumberOfSettlements carthage < 4

console_command add_money carthage, 3600

end_monitor

monitor_event SettlementTurnStart FactionType carthage
and not FactionIsLocal
and I_NumberOfSettlements carthage > 3
and I_NumberOfSettlements carthage < 7

console_command add_money carthage, 3000

end_monitor

monitor_event SettlementTurnStart FactionType carthage
and not FactionIsLocal
and I_NumberOfSettlements carthage > 6
and I_NumberOfSettlements carthage < 10

console_command add_money carthage, 2400

end_monitor

monitor_event SettlementTurnStart FactionType carthage
and not FactionIsLocal
and I_NumberOfSettlements carthage > 9
and I_NumberOfSettlements carthage < 13

console_command add_money carthage, 1800

end_monitor

monitor_event SettlementTurnStart FactionType carthage
and not FactionIsLocal
and I_NumberOfSettlements carthage > 12
and I_NumberOfSettlements carthage < 16

console_command add_money carthage, 1200

end_monitor

monitor_event SettlementTurnStart FactionType carthage
and not FactionIsLocal
and I_NumberOfSettlements carthage > 15

console_command add_money carthage, -1200

end_monitor
monitor_event SettlementTurnStart FactionType parthia
and not FactionIsLocal
and I_NumberOfSettlements parthia < 4

console_command add_money parthia, 3600

end_monitor

monitor_event SettlementTurnStart FactionType parthia
and not FactionIsLocal
and I_NumberOfSettlements parthia > 3
and I_NumberOfSettlements parthia < 7

console_command add_money parthia, 3000

end_monitor

monitor_event SettlementTurnStart FactionType parthia
and not FactionIsLocal
and I_NumberOfSettlements parthia > 6
and I_NumberOfSettlements parthia < 10

console_command add_money parthia, 2400

end_monitor

monitor_event SettlementTurnStart FactionType parthia
and not FactionIsLocal
and I_NumberOfSettlements parthia > 9
and I_NumberOfSettlements parthia < 13

console_command add_money parthia, 1800

end_monitor

monitor_event SettlementTurnStart FactionType parthia
and not FactionIsLocal
and I_NumberOfSettlements parthia > 12
and I_NumberOfSettlements parthia < 16

console_command add_money parthia, 1200

end_monitor

monitor_event SettlementTurnStart FactionType parthia
and not FactionIsLocal
and I_NumberOfSettlements parthia > 15

console_command add_money parthia, -1200

end_monitor
monitor_event SettlementTurnStart FactionType gauls
and not FactionIsLocal
and I_NumberOfSettlements gauls < 4

console_command add_money gauls, 3600

end_monitor

monitor_event SettlementTurnStart FactionType gauls
and not FactionIsLocal
and I_NumberOfSettlements gauls > 3
and I_NumberOfSettlements gauls < 7

console_command add_money gauls, 3000

end_monitor

monitor_event SettlementTurnStart FactionType gauls
and not FactionIsLocal
and I_NumberOfSettlements gauls > 6
and I_NumberOfSettlements gauls < 10

console_command add_money gauls, 2400

end_monitor

monitor_event SettlementTurnStart FactionType gauls
and not FactionIsLocal
and I_NumberOfSettlements gauls > 9
and I_NumberOfSettlements gauls < 13

console_command add_money gauls, 1800

end_monitor

monitor_event SettlementTurnStart FactionType gauls
and not FactionIsLocal
and I_NumberOfSettlements gauls > 12
and I_NumberOfSettlements gauls < 16

console_command add_money gauls, 1200

end_monitor

monitor_event SettlementTurnStart FactionType gauls
and not FactionIsLocal
and I_NumberOfSettlements gauls > 15

console_command add_money gauls, -1200

end_monitor
monitor_event SettlementTurnStart FactionType germans
and not FactionIsLocal
and I_NumberOfSettlements germans < 4

console_command add_money germans, 3600

end_monitor

monitor_event SettlementTurnStart FactionType germans
and not FactionIsLocal
and I_NumberOfSettlements germans > 3
and I_NumberOfSettlements germans < 7

console_command add_money germans, 3000

end_monitor

monitor_event SettlementTurnStart FactionType germans
and not FactionIsLocal
and I_NumberOfSettlements germans > 6
and I_NumberOfSettlements germans < 10

console_command add_money germans, 2400

end_monitor

monitor_event SettlementTurnStart FactionType germans
and not FactionIsLocal
and I_NumberOfSettlements germans > 9
and I_NumberOfSettlements germans < 13

console_command add_money germans, 1800

end_monitor

monitor_event SettlementTurnStart FactionType germans
and not FactionIsLocal
and I_NumberOfSettlements germans > 12
and I_NumberOfSettlements germans < 16

console_command add_money germans, 1200

end_monitor

monitor_event SettlementTurnStart FactionType germans
and not FactionIsLocal
and I_NumberOfSettlements germans > 15

console_command add_money germans, -1200

end_monitor
monitor_event SettlementTurnStart FactionType britons
and not FactionIsLocal
and I_NumberOfSettlements britons < 4

console_command add_money britons, 3600

end_monitor

monitor_event SettlementTurnStart FactionType britons
and not FactionIsLocal
and I_NumberOfSettlements britons > 3
and I_NumberOfSettlements britons < 7

console_command add_money britons, 3000

end_monitor

monitor_event SettlementTurnStart FactionType britons
and not FactionIsLocal
and I_NumberOfSettlements britons > 6
and I_NumberOfSettlements britons < 10

console_command add_money britons, 2400

end_monitor

monitor_event SettlementTurnStart FactionType britons
and not FactionIsLocal
and I_NumberOfSettlements britons > 9
and I_NumberOfSettlements britons < 13

console_command add_money britons, 1800

end_monitor

monitor_event SettlementTurnStart FactionType britons
and not FactionIsLocal
and I_NumberOfSettlements britons > 12
and I_NumberOfSettlements britons < 16

console_command add_money britons, 1200

end_monitor

monitor_event SettlementTurnStart FactionType britons
and not FactionIsLocal
and I_NumberOfSettlements britons > 15

console_command add_money britons, -1200

end_monitor
monitor_event SettlementTurnStart FactionType greek_cities
and not FactionIsLocal
and I_NumberOfSettlements greek_cities < 4

console_command add_money greek_cities, 3600

end_monitor

monitor_event SettlementTurnStart FactionType greek_cities
and not FactionIsLocal
and I_NumberOfSettlements greek_cities > 3
and I_NumberOfSettlements greek_cities < 7

console_command add_money greek_cities, 3000

end_monitor

monitor_event SettlementTurnStart FactionType greek_cities
and not FactionIsLocal
and I_NumberOfSettlements greek_cities > 6
and I_NumberOfSettlements greek_cities < 10

console_command add_money greek_cities, 2400

end_monitor

monitor_event SettlementTurnStart FactionType greek_cities
and not FactionIsLocal
and I_NumberOfSettlements greek_cities > 9
and I_NumberOfSettlements greek_cities < 13

console_command add_money greek_cities, 1800

end_monitor

monitor_event SettlementTurnStart FactionType greek_cities
and not FactionIsLocal
and I_NumberOfSettlements greek_cities > 12
and I_NumberOfSettlements greek_cities < 16

console_command add_money greek_cities, 1200

end_monitor

monitor_event SettlementTurnStart FactionType greek_cities
and not FactionIsLocal
and I_NumberOfSettlements greek_cities > 15

console_command add_money greek_cities, -1200

end_monitor
monitor_event SettlementTurnStart FactionType macedon
and not FactionIsLocal
and I_NumberOfSettlements macedon < 4

console_command add_money macedon, 3600

end_monitor

monitor_event SettlementTurnStart FactionType macedon
and not FactionIsLocal
and I_NumberOfSettlements macedon > 3
and I_NumberOfSettlements macedon < 7

console_command add_money macedon, 3000

end_monitor

monitor_event SettlementTurnStart FactionType macedon
and not FactionIsLocal
and I_NumberOfSettlements macedon > 6
and I_NumberOfSettlements macedon < 10

console_command add_money macedon, 2400

end_monitor

monitor_event SettlementTurnStart FactionType macedon
and not FactionIsLocal
and I_NumberOfSettlements macedon > 9
and I_NumberOfSettlements macedon < 13

console_command add_money macedon, 1800

end_monitor

monitor_event SettlementTurnStart FactionType macedon
and not FactionIsLocal
and I_NumberOfSettlements macedon > 12
and I_NumberOfSettlements macedon < 16

console_command add_money macedon, 1200

end_monitor

monitor_event SettlementTurnStart FactionType macedon
and not FactionIsLocal
and I_NumberOfSettlements macedon > 15

console_command add_money macedon, -1200

end_monitor
monitor_event SettlementTurnStart FactionType pontus
and not FactionIsLocal
and I_NumberOfSettlements pontus < 4

console_command add_money pontus, 3600

end_monitor

monitor_event SettlementTurnStart FactionType pontus
and not FactionIsLocal
and I_NumberOfSettlements pontus > 3
and I_NumberOfSettlements pontus < 7

console_command add_money pontus, 3000

end_monitor

monitor_event SettlementTurnStart FactionType pontus
and not FactionIsLocal
and I_NumberOfSettlements pontus > 6
and I_NumberOfSettlements pontus < 10

console_command add_money pontus, 2400

end_monitor

monitor_event SettlementTurnStart FactionType pontus
and not FactionIsLocal
and I_NumberOfSettlements pontus > 9
and I_NumberOfSettlements pontus < 13

console_command add_money pontus, 1800

end_monitor

monitor_event SettlementTurnStart FactionType pontus
and not FactionIsLocal
and I_NumberOfSettlements pontus > 12
and I_NumberOfSettlements pontus < 16

console_command add_money pontus, 1200

end_monitor

monitor_event SettlementTurnStart FactionType pontus
and not FactionIsLocal
and I_NumberOfSettlements pontus > 15

console_command add_money pontus, -1200

end_monitor
monitor_event SettlementTurnStart FactionType armenia
and not FactionIsLocal
and I_NumberOfSettlements armenia < 4

console_command add_money armenia, 3600

end_monitor

monitor_event SettlementTurnStart FactionType armenia
and not FactionIsLocal
and I_NumberOfSettlements armenia > 3
and I_NumberOfSettlements armenia < 7

console_command add_money armenia, 3000

end_monitor

monitor_event SettlementTurnStart FactionType armenia
and not FactionIsLocal
and I_NumberOfSettlements armenia > 6
and I_NumberOfSettlements armenia < 10

console_command add_money armenia, 2400

end_monitor

monitor_event SettlementTurnStart FactionType armenia
and not FactionIsLocal
and I_NumberOfSettlements armenia > 9
and I_NumberOfSettlements armenia < 13

console_command add_money armenia, 1800

end_monitor

monitor_event SettlementTurnStart FactionType armenia
and not FactionIsLocal
and I_NumberOfSettlements armenia > 12
and I_NumberOfSettlements armenia < 16

console_command add_money armenia, 1200

end_monitor

monitor_event SettlementTurnStart FactionType armenia
and not FactionIsLocal
and I_NumberOfSettlements armenia > 15

console_command add_money armenia, -1200

end_monitor
monitor_event SettlementTurnStart FactionType dacia
and not FactionIsLocal
and I_NumberOfSettlements dacia < 4

console_command add_money dacia, 3600

end_monitor

monitor_event SettlementTurnStart FactionType dacia
and not FactionIsLocal
and I_NumberOfSettlements dacia > 3
and I_NumberOfSettlements dacia < 7

console_command add_money dacia, 3000

end_monitor

monitor_event SettlementTurnStart FactionType dacia
and not FactionIsLocal
and I_NumberOfSettlements dacia > 6
and I_NumberOfSettlements dacia < 10

console_command add_money dacia, 2400

end_monitor

monitor_event SettlementTurnStart FactionType dacia
and not FactionIsLocal
and I_NumberOfSettlements dacia > 9
and I_NumberOfSettlements dacia < 13

console_command add_money dacia, 1800

end_monitor

monitor_event SettlementTurnStart FactionType dacia
and not FactionIsLocal
and I_NumberOfSettlements dacia > 12
and I_NumberOfSettlements dacia < 16

console_command add_money dacia, 1200

end_monitor

monitor_event SettlementTurnStart FactionType dacia
and not FactionIsLocal
and I_NumberOfSettlements dacia > 15

console_command add_money dacia, -1200

end_monitor
monitor_event SettlementTurnStart FactionType scythia
and not FactionIsLocal
and I_NumberOfSettlements scythia < 4

console_command add_money scythia, 3600

end_monitor

monitor_event SettlementTurnStart FactionType scythia
and not FactionIsLocal
and I_NumberOfSettlements scythia > 3
and I_NumberOfSettlements scythia < 7

console_command add_money scythia, 3000

end_monitor

monitor_event SettlementTurnStart FactionType scythia
and not FactionIsLocal
and I_NumberOfSettlements scythia > 6
and I_NumberOfSettlements scythia < 10

console_command add_money scythia, 2400

end_monitor

monitor_event SettlementTurnStart FactionType scythia
and not FactionIsLocal
and I_NumberOfSettlements scythia > 9
and I_NumberOfSettlements scythia < 13

console_command add_money scythia, 1800

end_monitor

monitor_event SettlementTurnStart FactionType scythia
and not FactionIsLocal
and I_NumberOfSettlements scythia > 12
and I_NumberOfSettlements scythia < 16

console_command add_money scythia, 1200

end_monitor

monitor_event SettlementTurnStart FactionType scythia
and not FactionIsLocal
and I_NumberOfSettlements scythia > 15

console_command add_money scythia, -1200

end_monitor
monitor_event SettlementTurnStart FactionType spain
and not FactionIsLocal
and I_NumberOfSettlements spain < 4

console_command add_money spain, 3600

end_monitor

monitor_event SettlementTurnStart FactionType spain
and not FactionIsLocal
and I_NumberOfSettlements spain > 3
and I_NumberOfSettlements spain < 7

console_command add_money spain, 3000

end_monitor

monitor_event SettlementTurnStart FactionType spain
and not FactionIsLocal
and I_NumberOfSettlements spain > 6
and I_NumberOfSettlements spain < 10

console_command add_money spain, 2400

end_monitor

monitor_event SettlementTurnStart FactionType spain
and not FactionIsLocal
and I_NumberOfSettlements spain > 9
and I_NumberOfSettlements spain < 13

console_command add_money spain, 1800

end_monitor

monitor_event SettlementTurnStart FactionType spain
and not FactionIsLocal
and I_NumberOfSettlements spain > 12
and I_NumberOfSettlements spain < 16

console_command add_money spain, 1200

end_monitor

monitor_event SettlementTurnStart FactionType spain
and not FactionIsLocal
and I_NumberOfSettlements spain > 15

console_command add_money spain, -1200

end_monitor
monitor_event SettlementTurnStart FactionType thrace
and not FactionIsLocal
and I_NumberOfSettlements thrace < 4

console_command add_money thrace, 3600

end_monitor

monitor_event SettlementTurnStart FactionType thrace
and not FactionIsLocal
and I_NumberOfSettlements thrace > 3
and I_NumberOfSettlements thrace < 7

console_command add_money thrace, 3000

end_monitor

monitor_event SettlementTurnStart FactionType thrace
and not FactionIsLocal
and I_NumberOfSettlements thrace > 6
and I_NumberOfSettlements thrace < 10

console_command add_money thrace, 2400

end_monitor

monitor_event SettlementTurnStart FactionType thrace
and not FactionIsLocal
and I_NumberOfSettlements thrace > 9
and I_NumberOfSettlements thrace < 13

console_command add_money thrace, 1800

end_monitor

monitor_event SettlementTurnStart FactionType thrace
and not FactionIsLocal
and I_NumberOfSettlements thrace > 12
and I_NumberOfSettlements thrace < 16

console_command add_money thrace, 1200

end_monitor

monitor_event SettlementTurnStart FactionType thrace
and not FactionIsLocal
and I_NumberOfSettlements thrace > 15

console_command add_money thrace, -1200

end_monitor
monitor_event SettlementTurnStart FactionType numidia
and not FactionIsLocal
and I_NumberOfSettlements numidia < 4

console_command add_money numidia, 3600

end_monitor

monitor_event SettlementTurnStart FactionType numidia
and not FactionIsLocal
and I_NumberOfSettlements numidia > 3
and I_NumberOfSettlements numidia < 7

console_command add_money numidia, 3000

end_monitor

monitor_event SettlementTurnStart FactionType numidia
and not FactionIsLocal
and I_NumberOfSettlements numidia > 6
and I_NumberOfSettlements numidia < 10

console_command add_money numidia, 2400

end_monitor

monitor_event SettlementTurnStart FactionType numidia
and not FactionIsLocal
and I_NumberOfSettlements numidia > 9
and I_NumberOfSettlements numidia < 13

console_command add_money numidia, 1800

end_monitor

monitor_event SettlementTurnStart FactionType numidia
and not FactionIsLocal
and I_NumberOfSettlements numidia > 12
and I_NumberOfSettlements numidia < 16

console_command add_money numidia, 1200

end_monitor

monitor_event SettlementTurnStart FactionType numidia
and not FactionIsLocal
and I_NumberOfSettlements numidia > 15

console_command add_money numidia, -1200

end_monitor
monitor_event SettlementTurnStart FactionType saba
and not FactionIsLocal
and I_NumberOfSettlements saba < 4

console_command add_money saba, 3600

end_monitor

monitor_event SettlementTurnStart FactionType saba
and not FactionIsLocal
and I_NumberOfSettlements saba > 3
and I_NumberOfSettlements saba < 7

console_command add_money saba, 3000

end_monitor

monitor_event SettlementTurnStart FactionType saba
and not FactionIsLocal
and I_NumberOfSettlements saba > 6
and I_NumberOfSettlements saba < 10

console_command add_money saba, 2400

end_monitor

monitor_event SettlementTurnStart FactionType saba
and not FactionIsLocal
and I_NumberOfSettlements saba > 9
and I_NumberOfSettlements saba < 13

console_command add_money saba, 1800

end_monitor

monitor_event SettlementTurnStart FactionType saba
and not FactionIsLocal
and I_NumberOfSettlements saba > 12
and I_NumberOfSettlements saba < 16

console_command add_money saba, 1200

end_monitor

monitor_event SettlementTurnStart FactionType saba
and not FactionIsLocal
and I_NumberOfSettlements saba > 15

console_command add_money saba, -1200

end_monitor

monitor_event SettlementTurnStart FactionType slave
and not FactionIsLocal
and I_NumberOfSettlements slave < 121
and I_NumberOfSettlements slave > 100

console_command add_money slave, 2400

end_monitor

monitor_event SettlementTurnStart FactionType slave
and not FactionIsLocal
and I_NumberOfSettlements slave < 101
and I_NumberOfSettlements slave > 80

console_command add_money slave, 3000

end_monitor

monitor_event SettlementTurnStart FactionType slave
and not FactionIsLocal
and I_NumberOfSettlements slave < 81
and I_NumberOfSettlements slave > 60

console_command add_money slave, 3600

end_monitor

monitor_event SettlementTurnStart FactionType slave
and not FactionIsLocal
and I_NumberOfSettlements slave < 61
and I_NumberOfSettlements slave > 40

console_command add_money slave, 4200

end_monitor

monitor_event SettlementTurnStart FactionType slave
and not FactionIsLocal
and I_NumberOfSettlements slave < 41

console_command add_money slave, 4800

end_monitor

Redmeth
04-29-2007, 13:50
Looking at Sheep's test run as well as mine and other's tests I can say that in EB Baktria expands so well because it has a lot of mines and no real threat to the north and none to the east and that's a big advantage. While the AS, if attacked from all directions can get and got destroyed in some of my campaigns that used the normal script with 1200 for everyone regardless of number of territories
The only way to nerf Bakria is by targeting them specifically in the script and that is not what I'd like to do, the EB team should do it.
Carthage is also doing well in Sheep's test but in a test of mine they got kicked out of Spain by the Lusitans so I think it's balanced out pretty good.

The Errant
04-29-2007, 19:35
https://img178.imageshack.us/img178/8956/factionprogressionmb4.jpg (https://imageshack.us)

The results of the latest testrun. Not promising at all. I've come to some conclusions I'm going to share though.

- In the early game the Ptolies have an advantage over the AS. If they both are on equal ground conserning financial aid the Ptolies are bound to win. Never have I seen the AS win if they are treated equally.

- Pahlava does not go for Seleukid provinces if the AI percieves it too strong. It will be more than happy to waste it's resources on unprofitable Steppe provinces instead. The longer the money keeps flowing for the Saka the longer the steppe wars will last.

- For the life of me, I can't figure out a way for the Saka to survive as anything other than a protectorate. The only way for Saka to manage greatness is at the expense of the Baktrians which is the one direction Saka is refusing to go.

- Nerfing the Carthies only postpones their rise to power. The Lusotana take a long time in conquering the Eleutheroi settlements. They are too passive until the Carthies start expanding and at that point too weak to stand up against the White Giant.

- The Getai are agressive but only to a point. They too need the threat of extinction to move. Usually in the form of a massive Koinon or Epirote expansion into Thrace. And by that time it's usually too late.

- The Pontics need a weakened AS in order to expand. They also need to control atleast Sinope, Trapezous and preferably Ani-Kamah and Mazaka.

- Macedon and Epeiros are survivors. They can be kicked out of their original homelands and will usually make a decent comeback at some point.

- Sweboz are slow but steady expanders and tend to survive either trough expansion or rebellion for a long time.

- The Sauromatae have the ambition to be great but fail to hold their provinces in the west due to repeated rebellions in favor of either the Sweboz, Aedui, Arverni or Koinon.

- The Aedui and Arverni are about equally matched with one coming up on top early in the game and the other gaining momentum later when other factions have entered the fray.

- Rome is a powerhouse, but only after the Polybian reforms. Until then they are pretty much confined to their peninsula and unless they manage to kick both the Epirotes and Carthage out they tend to loose the south quickly to either or both at times. Which slows down their expansion since periodically they have to refocus all their efforts to repacifying Italy.

- The Hai and Saba are slow to start but once they get rolling they tend to become mediocre empires at best.

- Baktria is like the Carthies. You can nerf them but they will bounce back eventually. And once they do, there is no stopping it.

- Koinon is the power of Hellas that always seems to get the upper hand at some point. I think the proximity of the cities they control and the wealth from seatrade and mining make them nearly unstoppable. Once they get going, that is. It dosen't help that the Epirotes usually are quite unprepared for a war with them when the Koinon finally decides to betray the Epirotes.

The last version of my script, while not as balanced was better than this one. Some things I will change but the next script I release will be the last one, I think. I'm going to download the Nisa mines fix and hope that does the trick for Pahlava.

Other than that there isn't much I can do. Except Introduce an additional money trigger. I noticed that the last two decades of the game, my treasury was way over 300 000 and I wasn't even the wealthiest. It seems the treasury cap only reduces money from the magic marker, but looks to me like the cumulative trade and mining income can surpass the reduction once it reaches a certain point. The only way to stop that is to introduce a new cap. Once that will seriously reduce the AI cashflow.

That's it for now. I'll have one more go at it and then I'll have a look at Redmeth's and Sheep's scripts. Those might be more intuitive than mine. Or then the factions act differently cause I don't play with BI.exe.

Dan_Grr
04-29-2007, 21:43
Or then the factions act differently cause I don't play with BI.exe.

That could be something worth checking yes, as the ability of the AI to use boats to hassle someone abroad might contribute to something. Or maybe not.

Even then I think a result is just a result. I think there is a need to have more than 1 result to able to compare judgements or reach better conclusions. 10 tests with the Casse might bear different results each time for the factions.

It's something I'd like to test but unfortunately passing each turn in my computer takes an eternity.

Sheep
05-01-2007, 03:07
That could be something worth checking yes, as the ability of the AI to use boats to hassle someone abroad might contribute to something. Or maybe not.

Even then I think a result is just a result. I think there is a need to have more than 1 result to able to compare judgements or reach better conclusions. 10 tests with the Casse might bear different results each time for the factions.

It's something I'd like to test but unfortunately passing each turn in my computer takes an eternity.

I feel the same way. I try to test at LEAST twice before passing any judgement, mostly three times. My computer could handle it, but I don't have the patience to do 10 tests each time. At least in three you can start to see some general trends.

The Errant
05-01-2007, 19:02
https://img241.imageshack.us/img241/8443/factionprogressionnl2.jpg (https://imageshack.us)

Another one. Forgot to take a pic in 250 B.C so it's missing from the set. Three dead factions this time. Saba, Lusotana and Baktria.

Baktrian nerfing worked somewhat. They were just unlucky to choose the wrong enemy. Going after the Ptolies. Good news though, their loss was the Sakas gain. First time I've seen AI controlled Saka expand in the right direction.

Carthies and Ptolies roughly equal. For a moment it looked like the AS was gaining the upper hand pushing the Ptolies south to Egypt proper. But then they got into war with Pontos and Koinon while trying for Egypt. That changed the tide and the Ptolies prevailed.

Neither Gallic faction moved on their own accord. They needed to move only when coming into contact with Rome and Sweboz.

Pahlava as usual going after useless and poor steppe provinces. Damn. The Lusotana and Getai completely passive until threatened. Not good. Not good at all. Sweboz had a strange expansion going on for a while until they solified to a decent empire.

Rome still too weak. It takes them an age to get out of Italy and by that time the Carthies are unstoppable. The Carthie economy is a monster. The seatrade in particular gives them an edge over everybody else. Scary.

Epeiros wasn't moving until late in the game. Koinon was it's usual powerhouse and the Sauromatae were good at the beginning but they just can't get past that crappy Steppe economy.

Great news! I actually saw a real life naval invasion without BI.exe. Our good friends the Macedonian cockroaches invaded and took Rhodos from the Koinon. Sweet.

Another good piece of news is the new treasury cap is actuall working better than the old one. All factions now have a treasury cap of 200 000 mnai and once that sum gets exceeded the script automatically reduces some 150 000 mnai from whatever faction that gets such an insane treasury. Works wonders in keeping things in check.

Bad news is I'm going to have to adjust the population bonuses for AI recruitment. The longer the game runs the larger the AI stacks get. And they are not few and far in between, either.

Anyway here is the script: http://www.axifile.com?6997843

Comments are as always welcome.

Ower
05-01-2007, 19:27
Well in my game the Pahlava is quite good, (but im only in 240, dont have time for plaing). they and bactria are going the right direction. But the AS, stands it ground somehow, sometime lose, sometime win, while making some gains in the Levant. But the Ptolies are not planing on giving up on those teritories either.

Dan_Grr
05-02-2007, 14:13
Im trying out your script Errand.

Lucidus
05-02-2007, 14:22
Congrats to you all,Sheep,The Errant and Redmeth.Great work :2thumbsup:


The Errant wrote:

Bad news is I'm going to have to adjust the population bonuses for AI recruitment

It is a very good idea.Again,congrats.

The Errant
05-02-2007, 16:09
OK. Finished the modifications to the script. It took me over two hours just to halve the population bonuses for the AI factions. I'm never doing this manually again.
If this dosen't work I'll return to the original values but add a time trigger for the first 50 years. So after 220 B.C the population bonuses will stop completely. By that time most settlements should have sufficient population adding infrastructure, such as granaries, roads and markets, to still produce enough surplus population that can be drafted into the military.
If the AI is still determined to empty their cities in order to fight a war, then let it. It's better than an endless and unrealistic war of attrition.

Dan_Grr
05-02-2007, 16:55
I might as well make a new campaign with those changes, do you have a link so I can try it out?

The Errant
05-02-2007, 20:14
Here you go: http://www.axifile.com?4869948

I'm only at 250 B.C however so far I've seen a lot more agression from the AI. Useless stupid agression that gets the AI beaten by Eleutheroi but nevertheless, agression.
Baktria, Saka and Pahlava are at war with the AS. Saba is expanding with grace. Ptolies are eating up the Seleukids. Epeiros is fighting a war against Rome and the Carthies for control of southern Italy.
The Aedui are moving against the Arverni and the Sweboz have gotten a slow but steady start.
The Lusotana are trying to conquer in Iberia but are getting beaten back by the rebels and the Pontics are doing the same in Asia Minor but getting beaten back by the rebels.
Only the Getai are passive and content to sit by and watch others conquer the world.
The Sauromatae are also agressive but with little results it's not looking good. The Hai have taken one territory and are set on conquering more.
That's about it. I'll post screenies and more when I get to 200 B.C. Until then have fun with the new script.

edit. Damn this is a very good script. I'll post a little teaser pic so you have an idea what I'm talking about.

https://img113.imageshack.us/img113/6171/220progressionet4.jpg (https://imageshack.us)

Eminos
05-04-2007, 03:19
Hi.

I've been watching the development of this thread with some interest as you can understand. I've continued to try to refine my initial idea guided by some of your results (Sheep's, The Errant's and Redmeth's mostly, but at one point I was thinking of exactly the same thing as Gaias, i.e. scripts for recruitment and using unrecruitable units in order to force the stupid A.I to build things instead of using almost all of its money for those stack parades. I gave up quite soon though since I don't think there are commands for recruitment, at least I couldn't find any under those few minutes I spent searching in the manuals from CA). I've also used some new ideas I just had to test. I'm not finished yet, but I may be on the right track now, heading towards what I would like to see. I give you one of my latest test results below, but I will wait with "publishing" of the script until I'm satisfied with the results over multiple test runs.

I think there are two choices regarding the step factions:
1. Reduce the upkeeps in the EDU-file, which sounds plausible to me as a layman. After all, I can imagine the armour and equipment being expensive, but people living "of the lands" as nomads shouldn't be dependent on a "normal" civilized economy based on mnai's. They are not roman legionaries demanding a regular paycheck. It's quite likely that someone will correct me on this point, I'm not a historian, but that kind of reasoning sounds good in my ears.
2. The other route, which I've actually taken since I don't want two separate EDU's for the two cases where I play as e.g. Sauromatae and the case where I play against them, is to simply give them cash to "balance out" the upkeep. I've also used another idea, trusting your reports that the AI recruits first and only builds infrastructure if there are any money left. Therefore as an experiment, just for the step factions, I've given them money in "bursts". Then there simply must be some money left once in I while for buildings and infrastructure (hoping that they only put one unit in que per settlement), and
I think it works since I'm keeping them just below zero in between the bursts so they are not too deep in a "valley of debt". In between those money bursts they are as poor as before.
I think I can see a tendency for them to develop their poor settlements better than before, I'm not sure since I haven't looked in detail yet if it is due to them or the rebels that held the settlement before them. In their starting provinces its easy to check and I'll have a closer look next time.

One quite fun experiment I was using in the latest test was something I called "Saka Great Leader". Inspired by the fact that step factions has had some tremendous leaders, (Genghis etc. Alright that was centuries later but why not a great leader earlier, we don't want to copy history by the book, do we?), and also by irritation over the poor performance of the Saka Rauka in a lot of my tests I decided to incorporate a trigger that gives them one shot, one chance to create an empire, even if it will not last so long. It's simply a spawn army, (or rather something like three half stacks, one general per stack) emerging under certain conditions and this may not even happen when those conditions are fulfilled since the whole thing is determined by a random number. I must admit that I couldn't resist laughing when I saw the mess those guys created for the Parthians one time, and for the Baktrians in another test. The maps below are from the test where they emerged 234 BC and totally disrupted Pahlavian plans of expansion for a while, as you can see. The Pahlavians (is that correct? maybe I should say Parthians) recovered but I think they would have done even better later on if it wasn't for those damned units emerging in the far east coming to rescue their western brothers. That's all for now. Back to tests and refinements, but before that I think I can't let go of the the test you see below. Usually I stop at 200 BC but this time I think I'll continue for some decades in order to see if the Romans manages to hurt Karthadast badly (that would be great considering that their armies are terrible, mostly consisting of their elite units and that they have taken a big bite out of the once so mighty Ptolemaic empire, seems to be simply unstoppable and there are even more coming in as reinforcements, and that despite the fact that I've been quite mean to Karthadast in the script).


https://img262.imageshack.us/img262/2254/ebtest070502ac2.th.png (https://img262.imageshack.us/my.php?image=ebtest070502ac2.png)

Southern Hunter
05-04-2007, 06:05
I've also used another idea, trusting your reports that the AI recruits first and only builds infrastructure if there are any money left. Therefore as an experiment, just for the step factions, I've given them money in "bursts". Then there simply must be some money left once in I while for buildings and infrastructure (hoping that they only put one unit in que per settlement), and
I think it works since I'm keeping them just below zero in between the bursts so they are not too deep in a "valley of debt". In between those money bursts they are as poor as before.


Sounds like a great idea. Why just the steppe factions though? Wouldn't that help ALL factions behave better?

Eminos
05-04-2007, 12:00
Because I've looked closely on the faction progressions for some months now in all my tests, starting in another thread, and most factions don't have constant flat lines at zero (which often corresponds to a "debt valley" of varying severity). Among the worst are Sauromatae, Saka and to some extent Getai but not in the same league as the first two. After the mine fix the Pahlava are doing far better e.g.

There are other factions with problems but over time they at least have some intervals of time where they can make investments in infrastructure. For some factions I would never dream of giving them any "money bursts", Karthadast and Baktria e.g. (almost the opposite in fact, but thats to much directing of the game even for my taste.)

The Errant
05-04-2007, 15:55
https://img256.imageshack.us/img256/8057/factionprogressionoe4.jpg (https://imageshack.us)

Here are the results of my latest script. The file itself is on a link a couple of posts above this one. I will make a couple of minor changes on behalf of the Sabaeans and Pontics but that's it.

Apart from the Pontics, no faction has yet to be eliminated. The two strongest factions are the Ptolies and Carthies who are also at war.

Highlights of the game was the first and last Punic War that begun in 237 B.C and ended with the loss of Sicily to Rome. The Lusotana kicked out the Carthies from Iberia and the Getai kept the powerhouse of Koinon from massive expansion by creating their own empire that even extended to three regions in Asia Minor.
Pahlava has expanded nicely and Baktria is in check. Rome may still be a bit underpowered but it's better than having a Holy Roman Empire comprising of Italy and Germany.
In 226 B.C the Saka broke out of their reservation and proceeded to trash the Pahlava on several occasions. The Pahlava, feeling nomadic pressure in the north, and betrayed by their erstwhile allies the Baktrians, decided to take over some of the Baktrian holdings in Asia. Including Marakanda and Baktra itself.

The lowered population bonuses in the script has kept the size of armies in check. Full sized and strength stacks are rare but do pop up once in a while. Most common being single unit stacks led by captains and some half strength stacks led by family members. So no more AI stack parades with this script.

Expansion is slow and requires some patience from the human player. Blitzing will propably have you master of the world in 30 years, but where is the fun in that? If you want AI stack parades and attrition warfare use the vanilla EB script.

The script is not perfect. It is however the best balance I've managed to achieve. Try it. If you don't like it, try Redmeth's, Sheep's or some other modders variant.

Thanks to Eminos64, Sheep and Redmeth. You did a terrific job with the script. I'll play a real campaign with my script first and try yours later. Thanks for all the help and ideas. :2thumbsup:

Here is a download link for the final version of the script: http://www.axifile.com?6463893

Have fun playing!

Dan_Grr
05-04-2007, 16:18
Im going to try this, thanks.

Redmeth
05-08-2007, 15:42
So, are any people enjoying the changes made to the script, if you use or used it please post your thoughts and impressions on mine or the Errant's script.
Or are you against using it because it's not from the team?

And if any team members are reading this:
Would you include something like this in your future builds?
What would be the right angle from which to approach this problem?

d'Arthez
05-08-2007, 19:15
I am currently using a script provided by The Errant. First test, the Eleutheroi had way too much income, crippling the European factions, which could not expand at all, as they had to fight full stacks. Only the Romans made a slight improvement from their starting position in 30 years.

But, the Seleucids and the Ptolemaioi remained balanced. Rarely I am in a game, in which Alexandreia is not controlled by the Seleucids in 260 BC, so that was a pleasant improvement. There was no Grey Death - rather a blue Death (me). I did not have to deal with a bazillion small armies, which was pleasant as well.

In the second test, I lowered the income of the Eleutheroi from 3500 to 2700. (slow player) Factions in Europe are somewhat expanding, but not at ridiculous speeds.

The steppe factions did not do much, in either game. In the first game, the Sauromatae managed to get in a war for Gava-Alanna, and succesfully wrest it from the control of the Saka. A first for me too.

So I am hoping that his latest script improves matters further. Judging by the screenie, I am quite optimistic.

I have one question, and perhaps the team can comment on that as well. As it seems that Central Europe iz the most affected by the additional money for the Eleutheroi, is that a reflection of the order in which the cities were created, or anything related to that? If so, changing the order of entry might be a way to increase the difficulty of conquering places, which were historically hard to conquer.

These scripts definitely add to the enjoyment of EB. :beam:

Dan_Grr
05-08-2007, 19:18
Now that I play with money script changes, I don't think I could ever go back, because fighting hordes of stacks every turn from a super cheating AI is not something that motivates me at all.

Lucidus
05-08-2007, 21:45
Or are you against using it because it's not from the team?
No,on contrary!I really like the script changes.Quoting Dan_Grr, I don't think I could ever go back.
Congratulations,keep the good work! ~:)

d'Arthez
05-09-2007, 06:53
Could anyone explain to me, how to actually use Axifile? It keeps sending me back and forth between two screens, despite the fact that I have even resorted to use an unmoddified Internet EXplorer?

.

mlp071
05-09-2007, 07:15
I am using THe Erant's script and it's fun.Stacks are not that infinite , but there is still some of them.

I am in 200 BC and just repelled 5 of them send on me (as Makedon) by Egypt , and now i got Carthage landing next to Epidarmnos with full stack and 2-3 more on the way.:help:

Rome is down to Marsilia, and Getai are huge, still managed to keep them in alliance...Others are doing fine, except HK and Epiros(they are gone, HK by me , Epiros by Carthage and Rome).I did have 30 years of peace for myself, till everyone decided that wants piece of me..

Only complaint that i have is, that it's looks that AI always manages to gang up on human player somehow soon or later.:furious3:

One faction starts war with you and everyone jumps in within 4-5 turns, even they were in very long alliance with you :wall:

Happened in every campaign that i played on VH/M, disregarding of script.:dizzy2:

Watchman
05-09-2007, 07:39
That's hardconed. As far as the campaign AI is concerned the human player is abominable in the eyes of the Lord and needs to disappear off the face of the Earth.

Laevex
05-09-2007, 14:41
I am currently downloading both The Errant's and Redmeth's scripts so I can test them both and see which I like best.

I was wondering though, are there any tests of these scripts where Roma has done well? I can't see one and I think that's probably an inaccuracy, considering this time-frame was primarily the rise of the Roman Republic. I have absolutely no modding skills and very little historical knowledge, but it just seems to me that Rome should be enjoying a little more success than they are in any of these scripts.

Redmeth
05-09-2007, 15:01
The problem with Rome is that the AI just doesn't use fleets often or well (even with the BI-exe) so Rome taking Iberia (without going through southern Gaul) or invading Carthage is something I have not seen.

Dan_Grr
05-09-2007, 18:26
[...]

Only complaint that i have is, that it's looks that AI always manages to gang up on human player somehow soon or later.:furious3:

One faction starts war with you and everyone jumps in within 4-5 turns, even they were in very long alliance with you :wall:

Happened in every campaign that i played on VH/M, disregarding of script.:dizzy2:

This happened already in the Vanilla RTW. I think CA made the AI like that to compensate for the lack of any real intelligence, as factions ganging up on you will get you to think that this game is hard. Or something like that.

In my opinion this is a nuisance, completely unrealistic, and one of the most important, negative and annoying factors that put me off from Rome Total War altogether*. Essentially, diplomacy is a joke. But it's been this way since the game came out.

There a couple of ways to compensate for this: one is to wait eehmm maybe a couple of decades or so until games start coming out with an AI or until developers realize people want more than just shiny sparkling graphics;

OR

Use one of the money scripts on this thread and the Force Diplomacy mini-mod.



*I stopped playing several days ago, and before that, 2 year hiatus.

The Errant
05-09-2007, 20:44
This happened already in the Vanilla RTW. I think CA made the AI like that to compensate for the lack of any real intelligence, as factions ganging up on you will get you to think that this game is hard. Or something like that.

In my opinion this is a nuisance, completely unrealistic, and one of the most important, negative and annoying factors that put me off from Rome Total War altogether*. Essentially, diplomacy is a joke. But it's been this way since the game came out.

There a couple of ways to compensate for this: one is to wait eehmm maybe a couple of decades or so until games start coming out with an AI or until developers realize people want more than just shiny sparkling graphics;

OR

Use one of the money scripts on this thread and the Force Diplomacy mini-mod.



*I stopped playing several days ago, and before that, 2 year hiatus.

I'm glad you like the money scripts. They are there to improve the game. RTW sadly dosent' have a moddable AI. So there is nothing we (or anyone else short of a member CA) can actually do about the the human player being public enemy number one. What the money scripts are supposed to do is stop the AI from fielding an unlimited amount of stacks composed of elite units and stop the bribing of newly conquered settlements by the AI.
Any additional imporovements conserning the AI will have to wait until EB 2.
´
In the meanwhile I hope you enjoy the money scripts and that they help you balance your game. I will get back to modding the money script once the next version of EB comes out. By that time other modders like the original "Guru" of the money script Eminos64 will have his own version out.
Try them all. And find the version YOU are most comfortable with. Don't be afraid to try your own if you can do it better.

Eminos
05-10-2007, 02:39
In the meanwhile I hope you enjoy the money scripts and that they help you balance your game. I will get back to modding the money script once the next version of EB comes out. By that time other modders like the original "Guru" of the money script Eminos64 will have his own version out.
Try them all. And find the version YOU are most comfortable with. Don't be afraid to try your own if you can do it better.


Thx The Errant. Gives me more energy to continue the tedious work. Feels quite close now to a release of my script. Not quite satisfied yet though. Have to do something about the alliance of AS and Khartadast that is simply too much for the Ptolies in most of my tests. I've also got a problem with the faction that controls all of Greece, whoever it'll be they tend to dominate too much in my opinion. Below are two campaigns run with slightly different scripts. Even though you have to run a couple of test runs with exactly the same script I think I can say that small changes have big impact on the performance of the different factions. I'm quite sure of that since I've also compared the results to my little data bank of all the tests I've done so far which is quite a lot by now. I think I'll keep my "Saka leader" thing. It really "spices up" things. Those that don't like the idea can simply remove section 4c in my script when I release it, or if they want it to happen in something like one out of twenty campaigns they can simply put the randompercentage to the corresponding value.

https://img155.imageshack.us/img155/4135/ebtest070506cl0.th.png (https://img155.imageshack.us/my.php?image=ebtest070506cl0.png)
https://img337.imageshack.us/img337/5235/ebtest070508op1.th.png (https://img337.imageshack.us/my.php?image=ebtest070508op1.png)

Yun Dog
05-10-2007, 04:14
This looks good

playing as the ptolies, I have had a very slow and painstaking war of attrition against the AS... but after 3000 odd battles they are still coming with tons elite stacks of mercenaries, and the frequency of the battles has meant the game progresses very slowly

2 questions

any instal instructions for Erants script, do I run the EB script now still?

can I use it with my current campaign (save game compat)?

thx for your efforts

mlp071
05-10-2007, 06:12
Any additional imporovements conserning the AI will have to wait until EB 2.



I wouldn't hold my breath on that.... All moders in MTW2 are recomending playing their modes on Medium settings, due to same issue with AI not holding alliances and ganging up on human player:thumbsdown:


Anyways , back to topic...I really like your mod so far Errant, i am in 196bc.Last 12 years are challenge , due to everyone jumping on me, but there are no constant flow of infinite elite stacks...

After that they are quiet till they get more, which takes them 10-15 turns at least.

It's more realistic, so far biggest numbers that i had to face is Qarthadastim and Ptolies, around 5..

Getai sent 3 at once, but that was it for now , since i got them into war with Sweboz(cost me dearly 80000+ mnai, but was usefull)

I will let those 2 teritorial juggernauts(both have huge empires) got to fight till they bleed each other out.Which reminds me, that is only loophole in all scripts, Getai & Sweboz have alot of rebels around , and most of rebel cities in north are lightly defended, so they tend to grow quite huge.Maybe that can be changed, will see how to work on that.

I can live with that break:2thumbsup: (if only don't have to fight on other side, lol)

The Errant
05-10-2007, 07:15
This looks good

playing as the ptolies, I have had a very slow and painstaking war of attrition against the AS... but after 3000 odd battles they are still coming with tons elite stacks of mercenaries, and the frequency of the battles has meant the game progresses very slowly

2 questions

any instal instructions for Erants script, do I run the EB script now still?

can I use it with my current campaign (save game compat)?

thx for your efforts

Install instructions are easy. Just replace your EBBS script file (should be in Your RTW folder/EB/Data/scripts/show_me). My money script is the standard EB background script with modifications done to those sections that deal with AI population bonus and AI money bonus. Once you have replaced the file run EB and activate the background script normally at the beginning of the game. And whenever you load a save game too. It should be savegame compatible, but the full benefits don't really show up unless you've used it from the beginning of the campaign.
Also remeber to make a backup of the original background script.

About the Rebels. The RTW engine treats all the Rebels or Eleutheroi as one big faction with a shared treasury. To you they may look like a collection of independent petty kingdoms and city-states but they aren't really. In practical terms that means that those cities that border another AI or the human player are border cities. Since they are the most immediatly threatened they will also be the most heavily garrisoned. Often with a roving "fieldarmy" outside the settlement itself. Those northern cities don't have an immediate threat from another AI faction or the Human player. Hence the Rebel AI can concentrate on upgrading their infrastructure rather than use most of their population for recruiting garrisons.

I suppose I could place some reagional conditionals to spawn additional Eleutheroi armies to fight the AI invasion, but there is no guarantee they'll attack the AI or even stay in their cities, once their first, immobile garrison commanders die out. Anyway that is just a big maybe. I won't do any more tinkering with script until the next version of EB comes out.

There have been hints about a completely reworked Pahlava, so if they get a lot tougher, the current balance may fly right out the window. And that means back to being King of the Casse and tweaking out a new balance for the money script. *Shudders*

Watchman
05-10-2007, 09:05
What, you got something against being the True King Of Britain ? :balloon2:

The Errant
05-10-2007, 10:11
What, you got something against being the True King Of Britain ? :balloon2:

It reminds me a bit too much of my current location. Limbo. Try to imagine a place of white light, white ground, white sky. There is ground since you don't float but if you try to touch it with your hand you encounter nothing solid. Now add the fact there is nowhere to go and nothing to do. There is no up, down, left, right or anything else for that matter. I'm not even sure if it's air I'm breathing. Or am I breathing?

Don't move. Don't act. Don't think. Just click "End Turn" after "End Turn" and take the occasional screenshot. And then there are those wonderful occasional CTDs. If I could do it in my sleep, I would. Either that or I'll have to "loan" a monkey from the zoo to do it for me. Hmm.
*Goes off in direction of the zoo*

Watchman
05-10-2007, 12:14
Ah. Burnout.

bovi
05-10-2007, 16:27
Errant, I'm not sure if you know this already, but you can get the AI to play completely without your intervention. Add a -ai switch to your command line and they'll go to work all by themselves. If you want to stop them to take a look around you can run the console command halt_ai and resume with run_ai. I may have remembered the actual commands wrong but the functions are there. Sure alleviates the boredom of clicking every 3 minutes. Also be sure to use the -ne switch so it's windowed and you can do other stuff on the computer while waiting.

Downside is, apparently you can never gain control of any faction once you've started the game with the ai switch, it'll be written to the savegame. Also, the faction you choose at game start will be unaffected by all bonuses due to the FactionIsLocal condition, I suggest choosing Casse as they have little effect on anyone else.

temenid
05-10-2007, 17:59
Is there any way to use that feature on an in-progress game? I can't seem to get it to work, but it'd be amazing if you could just... skip 80 years. What could be more fun than rescuing the empire that you established in the first place?

bovi
05-10-2007, 20:15
The -ai switch cannot be used on a game in progress, just like you cannot take control over a saved game that started with the switch.

ombudsman
05-10-2007, 22:17
just got a question regarding the scripts, though i´m not a big fan of the "fight 20 stacks every year" wich is mandatory if you fight the grey death with the normal script, im just worried that the AI wont put up a fight at all with theese scripts, since i want a bit of a challange from time to time. if thats not the case, it seems great, i really like the AI progression with the scripts, looks badass.~:pimp:

Redmeth
05-10-2007, 22:30
The Eleutheroi are more of a challenge and the factions still build units and they get enough money to pay for their upkeep they also build too (in my version of the script I kept the script very close to the normal one for 20 years in order for the factions to build their stuff) Check out the first page for more explanations on the different scripts.
The challenge is still there but after taking out 2-3 enemy stacks they'll be slower to rebuild them they won't just spawn another stack the next turn it will take them a few turns.

ombudsman
05-11-2007, 01:02
Sounds good redmeth, defintely going to try it, looks like you guys made some big improvments, i appreciate the time you guys spent on this, so us mere humans without modding skills can reap the benefit, thanks!

Foot
05-11-2007, 02:37
Errant, I'm not sure if you know this already, but you can get the AI to play completely without your intervention. Add a -ai switch to your command line and they'll go to work all by themselves. If you want to stop them to take a look around you can run the console command halt_ai and resume with run_ai. I may have remembered the actual commands wrong but the functions are there. Sure alleviates the boredom of clicking every 3 minutes. Also be sure to use the -ne switch so it's windowed and you can do other stuff on the computer while waiting.

Downside is, apparently you can never gain control of any faction once you've started the game with the ai switch, it'll be written to the savegame. Also, the faction you choose at game start will be unaffected by all bonuses due to the FactionIsLocal condition, I suggest choosing Casse as they have little effect on anyone else.

Unfortunately you will need to transplant the EBBS (modified or not) into the campaign_script.txt, as in the -ai game you cannot start the EBBS script. I'm not entirely sure how you do this, but my guess would be to copy all the bits inbetween the start and end script lines into the campaign_script at the end of the file (before the end script line) as is. But very good for churning off test games. Be wary of ctds though. It cannot save, so you'll need to be checking on things all the while, just in case it ends unexpectedly.

Foot

Ower
05-11-2007, 05:52
Is the -ne a aditional comand like -ai, or does it replace the -nm

MarcusAureliusAntoninus
05-11-2007, 07:13
"-nm" is No Movies

Ower
05-11-2007, 07:25
"-nm" is No Movies
Thx for the explenation

Kull
05-13-2007, 21:05
Some very nice work going on here - kudos for that. :2thumbsup: When the EB Team was coming up with our last faction, it was an extremely tight vote between Saka and the Lugians of Central Europe. I'm not unhappy with Saka as a human player faction, but the AI rarely knows what to do with them. The Lugians on the other hand would have been tailor made to prevent these weird Central European empires of the Romans and Sweboz (among others).

Eminos64 - Since we can't create a new faction, perhaps we could simulate a powerful presence in the area, something tough enough to deter most of the usual invaders. Can you develop a script that adds 0-move, high powered ubergenerals to 4-5 of these provinces, once every 20 years or so? Test first for Eleutheroi ownership and if "yes", then plunk down a general. It would be interesting to see if this creates a tough Eleutheroi "buffer zone" that forces action back towards the coastlines and other historic areas of contention.

bovi
05-13-2007, 21:30
Unfortunately you will need to transplant the EBBS (modified or not) into the campaign_script.txt, as in the -ai game you cannot start the EBBS script. I'm not entirely sure how you do this, but my guess would be to copy all the bits inbetween the start and end script lines into the campaign_script at the end of the file (before the end script line) as is. But very good for churning off test games. Be wary of ctds though. It cannot save, so you'll need to be checking on things all the while, just in case it ends unexpectedly.

Good point... I completely forgot about enabling the script. I noticed that when I used halt_ai, if it halted on the turn of the faction I chose at game start, I could control stuff, but I don't think the advisor came up though. Anyway, when you halt the AI you can save the game.

Christianus
05-15-2007, 13:48
Is this for "Very Hard" settings, "Hard", or "Medium"?

Redmeth
05-15-2007, 16:19
The money script was made with VH in the tests and in mind, but it would also work for the rest but don't complain if you'll think the AI doesn't field enough armies to be challenging for you. It will still do ok but some people like it harder than others.
EDIT: I just updated my version with the new 0.81a2 patch and it replaces the script so if you want to keep using my or other money scripts don't forget to either edit the text file manually or download it again or just overwrite if you remember where it is on your HD.

Darth Stalin
05-17-2007, 22:15
@Redmeth:
where Your latest (with v2 Patch) money script can be downloaded from?

@The Errant:
I have a problem with downloading Your money script from the link You have provided ion the previous page - any idea, where could it be downloaded from?

Redmeth
05-17-2007, 22:30
http://rapidshare.com/files/31888420/EBBS_SCRIPT.TXT.html
Here it is but I'm pretty sure that the one on the first page works as well.
But anyway this one is based of the 0.81a2 version

Darth Stalin
05-17-2007, 22:43
Thanks! [it means that the first post is continuously updated to hold all the latest versions of the scripts...)
One more question: in order to make the script running should I replace BOTH scripts by your scripts or just one of them?
I mean the scripts that are located in: [my EB folder]\Eb\Data\scripts and [my EB folder]\Eb\Data\scripts\show_me

And shall the script be updated to work properly with the latest patch?

Redmeth
05-18-2007, 07:49
You have to put it in here EB\Data\scripts\show_me.
I don't know what file you have in Data/scripts/ my only script file is here EB\Data\scripts\show_me.
Look at the change list for 0.81a2 it is really small doesn't really change things gameplay-wise.

The Errant
05-18-2007, 14:18
@Redmeth:
where Your latest (with v2 Patch) money script can be downloaded from?

@The Errant:
I have a problem with downloading Your money script from the link You have provided ion the previous page - any idea, where could it be downloaded from?

Here is a download link to rapidshare. I apologise that it has not been updated to the latest EB patch. But I'm currently tied up with another EB project that consumes most of my free time.

http://rapidshare.com/files/31994218/EBBS_SCRIPT.TXT

mlp071
05-18-2007, 15:23
Playing as Makedon with Sheep's script and Qarthadastim with Errant's, i noticed that one way, or another you end up fighting mercenary troops.

- in Qarthadastim game in 225, Ptolomies decided to attack me, sending 3 stacks to Lepkis.Other then Numidians, all other troops were Mercs. I noticed (with my spies) their troops on time and destroyed them with 2 of my total 3 armies .
Ptolies generals went back on the "tour " of 2 nearby provinces and came back 3 turns later with another 2 stacks of mercs... i destroyed those too, so they repeated same thing again...till i killed generals then new one showed up.
I am yet to fight any Ptolies unit other then mercs and Numidians. And they have cities overflowing with population (20+ k) and built up barracks to create elite units .

Arverni attacked me at same time as Ptolies (they are holding most of Italy and Gauls), and same thing, mercs , mercs and some Lugoae.


https://i196.photobucket.com/albums/aa60/mlp071/Qarth.jpg


Same thing happened in Makedonian game.Pontus kept sending mercs only at me.

https://i196.photobucket.com/albums/aa60/mlp071/mak.jpg

year is 219 BC

when i checked Descr_mercenaries.txt , there are quite a few provinces that will give you half + stack of mercs every couple of turns.AI is going crazy buying all available ones and not making any of theirs , despite having all capabilities to do so.

I think that was the source of all the stacks that ex. Seleukids had in regular EB script (just in Drangiane , Babylonia ands Aria provinces they have 6 units available (each) to buy in first turn of the game, and then every 3-4 turns again). And there are some provinces in the north that when sweboz gets hold of them, he becomes juggernaut as well.

When i changed Descr_Mercenaries.txt to give less amount of mercs for 1/3 higher recruitment price and slowed down their respawn time for 3x,(tested using Redmeth's and regular EB scripts) ,this is what i got :


https://i196.photobucket.com/albums/aa60/mlp071/Test1a.jpg

year is 230 BC

If you look on this even some perrenial strugglers like Hayasdan and Saba are working their ways :)
Everyone was creating way more their units and they were not going into red.And even on regular EB script was the same situation, no infinite stacks available!

It appears to me that there is way to many mercs available in this game att.And it's killing AI economies....

Oh and one more thing ... when provices west of Olbia rebel against their owners (usually Sauromatae or Getai ) they turn into Sweboz provinces, not back into rebels..even though Sweboz never hold them before.

The Errant
05-18-2007, 17:10
Most of those North European settlements have as their founding faction the Sweboz. That's why they rebel to them. They should go roughly half and half to either Eleutheroi or Sweboz. The Sweboz are the one faction that seems to be able to acheive a massive expansion simply trough rebellion. Another one is the Koinon but to a far smaller degree.

You made a good point about the mercenaries. They do show up a bit too often. Might have to change that in the next money script. But until then it's good to see you've managed to make a fix on your own.

Any other problems or issues with the scripts, do tell us. Feedback from the users is the only way we are ever going to know what needs improving.

mlp071
05-18-2007, 19:26
Most of those North European settlements have as their founding faction the Sweboz. That's why they rebel to them. They should go roughly half and half to either Eleutheroi or Sweboz. The Sweboz are the one faction that seems to be able to acheive a massive expansion simply trough rebellion. Another one is the Koinon but to a far smaller degree.


Nikeie (Nikomedia ) always goes to Getai , when rebels also.


You made a good point about the mercenaries. They do show up a bit too often. Might have to change that in the next money script. But until then it's good to see you've managed to make a fix on your own.


On this one i am working on right now , feel free to use it and reshape it as you wish or anyone else...





;order of pools is from descr_regions
;some units are not entered yet into export_descr_units (as of 6.9) marked with a ?

pool Adiabene
regions Adiabene
unit eastern missile thanvare payahdag merc, exp 0 cost 1742 replenish 0.05 - 0.075 max 1 initial 0

pool Adurbadagan
regions Adurbadagan
unit eastern missile thanvare payahdag merc, exp 0 cost 1742 replenish 0.05 - 0.075 max 1 initial 0
unit steppe missile cavalry bydirag baexdzhyntae, exp 0 cost 4120 replenish 0.05 - 0.01 max 1 initial 0

pool Aemilia
regions Aemilia
unit celtic infantry enoci curoas merc, exp 0 cost 2721 replenish 0.08 - 0.095 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4224 replenish 0.06 - 0.01 max 1 initial 0
;; unit Imannae?, exp 0 cost 800 replenish 0.03 - 0.033 max 8 initial 2

pool Aghvan
regions Aghvan

pool Aitolia
regions Aitolia
unit greek cavalry hippeis thessalikoi merc, exp 0 cost 6878 replenish 0.03 - 0.06 max 1 initial 0
unit greek infantry misthophoroi hoplitai, exp 0 cost 3205 replenish 0.08 - 0.13 max 1 initial 0
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4411 replenish 0.09 - 0.14 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 2 cost 2980 replenish 0.06 - 0.1 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 2 cost 3210 replenish 0.08 - 0.12 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 4976 replenish 0.07 - 0.11 max 1 initial 0
unit hellenistic infantry hoplitai merc, exp 1 cost 2480 replenish 0.07 - 0.12 max 1 initial 0

pool Apulia
regions Apulia
unit samnite infantry swordsmen merc, exp 2 cost 4598 replenish 0.08 - 0.1 max 1 initial 0
unit samnite infantry spearmen merc, exp 0 cost 3367 replenish 0.09 - 0.012 max 1 initial 0
unit greek infantry misthophoroi hoplitai, exp 0 cost 3205 replenish 0.07 - 0.11 max 1 initial 0
;; unit Campanian Cavalry?, exp 2 cost 1500 replenish 0.06 - 0.08 max 1 initial 0
unit greek infantry lucanian spearmen merc, exp 2 cost 2420 replenish 0.07 - 0.09 max 1 initial 0

pool Aquitae
regions Aquitae
unit celtic infantry curoas, exp 0 cost 3311 replenish 0.1 - 0.11 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4224 replenish 0.1 - 0.13 max 1 initial 0
unit iberian infantry scutarii merc, exp 0 cost 4418 replenish 0.05 - 0.09 max 1 initial 0
;; unit Imannae?, exp 0 cost 800 replenish 0.03 - 0.033 max 1 initial 2

pool Arabia
regions Arabia
unit arabian infantry assilinmodarra merc, exp 0 cost 3525 replenish 0.06 - 0.08 max 1 initial 0

pool Arachosia
regions Arachosia
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4711 replenish 0.05 - 0.08 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.05 - 0.07 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.05 - 0.08 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 4976 replenish 0.05 - 0.07 max 1 initial 0

pool Aria
regions Aria
unit eastern missile eransahr arshtbara merc, exp 0 cost 1482 replenish 0.07 - 0.012 max 1 initial 0
;; unit SAKA ASPA SHIVATIR (Sakae Horse Archers)?, exp 0 cost 1300 replenish 0.09 - 0.012 max 1 initial 0

pool Armoriae
regions Armoriae
unit celtic infantry curoas, exp 1 cost 3311 replenish 0.06 - 0.1 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4224 replenish 0.07 - 0.11 max 1 initial 0
;; unit Imannae?, exp 0 cost 800 replenish 0.03 - 0.033 max 1 initial 2

pool Arvernotorg
regions Arvernotorg
unit celtic infantry curoas, exp 0 cost 3611 replenish 0.07 - 0.11 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.08 - 0.12 max 1 initial 0
unit germanic cavalry ridoharjoz mercenary, exp 0 cost 4570 replenish 0.07 - 0.1 max 1 initial 0
unit germanic infantry gastiz, exp 0 cost 5582 replenish 0.05 - 0.05 max 1 initial 0
;; unit Imannae?, exp 0 cost 800 replenish 0.03 - 0.033 max 1 initial 2

pool Assyrie
regions Assyrie
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.7 - 0.1 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.07 - 0.1 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.08 - 0.11 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.08 - 0.11 max 1 initial 0

pool Astauene
regions Astauene
unit steppe missile cavalry bydirag baexdzhyntae, exp 0 cost 3120 replenish 0.03 - 0.5 max 1 initial 0
unit eastern missile thanvare payahdag merc, exp 0 cost 1942 replenish 0.05 - 0.07 max 1 initial 0
;; unit SAKA ASPA SHIVATIR (Sakae Horse Archers)?, exp 0 cost 1400 replenish 0.1 - 0.12 max 1 initial 0

pool Asturia
regions Asturia
unit celtic infantry curoas, exp 0 cost 3311 replenish 0.05 - 0.07 max 1 initial 0
unit iberian infantry scutarii merc, exp 0 cost 4418 replenish 0.05 - 0.11 max 1 initial 0

pool Attike
regions Attike
;; unit greek infantry hoplitai korinthioi, exp 0 cost 3206 replenish 0.05 - 0.07 max 1 initial 0
unit greek cavalry hippeis thessalikoi merc, exp 0 cost 6678 replenish 0.05 - 0.06 max 1 initial 0
unit greek infantry misthophoroi hoplitai, exp 0 cost 3205 replenish 0.1 - 0.13 max 1 initial 0
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.07 - 0.1 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.07 - 0.11 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.09 - 0.13 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.07 - 0.11 max 1 initial 0
unit hellenistic infantry hoplitai merc, exp 0 cost 24880 replenish 0.07 - 0.11 max 1 initial 0
unit hellenistic missile cretan archers merc, exp 1 cost 1880 replenish 0.07 - 0.1 max 1 initial 0

pool Augila
regions Augila

pool Babylonia
regions Babylonia
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.09 - 0.14 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.08 - 0.11 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.08 - 0.12 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 3976 replenish 0.7 - 0.11 max 1 initial 0
unit eastern infantry babylonian heavy infantry, exp 0 cost 2021 replenish 0.05 - 0.08 max 1 initial 0
;; unit HALLATAMTI THANVARE (Elymaean Archers)?, exp 0 cost 1400 replenish 0.1 - 0.13 max 1 initial 0
;; unit HALLATAMTI USTARI (Elymaean Usabari) (camel riders)?, exp 0 cost 1400 replenish 0.014 - 0.02 max 1 initial 0

pool Baktria
regions Baktria
unit steppe missile cavalry bydirag baexdzhyntae, exp 0 cost 4120 replenish 0.02 - 0.05 max 1 initial 0
unit eastern missile eransahr arshtbara merc, exp 0 cost 1482 replenish 0.07 - 0.12 max 1 initial 0
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.07 - 0.1 max 1 initial 0
unit steppe skirmisher cavalry daha rog baexdzhyn aefsad, exp 0 cost 1906 replenish 0.05 - 0.08 max 1 initial 0
;; unit SAKA ASPA SHIVATIR (Sakae Horse Archers)?, exp 0 cost 1400 replenish 0.01 - 0.016 max 1 initial 0

pool Baleares
regions Baleares
unit iberian missile balearic slinger mercenary, exp 1 cost 1900 replenish 0.09 - 0.12 max 1 initial 0

pool Bastarnolandam
regions Bastarnolandam
unit steppe missile cavalry bydirag baexdzhyntae, exp 0 cost 4120 replenish 0.07 - 0.1 max 1 initial 0
unit steppe missile cavalry sauromatae fat aexsdzhytae, exp 0 cost 4849 replenish 0.07 - 0.12 max 1 initial 0
unit germanic cavalry ridoharjoz mercenary, exp 0 cost 4570 replenish 0.08 - 0.12 max 1 initial 0
unit germanic infantry gastiz, exp 0 cost 5782 replenish 0.05 - 0.05 max 1 initial 0

pool Bastetania
regions Bastetania
unit iberian infantry scutarii merc, exp 0 cost 4418 replenish 0.08 - 0.12 max 1 initial 0
unit iberian missile balearic slinger mercenary, exp 0 cost 1966 replenish 0.09 - 0.12 max 1 initial 0

pool Batromorgan
regions Batromorgan
unit celtic infantry curoas, exp 0 cost 3311 replenish 0.07 - 0.11 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.07 - 0.12 max 1 initial 0
;; unit Imannae?, exp 0 cost 800 replenish 0.03 - 0.033 max 1 initial 2

pool Bellovacaea_Belgae
regions Bellovacaea_Belgae
unit celtic infantry curoas, exp 0 cost 3311 replenish 0.07 - 0.11 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.06 - 0.12 max 1 initial 0
unit germanic cavalry ridoharjoz mercenary, exp 0 cost 4570 replenish 0.013 - 0.12 max 1 initial 0
unit germanic infantry gastiz, exp 0 cost 5782 replenish 0.05 - 0.05 max 1 initial 0
;; unit Imannae?, exp 0 cost 800 replenish 0.03 - 0.033 max 1 initial 2

pool Bithynia
regions Bithynia
unit celtic infantry enoci curoas merc, exp 0 cost 2921 replenish 0.07 - 0.11 max 1 initial 0
unit galatian infantry kluddolon, exp 0 cost 2480 replenish 0.09 - 0.13 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.07 - 0.12 max 1 initial 0
unit greek infantry misthophoroi hoplitai, exp 0 cost 3205 replenish 0.06 - 0.09 max 1 initial 0
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.07 - 0.12 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.06 - 0.1 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.12 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.06 - 0.11 max 1 initial 0
unit hellenistic cavalry prodromoithrakioi merc, exp 0 cost 5250 replenish 0.02 - 0.07 max 1 initial 0
unit dacian missile peltastaithrakioi merc, exp 0 cost 2800 replenish 0.06 - 0.12 max 1 initial 0
unit celtic infantry galatiantindanotae mercenary, exp 0 cost 5775 replenish 0.02 - 0.05 max 1 initial 0
unit hellenistic cavalry thrakioi hippeis merc, exp 0 cost 4510 replenish 0.06 - 0.09 max 1 initial 0
;; unit Imannae?, exp 1 cost 1150 replenish 0.02 - 0.024 max 1 initial 1

pool Bosporion_Tyrranesis
regions Bosporion_Tyrranesis
unit steppe missile cavalry bydirag baexdzhyntae, exp 0 cost 4120 replenish 0.07 - 0.11 max 1 initial 0
unit hellenistic infantry doryphoroi pontikoi, exp 0 cost 3350 replenish 0.08 - 0.12 max 1 initial 0
unit steppe missile cavalry sauromatae fat aexsdzhytae, exp 0 cost 4849 replenish 0.07 - 0.1 max 1 initial 0
unit hellenistic infantry hoplitai merc, exp 0 cost 2980 replenish 0.06 - 0.11 max 1 initial 0

pool Brettia
regions Brettia
unit samnite infantry swordsmen merc, exp 0 cost 4598 replenish 0.05 - 0.1 max 1 initial 0
unit samnite infantry spearmen merc, exp 0 cost 3367 replenish 0.09 - 0.12 max 1 initial 0
unit greek infantry misthophoroi hoplitai, exp 0 cost 3205 replenish 0.07 - 0.12 max 1 initial 0
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.08 - 0.1 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.07 - 0.11 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.08 - 0.12 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.08 - 0.11 max 1 initial 0
;; unit Campanian Cavalry?, exp 2 cost 1500 replenish 0.015 - 0.016 max 1 initial 0
unit greek infantry lucanian spearmen merc, exp 2 cost 2420 replenish 0.07 - 0.09 max 1 initial 0

pool Brigantiae
regions Brigantiae
unit celtic skirmisher balroae, exp 0 cost 2368 replenish 0.1 - 0.15 max 1 initial 1
;; unit Imannae?, exp 0 cost 1050 replenish 0.03 - 0.035 max 1 initial 2

pool Budinije
regions Budinije
unit steppe missile cavalry bydirag baexdzhyntae, exp 0 cost 4120 replenish 0.06 - 0.09 max 1 initial 0
unit steppe missile cavalry skuda baexdzhyntae, exp 0 cost 4676 replenish 0.05 - 0.7 max 1 initial 0
unit steppe missile cavalry sauromatae fat aexsdzhytae, exp 0 cost 4849 replenish 0.07 - 0.1 max 1 initial 0

pool Byzacena
regions Byzacena
unit greek infantry misthophoroi hoplitai, exp 0 cost 3205 replenish 0.05 - 0.07 max 1 initial 0
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.05 - 0.06 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.05 - 0.06 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.05 - 0.07 max 1 initial 0

pool Caledryn
regions Caledryn
unit celtic skirmisher balroae, exp 0 cost 2368 replenish 0.12 - 0.17 max 1 initial 2
;; unit Imannae?, exp 0 cost 1100 replenish 0.02 - 0.024 max 1 initial 1

pool Campania
regions Campania
unit samnite infantry swordsmen merc, exp 0 cost 4598 replenish 0.08 - 0.1 max 1 initial 0
unit samnite infantry spearmen merc, exp 0 cost 3367 replenish 0.09 - 0.12 max 1 initial 0
unit greek infantry misthophoroi hoplitai, exp 0 cost 3205 replenish 0.06 - 0.09 max 1 initial 0
;; unit Campanian Cavalry?, exp 2 cost 1500 replenish 0.07 - 0.08 max 1 initial 0
unit greek infantry lucanian spearmen merc, exp 1 cost 1820 replenish 0.07 - 0.09 max 1 initial 0

pool Cantabria
regions Cantabria
unit celtic infantry curoas, exp 0 cost 3311 replenish 0.05 - 0.07 max 1 initial 0
unit iberian infantry scutarii merc, exp 0 cost 4418 replenish 0.07 - 0.11 max 1 initial 0

pool Carpetania
regions Carpetania
unit iberian infantry scutarii merc, exp 0 cost 4418 replenish 0.07 - 0.11 max 1 initial 0
unit iberian infantry scortamavera merc, exp 0 cost 6682 replenish 0.06 - 0.09 max 1 initial 0

pool Cassemorg
regions Cassemorg
unit celtic infantry enoci curoas merc, exp 1 cost 2721 replenish 0.08 - 0.1 max 1 initial 0
unit celtic infantry curoas, exp 0 cost 3311 replenish 0.06 - 0.09 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.06 - 0.08 max 1 initial 0
;; unit Atcucalawre?, exp 1 cost 2400 replenish 0.005 - 0.007 max 1 initial 0
;; unit Imannae?, exp 0 cost 1150 replenish 0.03 - 0.035 max 1 initial 0

pool Celtiberia
regions Celtiberia
unit iberian infantry scutarii merc, exp 0 cost 4418 replenish 0.07 - 0.011 max 1 initial 0

pool Charax_Spasinou
regions Charax_Spasinou
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.07 - 0.11 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.06 - 0.10 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.1 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.07 - 0.1 max 1 initial 0
unit eastern infantry babylonian heavy infantry, exp 0 cost 2021 replenish 0.05 - 0.08 max 1 initial 0
;; unit HALLATAMTI THANVARE (Elymaean Archers)?, exp 0 cost 1400 replenish 0.1 - 0.12 max 1 initial 0
;; unit HALLATAMTI USTARI (Elymaean Usabari) (camel riders)?, exp 0 cost 1400 replenish 0.1 - 0.12 max 1 initial 0

pool Chersonesos_Thraikia
regions Chersonesos_Thraikia
unit celtic infantry enoci curoas merc, exp 0 cost 2721 replenish 0.06 - 0.11 max 1 initial 0
unit galatian infantry kluddolon, exp 0 cost 2480 replenish 0.09 - 0.13 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.07 - 0.12 max 1 initial 0
unit greek infantry misthophoroi hoplitai, exp 0 cost 3205 replenish 0.06 - 0.09 max 1 initial 0
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.07 - 0.012 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.06 - 0.07 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.12 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.06 - 0.09 max 1 initial 0
unit hellenistic cavalry prodromoithrakioi merc, exp 0 cost 6002 replenish 0.02 - 0.07 max 1 initial 0
unit dacian missile peltastaithrakioi merc, exp 0 cost 2800 replenish 0.06 - 0.12 max 1 initial 0
;; unit Imannae?, exp 1 cost 850 replenish 0.02 - 0.024 max 1 initial 1
unit hellenistic infantry doryphoroi pontikoi, exp 0 cost 3350 replenish 0.07 - 0.10 max 1 initial 0
unit hellenistic infantry hoplitai merc, exp 0 cost 2680 replenish 0.06 - 0.11 max 1 initial 0
unit hellenistic cavalry thrakioi hippeis merc, exp 0 cost 3910 replenish 0.06 - 0.09 max 1 initial 0

pool Erythraia
regions Erythraia

pool Corieltauvae
regions Corieltauvae
unit celtic infantry enoci curoas merc, exp 0 cost 2721 replenish 0.08 - 0.11 max 1 initial 0
unit celtic skirmisher balroae, exp 0 cost 2368 replenish 0.06 - 0.14 max 1 initial 0
;; unit Atcucalawre?, exp 1 cost 2400 replenish 0.005 - 0.007 max 1 initial 0
;; unit Imannae?, exp 0 cost 1150 replenish 0.03 - 0.035 max 1 initial 2

pool Cornovae
regions Cornovae
unit celtic infantry enoci curoas merc, exp 1 cost 2721 replenish 0.08 - 0.1 max 1 initial 0
unit celtic infantry curoas, exp 0 cost 3311 replenish 0.06 - 0.09 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.06 - 0.08 max 1 initial 0
;; unit Atcucalawre?, exp 1 cost 2400 replenish 0.005 - 0.007 max 1 initial 0
;; unit Imannae?, exp 0 cost 1150 replenish 0.03 - 0.035 max 1 initial 2

pool Coutinoe
regions Coutinoe
unit celtic infantry enoci curoas merc, exp 1 cost 2721 replenish 0.08 - 0.1 max 1 initial 0
unit celtic infantry curoas, exp 0 cost 3311 replenish 0.06 - 0.09 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.06 - 0.08 max 1 initial 0
;; unit Imannae?, exp 0 cost 800 replenish 0.02 - 0.022 max 1 initial 1

pool Cruddain
regions Cruddain
;; unit Atcucalawre?, exp 1 cost 3300 replenish 0.0025 - 0.003 max 1 initial 0
;; unit Imannae?, exp 0 cost 1200 replenish 0.01 - 0.013 max 1 initial 0

pool Cydamae
regions Cydamae

pool Cambriae
regions Cambriae
unit celtic infantry curoas, exp 0 cost 3311 replenish 0.05 - 0.07 max 1 initial 0
unit celtic skirmisher balroae, exp 0 cost 2368 replenish 0.07 - 0.15 max 1 initial 0
;; unit Atcucalawre?, exp 1 cost 3300 replenish 0.0025 - 0.003 max 1 initial 0
;; unit Imannae?, exp 0 cost 1150 replenish 0.03 - 0.035 max 1 initial 2

pool Dahyu_Alanna
regions Dahyu_Alanna
unit steppe missile cavalry yancai uaezdaettae, exp 0 cost 8333 replenish 0.02 - 0.05 max 1 initial 0
unit steppe skirmisher cavalry daha rog baexdzhyn aefsad, exp 0 cost 2006 replenish 0.05 - 0.08 max 1 initial 0
;; unit SAKA ASPA SHIVATIR (Sakae Horse Archers)?, exp 0 cost 1400 replenish 0.01 - 0.014 max 1 initial 0

pool Dahyu_Aursa
regions Dahyu_Aursa
;; unit SAKA ASPA SHIVATIR (Sakae Horse Archers)?, exp 0 cost 1400 replenish 0.1 - 0.12 max 1 initial 0

pool Dahyu_Daha
regions Dahyu_Daha
unit steppe missile cavalry bydirag baexdzhyntae, exp 0 cost 4120 replenish 0.1 - 0.12 max 1 initial 0
unit steppe skirmisher cavalry daha rog baexdzhyn aefsad, exp 1 cost 2006 replenish 0.07 - 0.11 max 1 initial 0
;; unit SAKA ASPA SHIVATIR (Sakae Horse Archers)?, exp 0 cost 1400 replenish 0.019 - 0.025 max 1 initial 0

pool Dahyu_Haomavarga
regions Dahyu_Haomavarga
unit eastern missile eransahr arshtbara merc, exp 0 cost 1582 replenish 0.05 - 0.07 max 1 initial 0
;; unit SAKA ASPA SHIVATIR (Sakae Horse Archers)?, exp 0 cost 1400 replenish 0.01 - 0.016 max 1 initial 0

pool Dahyu_Mazsakata
regions Dahyu_Mazsakata
unit steppe missile cavalry bydirag baexdzhyntae, exp 0 cost 4120 replenish 0.05 - 0.1 max 1 initial 0
unit steppe skirmisher cavalry daha rog baexdzhyn aefsad, exp 0 cost 2006 replenish 0.05 - 0.08 max 1 initial 0
;; unit SAKA ASPA SHIVATIR (Sakae Horse Archers)?, exp 0 cost 1400 replenish 0.019 - 0.026 max 1 initial 0

pool Dahyu_Roxsalanna
regions Dahyu_Roxsalanna

pool Dahyu_Siraca
regions Dahyu_Siraca

pool Dahyu_Thissakata
regions Dahyu_Thissakata

pool Dahyu_Yazyga
regions Dahyu_Yazyga

pool Dahyu_Yugra
regions Dahyu_Yugra

pool Dalmatia
regions Dalmatia
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.06 - 0.010 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.12 max 1 initial 0

pool Dardanoia
regions Dardanoia
unit greek infantry misthophoroi hoplitai, exp 0 cost 3205 replenish 0.06 - 0.09 max 1 initial 0
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.07 - 0.12 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.06 - 0.12 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.12 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.6 - 0.11 max 1 initial 0
unit hellenistic cavalry prodromoithrakioi merc, exp 0 cost 6200 replenish 0.02 - 0.07 max 1 initial 0
unit dacian missile peltastaithrakioi merc, exp 1 cost 3100 replenish 0.07 - 0.12 max 1 initial 0
unit hellenistic cavalry thrakioi hippeis merc, exp 0 cost 4350 replenish 0.06 - 0.09 max 1 initial 0

pool Dayuan
regions Dayuan
unit eastern missile eransahr arshtbara merc, exp 0 cost 1482 replenish 0.05 - 0.1 max 1 initial 0
unit steppe skirmisher cavalry daha rog baexdzhyn aefsad, exp 0 cost 2006 replenish 0.05 - 0.08 max 1 initial 0
;; unit SAKA ASPA SHIVATIR (Sakae Horse Archers)?, exp 0 cost 1400 replenish 0.07 - 0.1 max 2 initial 0

pool Delta_Neilou
regions Delta_Neilou
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.09 - 0.14 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.07 - 0.11 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.08 - 0.12 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.07 - 0.11 max 1 initial 0
unit hellenistic missile cretan archers merc, exp 1 cost 2080 replenish 0.06 - 0.1 max 1 initial 0

pool Diamat
regions Diamat

pool Drangiane
regions Drangiane
unit eastern missile eransahr arshtbara merc, exp 0 cost 1482 replenish 0.07 - 0.12 max 1 initial 0
;; unit SAKA ASPA SHIVATIR (Sakae Horse Archers)?, exp 0 cost 1400 replenish 0.07 - 0.1 max 1 initial 0

pool Edetania
regions Edetania
unit iberian infantry scutarii merc, exp 0 cost 4418 replenish 0.08 - 0.12 max 1 initial 0
unit greek infantry misthophoroi hoplitai, exp 0 cost 3205 replenish 0.06 - 0.09 max 1 initial 0
unit iberian missile balearic slinger mercenary, exp 0 cost 2066 replenish 0.09 - 0.012 max 1 initial 0

pool Egrisi
regions Egrisi
unit steppe missile cavalry bydirag baexdzhyntae, exp 0 cost 4120 replenish 0.02 - 0.05 max 1 initial 0

pool Elimya
regions Elimya
unit greek infantry misthophoroi hoplitai, exp 0 cost 3205 replenish 0.06 - 0.09 max 1 initial 0
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.07 - 0.12 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.06 - 0.11 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.12 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.06 - 0.11 max 1 initial 0

pool Elymais
regions Elymais
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.07 - 0.12 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.06 - 0.1 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.12 max 2 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.06 - 0.11 max 1 initial 0
;; unit HALLATAMTI THANVARE (Elymaean Archers)?, exp 0 cost 1400 replenish 0.035 - 0.04 max 1 initial 3
;; unit HALLATAMTI USTARI (Elymaean Usabari) (camel riders)?, exp 0 cost 1400 replenish 0.035 - 0.04 max 1 initial 2

pool Epeiros
regions Epeiros
unit greek infantry misthophoroi hoplitai, exp 0 cost 3205 replenish 0.06 - 0.09 max 1 initial 0
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.07 - 0.12 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.06 - 0.11 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.12 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.06 - 0.12 max 1 initial 0
unit hellenistic infantry hoplitai merc, exp 0 cost 2480 replenish 0.06 - 0.11 max 1 initial 0
unit hellenistic missile cretan archers merc, exp 1 cost 2040 replenish 0.07 - 0.1 max 1 initial 0

pool Erain
regions Erain
unit celtic infantry curoas, exp 0 cost 3311 replenish 0.05 - 0.07 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.06 - 0.08 max 1 initial 0
;; unit Atcucalawre?, exp 1 cost 3400 replenish 0.11 - 0.15 max 1 initial 0
;; unit Imannae?, exp 0 cost 1400 replenish 0.01 - 0.013 max 1 initial 0

pool Eravacouw
regions Eravacouw
unit celtic infantry enoci curoas merc, exp 1 cost 2721 replenish 0.06 - 0.12 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.07 - 0.1 max 1 initial 0
;; unit Imannae?, exp 0 cost 900 replenish 0.02 - 0.022 max 1 initial 1

pool Etruria
regions Etruria
unit celtic infantry enoci curoas merc, exp 0 cost 2721 replenish 0.06 - 0.1 max 1 initial 0
;; unit Campanian Cavalry?, exp 2 cost 1500 replenish 0.015 - 0.016 max 1 initial 0
unit greek infantry lucanian spearmen merc, exp 0 cost 2800 replenish 0.05 - 0.07 max 1 initial 0
pool Euboia
regions Euboia
;; unit greek infantry hoplitai korinthioi, exp 0 cost 3206 replenish 0.05 - 0.07 max 1 initial 0
unit greek infantry misthophoroi hoplitai, exp 0 cost 3205 replenish 0.09 - 0.013 max 1 initial 0
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.07 - 0.1 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.06 - 0.10 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.12 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.06 - 0.11 max 1 initial 0
unit hellenistic infantry hoplitai merc, exp 0 cost 2480 replenish 0.07 - 0.12 max 1 initial 0

pool Gabiene
regions Gabiene
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.05 - 0.06 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.04 - 0.06 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.05 - 0.07 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.1 - 0.11 max 1 initial 0
;; unit HALLATAMTI THANVARE (Elymaean Archers)?, exp 0 cost 1400 replenish 0.01 - 0.015 max 1 initial 0
;; unit HALLATAMTI USTARI (Elymaean Usabari) (camel riders)?, exp 0 cost 1400 replenish 0.015 - 0.02 max 1 initial 0

pool Gaetulia
regions Gaetulia

pool Galaecia
regions Galaecia
unit celtic infantry curoas, exp 0 cost 3311 replenish 0.05 - 0.07 max 1 initial 0
unit iberian infantry scutarii merc, exp 0 cost 4418 replenish 0.05 - 0.11 max 1 initial 0

pool Galatia
regions Galatia
unit celtic infantry enoci curoas merc, exp 0 cost 2721 replenish 0.07 - 0.010 max 1 initial 0
unit galatian infantry kluddolon, exp 0 cost 2480 replenish 0.09 - 0.12 max 1 initial 2
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.06 - 0.09 max 1 initial 0
unit celtic infantry galatiantindanotae mercenary, exp 0 cost 5475 replenish 0.02 - 0.05 max 1 initial 0
;; unit Imannae?, exp 1 cost 1150 replenish 0.02 - 0.024 max 6 initial 1

pool Gandhara
regions Gandhara

pool Gedrosia
regions Gedrosia

pool Gerrhaia_Arabia
regions Gerrhaia_Arabia

pool Getia
regions Getia
unit steppe missile cavalry bydirag baexdzhyntae, exp 0 cost 4120 replenish 0.07 - 0.1 max 1 initial 0
unit steppe missile cavalry sauromatae fat aexsdzhytae, exp 0 cost 4849 replenish 0.08 - 0.1 max 1 initial 0

pool Getia_Koile
regions Getia_Koile

pool Greseoallra
regions Greseoallra
unit celtic infantry enoci curoas merc, exp 0 cost 2721 replenish 0.06 - 0.08 max 1 initial 0
unit celtic infantry curoas, exp 0 cost 3311 replenish 0.07 - 0.1 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.07 - 0.1 max 1 initial 0
unit greek infantry misthophoroi hoplitai, exp 0 cost 3205 replenish 0.06 - 0.07 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.06 - 0.07 max 1 initial 0
unit iberian missile balearic slinger mercenary, exp 0 cost 2066 replenish 0.08 - 0.11 max 1 initial 0
unit hellenistic infantry massiloi hoplitai merc, exp 0 cost 3310 replenish 0.08 - 0.11 max 1 initial 0
;; unit Imannae?, exp 0 cost 900 replenish 0.3 - 0.33 max 1 initial 2

pool Habukolandam
regions Habukolandam
unit germanic cavalry ridoharjoz mercenary, exp 0 cost 4570 replenish 0.06 - 0.1 max 1 initial 0
unit germanic infantry gastiz, exp 0 cost 5782 replenish 0.05 - 0.05 max 1 initial 0

pool Hadramaut
regions Hadramaut
unit arabian infantry assilinmodarra merc, exp 0 cost 3425 replenish 0.06 - 0.08 max 1 initial 0

pool Hattolandam
regions Hattolandam
unit germanic cavalry ridoharjoz mercenary, exp 0 cost 4570 replenish 0.06 - 0.1 max 1 initial 0
unit germanic infantry gastiz, exp 0 cost 5782 replenish 0.05 - 0.05 max 1 initial 0

pool Hayasdan
regions Hayasdan

pool Helvetis
regions Helvetis
unit celtic infantry enoci curoas merc, exp 0 cost 2721 replenish 0.07 - 0.12 max 1 initial 0
unit celtic infantry curoas, exp 0 cost 3311 replenish 0.06 - 0.1 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.07 - 0.11 max 1 initial 0
unit germanic cavalry ridoharjoz mercenary, exp 0 cost 4570 replenish 0.08 - 0.12 max 1 initial 0
;; unit Imannae?, exp 0 cost 900 replenish 0.03 - 0.033 max 1 initial 2

pool Heptanomis
regions Heptanomis

pool Heruskolandam
regions Heruskolandam
unit germanic cavalry ridoharjoz mercenary, exp 0 cost 4570 replenish 0.1 - 0.2 max 1 initial 2
unit germanic infantry gastiz, exp 0 cost 5782 replenish 0.05 - 0.05 max 1 initial 0

pool Hyrkania
regions Hyrkania

pool Illyria_Hellenike
regions Illyria_Hellenike
unit greek infantry misthophoroi hoplitai, exp 0 cost 3205 replenish 0.05 - 0.08 max 1 initial 0
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.07 - 0.11 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.06 - 0.1 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.1 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.06 - 0.1 max 1 initial 0

pool Insubramrog
regions Insubramrog
unit celtic infantry enoci curoas merc, exp 0 cost 2721 replenish 0.07 - 0.1 max 1 initial 1
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.06 - 0.11 max 1 initial 1
;; unit Imannae?, exp 0 cost 900 replenish 0.3 - 0.033 max 1 initial 2

pool Ioudaia
regions Ioudaia
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.08 - 0.12 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.07 - 0.10 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.12 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.07 - 0.1 max 1 initial 0

pool Kalabria
regions Kalabria
unit samnite infantry swordsmen merc, exp 2 cost 4598 replenish 0.08 - 0.1 max 1 initial 0
unit samnite infantry spearmen merc, exp 0 cost 3367 replenish 0.08 - 0.11 max 1 initial 0
unit greek infantry misthophoroi hoplitai, exp 0 cost 3205 replenish 0.07 - 0.11 max 1 initial 0
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.07 - 0.8 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.1 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.06 - 0.08 max 1 initial 0
unit hellenistic infantry hoplitai merc, exp 0 cost 2780 replenish 0.06 - 0.11 max 1 initial 0
;; unit Campanian Cavalry?, exp 2 cost 1500 replenish 0.07 - 0.08 max 1 initial 0
unit greek infantry lucanian spearmen merc, exp 2 cost 2520 replenish 0.07 - 0.09 max 1 initial 0
pool Kangha
regions Kangha
;; unit SAKA ASPA SHIVATIR (Sakae Horse Archers)?, exp 0 cost 1400 replenish 0.012 - 0.033 max 1 initial 1

pool Kappadokia
regions Kappadokia
unit celtic infantry enoci curoas merc, exp 0 cost 2721 replenish 0.06 - 0.11 max 1 initial 0
unit galatian infantry kluddolon, exp 0 cost 2480 replenish 0.09 - 0.13 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.07 - 0.12 max 1 initial 0
unit celtic infantry galatiantindanotae mercenary, exp 0 cost 5400 replenish 0.02 - 0.05 max 1 initial 0
;; unit Imannae?, exp 1 cost 1150 replenish 0.02 - 0.024 max 1 initial 1

pool Kappadokia_Pontika
regions Kappadokia_Pontika
unit celtic infantry enoci curoas merc, exp 0 cost 2721 replenish 0.06 - 0.011 max 1 initial 0
unit galatian infantry kluddolon, exp 0 cost 2780 replenish 0.09 - 0.013 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.07 - 0.12 max 1 initial 0
unit hellenistic infantry doryphoroi pontikoi, exp 0 cost 3350 replenish 0.1 - 0.12 max 1 initial 0
unit celtic infantry galatiantindanotae mercenary, exp 0 cost 5700 replenish 0.02 - 0.05 max 1 initial 0
;; unit Imannae?, exp 1 cost 1150 replenish 0.02 - 0.024 max 1 initial 1

pool Karia
regions Karia
unit celtic infantry enoci curoas merc, exp 0 cost 2721 replenish 0.06 - 0.11 max 1 initial 0
unit galatian infantry kluddolon, exp 0 cost 2480 replenish 0.09 - 0.13 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.07 - 0.12 max 1 initial 0
unit greek infantry misthophoroi hoplitai, exp 0 cost 3205 replenish 0.1 - 0.15 max 1 initial 0
unit greek cavalry hippeis thessalikoi merc, exp 0 cost 6478 replenish 0.05 - 0.05 max 1 initial 0
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.08 - 0.12 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.07 - 0.1 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.11 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.07 - 0.10 max 1 initial 0
unit hellenistic infantry hoplitai merc, exp 0 cost 2480 replenish 0.06 - 0.11 max 1 initial 0
;; unit Imannae?, exp 1 cost 1200 replenish 0.01 - 0.015 max 1 initial 0
unit hellenistic missile cretan archers merc, exp 0 cost 2080 replenish 0.05 - 0.09 max 1 initial 0

pool Karmania
regions Karmania

pool Kartli
regions Kartli
unit steppe missile cavalry bydirag baexdzhyntae, exp 0 cost 4120 replenish 0.005 - 0.1 max 1 initial 0

pool Khoarene
regions Khoarene
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.08 - 0.012 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.07 - 0.1 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.11 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.07 - 0.1 max 1 initial 0
;; unit SAKA ASPA SHIVATIR (Sakae Horse Archers)?, exp 0 cost 1400 replenish 0.05 - 0.07 max 1 initial 0
;; unit HALLATAMTI THANVARE (Elymaean Archers)?, exp 0 cost 1400 replenish 0.05 - 0.07 max 1 initial 0
;; unit HALLATAMTI USTARI (Elymaean Usabari) (camel riders)?, exp 0 cost 1400 replenish 0.014 - 0.02 max 0 initial 0

pool Khwarazm
regions Khwarazm
unit steppe missile cavalry bydirag baexdzhyntae, exp 0 cost 4120 replenish 0.05 - 0.09 max 1 initial 0
unit eastern missile thanvare payahdag merc, exp 0 cost 1842 replenish 0.02 - 0.05 max 1 initial 0
unit steppe skirmisher cavalry daha rog baexdzhyn aefsad, exp 0 cost 2006 replenish 0.05 - 0.08 max 1 initial 0
;; unit SAKA ASPA SHIVATIR (Sakae Horse Archers)?, exp 0 cost 1400 replenish 0.01 - 0.016 max 1 initial 0

pool Kilikia
regions Kilikia
unit celtic infantry enoci curoas merc, exp 0 cost 2721 replenish 0.06 - 0.11 max 1 initial 0
unit galatian infantry kluddolon, exp 0 cost 2480 replenish 0.09 - 0.13 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.07 - 0.12 max 1 initial 0
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.08 - 0.12 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.07 - 0.1 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.11 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.07 - 0.10 max 1 initial 0
;; unit Imannae?, exp 1 cost 1200 replenish 0.01 - 0.015 max 1 initial 0

pool Kimbrolandam
regions Kimbrolandam
unit germanic cavalry ridoharjoz mercenary, exp 0 cost 4670 replenish 0.12 - 0.15 max 1 initial 2
unit germanic infantry gastiz, exp 0 cost 5782 replenish 0.05 - 0.05 max 1 initial 0

pool Korsim
regions Korsim
unit greek infantry misthophoroi hoplitai, exp 0 cost 3205 replenish 0.06 - 0.07 max 1 initial 0
unit iberian missile balearic slinger mercenary, exp 0 cost 2066 replenish 0.09 - 0.012 max 1 initial 0

pool Krete
regions Krete
;; unit greek infantry hoplitai korinthioi, exp 0 cost 3206 replenish 0.01 - 0.015 max 1 initial 0
unit greek infantry misthophoroi hoplitai, exp 0 cost 3205 replenish 0.09 - 0.13 max 1 initial 0
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.07 - 0.1 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.06 - 0.1 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.12 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 4676 replenish 0.02 - 0.04 max 1 initial 0
unit hellenistic infantry hoplitai merc, exp 0 cost 2780 replenish 0.06 - 0.11 max 1 initial 0
unit hellenistic missile cretan archers merc, exp 2 cost 1520 replenish 0.08 - 0.12 max 1 initial 2

pool Kush
regions Kush

pool Kypros
regions Kypros
unit greek infantry misthophoroi hoplitai, exp 0 cost 3205 replenish 0.07 - 0.1 max 1 initial 0
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.07 - 0.11 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.06 - 0.10 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.12 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.06 - 0.11 max 1 initial 0
unit hellenistic infantry hoplitai merc, exp 0 cost 2780 replenish 0.06 - 0.11 max 1 initial 0
unit hellenistic missile cretan archers merc, exp 0 cost 2130 replenish 0.05 - 0.09 max 1 initial 0

pool Kyrenaia
regions Kyrenaia
unit greek infantry misthophoroi hoplitai, exp 0 cost 3205 replenish 0.08 - 0.11 max 1 initial 0
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.07 - 0.1 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.06 - 0.1 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.12 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.06 - 0.11 max 1 initial 0

pool Lacetania
regions Lacetania
unit celtic infantry curoas, exp 0 cost 3311 replenish 0.03 - 0.05 max 1 initial 0
unit iberian infantry scutarii merc, exp 0 cost 4418 replenish 0.09 - 0.12 max 1 initial 0
unit greek infantry misthophoroi hoplitai, exp 0 cost 3205 replenish 0.06 - 0.1 max 1 initial 0
unit iberian missile balearic slinger mercenary, exp 0 cost 2066 replenish 0.09 - 0.12 max 1 initial 0
unit hellenistic infantry massiloi hoplitai merc, exp 0 cost 3310 replenish 0.05 - 0.07 max 1 initial 0

pool Lakonike
regions Lakonike
unit greek infantry misthophoroi hoplitai, exp 0 cost 3205 replenish 0.08 - 0.11 max 1 initial 0
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.07 - 0.1 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.6 - 0.11 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.12 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.06 - 0.11 max 1 initial 0
unit hellenistic infantry hoplitai merc, exp 2 cost 2780 replenish 0.06 - 0.11 max 1 initial 0
unit hellenistic missile cretan archers merc, exp 1 cost 2080 replenish 0.06 - 0.1 max 1 initial 0

pool Latium
regions Latium
unit germanic cavalry ridoharjoz mercenary, exp 0 cost 4670 replenish 0.1 - 0.015 max 1 initial 2
unit germanic infantry gastiz, exp 0 cost 5782 replenish 0.05 - 0.05 max 1 initial 0

pool Latium2
regions Latium2
unit germanic cavalry ridoharjoz mercenary, exp 0 cost 4670 replenish 0.06 - 0.012 max 1 initial 0
unit samnite infantry swordsmen merc, exp 0 cost 4298 replenish 0.08 - 0.1 max 1 initial 0
unit samnite infantry spearmen merc, exp 0 cost 3367 replenish 0.09 - 0.11 max 1 initial 0
;; unit Campanian Cavalry?, exp 2 cost 1500 replenish 0.07 - 0.08 max 1 initial 0
unit greek infantry lucanian spearmen merc, exp 0 cost 1980 replenish 0.07 - 0.08 max 1 initial 0

pool Lemorisae
regions Lemorisae
unit celtic infantry curoas, exp 0 cost 3311 replenish 0.06 - 0.1 max 1 initial 1
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.07 - 0.09 max 1 initial 1
;; unit Imannae?, exp 0 cost 900 replenish 0.03 - 0.033 max 1 initial 2

pool Lesbos
regions Lesbos
;; unit greek infantry hoplitai korinthioi, exp 0 cost 3206 replenish 0.05 - 0.07 max 1 initial 0
unit greek infantry misthophoroi hoplitai, exp 0 cost 3205 replenish 0.08 - 0.11 max 1 initial 0
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.07 - 0.1 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.06 - 0.1 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.12 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.06 - 0.11 max 1 initial 0
unit hellenistic infantry hoplitai merc, exp 0 cost 2780 replenish 0.06 - 0.11 max 1 initial 0
unit hellenistic missile cretan archers merc, exp 0 cost 2080 replenish 0.05 - 0.08 max 1 initial 0

pool Libye
regions Libye

pool Liguria
regions Liguria
unit celtic infantry enoci curoas merc, exp 0 cost 2721 replenish 0.015 - 0.02 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.013 - 0.018 max 1 initial 0
;; unit Imannae?, exp 0 cost 900 replenish 0.03 - 0.033 max 1 initial 2

pool Lugonesis
regions Lugonesis
unit celtic infantry enoci curoas merc, exp 0 cost 2721 replenish 0.08 - 0.01 max 1 initial 0
unit celtic infantry curoas, exp 0 cost 3311 replenish 0.06 - 0.09 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.07 - 0.1 max 1 initial 0
;; unit Imannae?, exp 0 cost 900 replenish 0.03 - 0.033 max 1 initial 2

pool Lugouw
regions Lugouw
unit celtic infantry curoas, exp 0 cost 3311 replenish 0.05 - 0.07 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.06 - 0.09 max 1 initial 0
unit germanic cavalry ridoharjoz mercenary, exp 0 cost 4570 replenish 0.07 - 0.08 max 1 initial 0
unit germanic infantry gastiz, exp 0 cost 5782 replenish 0.05 - 0.05 max 1 initial 0
;; unit Imannae?, exp 0 cost 900 replenish 0.02 - 0.022 max 8 initial 1

pool Lusitania
regions Lusitania
unit iberian infantry scortamavera merc, exp 1 cost 5782 replenish 0.06 - 0.09 max 1 initial 0

pool Lydia
regions Lydia
unit celtic infantry enoci curoas merc, exp 0 cost 2721 replenish 0.06 - 0.11 max 1 initial 0
unit galatian infantry kluddolon, exp 0 cost 2480 replenish 0.09 - 0.13 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.07 - 0.12 max 1 initial 0
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.08 - 0.12 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.07 - 0.10 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.11 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.07 - 0.11 max 1 initial 0
unit greek cavalry hippeis thessalikoi merc, exp 0 cost 6478 replenish 0.02 - 0.05 max 1 initial 0
unit hellenistic infantry hoplitai merc, exp 0 cost 2480 replenish 0.06 - 0.11 max 1 initial 0
unit hellenistic missile cretan archers merc, exp 0 cost 2080 replenish 0.06 - 0.09 max 1 initial 0

pool Maeotis
regions Maeotis
unit steppe missile cavalry bydirag baexdzhyntae, exp 0 cost 4120 replenish 0.07 - 0.1 max 1 initial 0
unit hellenistic infantry doryphoroi pontikoi, exp 0 cost 3350 replenish 0.07 - 0.08 max 1 initial 0
unit steppe missile cavalry sauromatae fat aexsdzhytae, exp 0 cost 4849 replenish 0.06 - 0.09 max 1 initial 0

pool Main
regions Main
unit arabian infantry assilinmodarra merc, exp 0 cost 3525 replenish 0.06 - 0.08 max 1 initial 0

pool Makedonia
regions Makedonia
unit greek infantry misthophoroi hoplitai, exp 0 cost 3205 replenish 0.06 - 0.1 max 1 initial 0
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.08 - 0.12 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.07 - 0.1 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.11 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.07 - 0.01 max 1 initial 0
unit greek cavalry hippeis thessalikoi merc, exp 0 cost 6478 replenish 0.02 - 0.05 max 1 initial 0
unit celtic infantry enoci curoas merc, exp 0 cost 2721 replenish 0.06 - 0.11 max 1 initial 0
unit galatian infantry kluddolon, exp 0 cost 2480 replenish 0.09 - 0.13 max 1 initial 0
unit hellenistic cavalry prodromoithrakioi merc, exp 1 cost 6000 replenish 0.02 - 0.07 max 1 initial 0
unit dacian missile peltastaithrakioi merc, exp 0 cost 3200 replenish 0.05 - 0.11 max 1 initial 0
unit hellenistic infantry hoplitai merc, exp 0 cost 2680 replenish 0.06 - 0.11 max 1 initial 0
unit hellenistic missile cretan archers merc, exp 1 cost 2080 replenish 0.06 - 0.1 max 1 initial 0

pool Maketa
regions Maketa
unit arabian infantry assilinmodarra merc, exp 0 cost 3525 replenish 0.06 - 0.08 max 1 initial 0

pool Margiana
regions Margiana
unit steppe missile cavalry bydirag baexdzhyntae, exp 0 cost 4120 replenish 0.05 - 0.07 max 1 initial 0
unit eastern missile eransahr arshtbara merc, exp 0 cost 1482 replenish 0.05 - 0.1 max 1 initial 0
unit steppe skirmisher cavalry daha rog baexdzhyn aefsad, exp 0 cost 2006 replenish 0.05 - 0.08 max 1 initial 0
;; unit SAKA ASPA SHIVATIR (Sakae Horse Archers)?, exp 0 cost 1400 replenish 0.07 - 0.1 max 1 initial 1

pool Marmarike
regions Marmarike
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.08 - 0.12 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.07 - 0.1 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.11 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.07 - 0.10 max 1 initial 0

pool Mashiliem
regions Mashiliem

pool Mauretania
regions Mauretania

pool Mauretania_Massaesili
regions Mauretania_Massaesili

pool Mauretania_Tingitana
regions Mauretania_Tingitana

pool Media
regions Media
unit eastern missile thanvare payahdag merc, exp 0 cost 1842 replenish 0.05 - 0.09 max 1 initial 0
;; unit HALLATAMTI THANVARE (Elymaean Archers)?, exp 0 cost 1400 replenish 0.1 - 0.12 max 1 initial 0

pool Mikra_Skythia
regions Mikra_Skythia
unit steppe missile cavalry bydirag baexdzhyntae, exp 0 cost 4120 replenish 0.08 - 0.1 max 1 initial 0
unit hellenistic cavalry prodromoithrakioi merc, exp 2 cost 5809 replenish 0.02 - 0.07 max 1 initial 0
unit dacian missile peltastaithrakioi merc, exp 1 cost 2700 replenish 0.09 - 0.12 max 1 initial 0
unit hellenistic infantry doryphoroi pontikoi, exp 0 cost 3350 replenish 0.05 - 0.05 max 1 initial 0
unit steppe missile cavalry sauromatae fat aexsdzhytae, exp 0 cost 4849 replenish 0.1 - 0.12 max 1 initial 2
unit hellenistic infantry hoplitai merc, exp 0 cost 2880 replenish 0.06 - 0.11 max 1 initial 0
unit hellenistic cavalry thrakioi hippeis merc, exp 1 cost 3910 replenish 0.06 - 0.09 max 1 initial 0

pool Mrogaedu
regions Mrogaedu
unit germanic cavalry ridoharjoz mercenary, exp 0 cost 4570 replenish 0.06 - 0.08 max 1 initial 0
unit germanic infantry gastiz, exp 0 cost 5782 replenish 0.05 - 0.05 max 1 initial 0

pool Mrogaule
regions Mrogaule
unit celtic infantry curoas, exp 0 cost 3311 replenish 0.06 - 0.08 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.07 - 0.08 max 1 initial 0
;; unit Imannae?, exp 0 cost 900 replenish 0.03 - 0.033 max 8 initial 2

pool Mrogbonna
regions Mrogbonna
unit celtic infantry enoci curoas merc, exp 0 cost 2721 replenish 0.07 - 0.08 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.07 - 0.08 max 1 initial 0
unit germanic cavalry ridoharjoz mercenary, exp 0 cost 4570 replenish 0.06 - 0.08 max 1 initial 0
unit germanic infantry gastiz, exp 0 cost 5782 replenish 0.05 - 0.05 max 1 initial 0
;; unit Imannae?, exp 0 cost 900 replenish 0.03 - 0.033 max 1 initial 2

pool Mysia
regions Mysia
unit celtic infantry enoci curoas merc, exp 0 cost 2721 replenish 0.07 - 0.11 max 1 initial 0
unit galatian infantry kluddolon, exp 0 cost 2480 replenish 0.09 - 0.13 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.07 - 0.12 max 1 initial 0
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.08 - 0.12 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.07 - 0.1 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.11 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.07 - 0.01 max 1 initial 0
unit greek cavalry hippeis thessalikoi merc, exp 0 cost 6478 replenish 0.02 - 0.05 max 1 initial 0
unit hellenistic infantry hoplitai merc, exp 0 cost 2480 replenish 0.06 - 0.11 max 1 initial 0
;; unit Imannae?, exp 1 cost 1200 replenish 0.05 - 0.07 max 1 initial 0
unit hellenistic missile cretan archers merc, exp 0 cost 2080 replenish 0.05 - 0.09 max 1 initial 0

pool Nabataia
regions Nabataia

pool Nervaea_Belgae
regions Nervaea_Belgae
unit celtic infantry curoas, exp 0 cost 3311 replenish 0.07 - 0.11 max 1 initial 0
unit germanic cavalry ridoharjoz mercenary, exp 0 cost 4670 replenish 0.06 - 0.12 max 1 initial 0
unit germanic infantry gastiz, exp 0 cost 5782 replenish 0.05 - 0.05 max 1 initial 0

pool Neurije
regions Neurije
unit germanic cavalry ridoharjoz mercenary, exp 0 cost 4570 replenish 0.06 - 0.12 max 1 initial 0
unit steppe missile cavalry bydirag baexdzhyntae, exp 0 cost 3920 replenish 0.06 - 0.1 max 1 initial 0
unit steppe missile cavalry sauromatae fat aexsdzhytae, exp 0 cost 4849 replenish 0.03 - 0.1 max 1 initial 0

pool Noricae
regions Noricae
unit celtic infantry enoci curoas merc, exp 0 cost 2721 replenish 0.07 - 0.08 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.07 - 0.08 max 1 initial 0
unit germanic cavalry ridoharjoz mercenary, exp 0 cost 4570 replenish 0.06 - 0.12 max 1 initial 0
;; unit Imannae?, exp 0 cost 900 replenish 0.15 - 0.16 max 1 initial 2

pool Numidia
regions Numidia

pool Oasis_Megale
regions Oasis_Megale

pool Odrysai
regions Odrysai
unit celtic infantry enoci curoas merc, exp 0 cost 2721 replenish 0.06 - 0.11 max 1 initial 0
unit galatian infantry kluddolon, exp 0 cost 2480 replenish 0.09 - 0.013 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.07 - 0.012 max 1 initial 0
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.08 - 0.12 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.07 - 0.1 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.11 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.07 - 0.1 max 1 initial 0
;; unit Imannae?, exp 1 cost 1250 replenish 0.02 - 0.024 max 1 initial 1
unit hellenistic cavalry prodromoithrakioi merc, exp 1 cost 5700 replenish 0.02 - 0.07 max 1 initial 0
unit dacian missile peltastaithrakioi merc, exp 1 cost 2300 replenish 0.09 - 0.12 max 1 initial 2
unit hellenistic cavalry thrakioi hippeis merc, exp 1 cost 3910 replenish 0.07 - 0.1 max 1 initial 0

pool Pamphylia
regions Pamphylia
unit celtic infantry enoci curoas merc, exp 0 cost 2721 replenish 0.06 - 0.11 max 1 initial 0
unit galatian infantry kluddolon, exp 0 cost 2480 replenish 0.09 - 0.13 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.07 - 0.12 max 1 initial 0
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4711 replenish 0.08 - 0.12 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.07 - 0.1 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.11 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.07 - 0.10 max 1 initial 0
;; unit Imannae?, exp 1 cost 1200 replenish 0.05 - 0.07 max 1 initial 0

pool Pannonia
regions Pannonia
unit celtic infantry enoci curoas merc, exp 0 cost 2721 replenish 0.06 - 0.09 max 1 initial 0
unit celtic infantry curoas, exp 0 cost 3311 replenish 0.05 - 0.08 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.06 - 0.08 max 1 initial 0
unit steppe missile cavalry bydirag baexdzhyntae, exp 0 cost 4120 replenish 0.06 - 0.07 max 1 initial 0
unit germanic cavalry ridoharjoz mercenary, exp 0 cost 4570 replenish 0.06 - 0.08 max 1 initial 0
;; unit Imannae?, exp 0 cost 900 replenish 0.1 - 0.11 max 1 initial 1

pool Pannonia_Illyrica
regions Pannonia_Illyrica

pool Paphlagonia
regions Paphlagonia
unit hellenistic infantry doryphoroi pontikoi, exp 0 cost 3350 replenish 0.06 - 0.09 max 1 initial 0

pool Paropamisadai
regions Paropamisadai
unit steppe missile cavalry bydirag baexdzhyntae, exp 0 cost 4120 replenish 0.02 - 0.05 max 1 initial 0
unit eastern missile eransahr arshtbara merc, exp 0 cost 1482 replenish 0.07 - 0.012 max 1 initial 0
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.07 - 0.1 max 1 initial 0

pool Parthava
regions Parthava
;; unit SAKA ASPA SHIVATIR (Sakae Horse Archers)?, exp 0 cost 1400 replenish 0.019 - 0.024 max 1 initial 0

pool Peloponnesos
regions Peloponnesos
;; unit greek infantry hoplitai korinthioi, exp 0 cost 3206 replenish 0.05 - 0.07 max 1 initial 0
unit greek cavalry hippeis thessalikoi merc, exp 0 cost 6478 replenish 0.05 - 0.06 max 1 initial 0
unit greek infantry misthophoroi hoplitai, exp 0 cost 3205 replenish 0.1 - 0.11 max 1 initial 0
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.07 - 0.1 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.07 - 0.11 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.09 - 0.13 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.07 - 0.11 max 1 initial 0
unit hellenistic infantry hoplitai merc, exp 1 cost 2680 replenish 0.06 - 0.11 max 1 initial 0
unit hellenistic missile cretan archers merc, exp 0 cost 2080 replenish 0.05 - 0.09 max 1 initial 0

pool Persis
regions Persis
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.7 - 0.9 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.1 - 0.14 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.1 - 0.16 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.1 - 0.12 max 1 initial 0
unit eastern missile thanvare payahdag merc, exp 0 cost 1842 replenish 0.01 - 0.015 max 1 initial 0
;; unit HALLATAMTI THANVARE (Elymaean Archers)?, exp 0 cost 1400 replenish 0.03 - 0.035 max 1 initial 0
;; unit HALLATAMTI USTARI (Elymaean Usabari) (camel riders)?, exp 0 cost 1400 replenish 0.03 - 0.034 max 1 initial 0

pool Phasania
regions Phasania

pool Phoenicia
regions Phoenicia
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.07 - 0.1 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.06 - 0.08 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.1 max 1 initial 0


pool Phrygia
regions Phrygia
unit celtic infantry enoci curoas merc, exp 0 cost 2721 replenish 0.06 - 0.11 max 1 initial 0
unit galatian infantry kluddolon, exp 0 cost 2480 replenish 0.09 - 0.13 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.07 - 0.12 max 1 initial 0
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.08 - 0.12 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.07 - 0.1 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.11 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.07 - 0.10 max 1 initial 0
unit celtic infantry galatiantindanotae mercenary, exp 0 cost 5700 replenish 0.02 - 0.05 max 1 initial 0
;; unit Imannae?, exp 1 cost 850 replenish 0.02 - 0.024 max 6 initial 1

pool Pokr_Hayk
regions Pokr_Hayk

pool Pontos_Paralios
regions Pontos_Paralios
unit steppe missile cavalry bydirag baexdzhyntae, exp 0 cost 4120 replenish 0.06 - 0.07 max 1 initial 0
unit hellenistic infantry doryphoroi pontikoi, exp 0 cost 3350 replenish 0.06 - 0.09 max 1 initial 0

pool Qataban
regions Qataban
unit arabian infantry assilinmodarra merc, exp 0 cost 3425 replenish 0.06 - 0.08 max 1 initial 0

pool Rhaetia
regions Rhaetia
unit germanic cavalry ridoharjoz mercenary, exp 0 cost 4570 replenish 0.06 - 0.07 max 1 initial 0

pool Rhodos
regions Rhodos
;; unit greek infantry hoplitai korinthioi, exp 0 cost 3206 replenish 0.05 - 0.07 max 1 initial 0
unit greek infantry misthophoroi hoplitai, exp 0 cost 3205 replenish 0.08 - 0.11 max 1 initial 0
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.07 - 0.1 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3280 replenish 0.06 - 0.1 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.12 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.06 - 0.11 max 1 initial 0
unit hellenistic infantry hoplitai merc, exp 0 cost 2680 replenish 0.06 - 0.11 max 1 initial 0
unit hellenistic missile cretan archers merc, exp 1 cost 1680 replenish 0.07 - 0.11 max 1 initial 0

pool Rugolandam
regions Rugolandam
unit germanic cavalry ridoharjoz mercenary, exp 0 cost 4570 replenish 0.08 - 0.11 max 1 initial 0
unit germanic infantry gastiz, exp 0 cost 5782 replenish 0.05 - 0.05 max 1 initial 0

pool Saba
regions Saba
unit arabian infantry assilinmodarra merc, exp 0 cost 3425 replenish 0.06 - 0.08 max 1 initial 0

pool Sahara
regions Sahara

pool Saka_Yabgu
regions Saka_Yabgu
;; unit SAKA ASPA SHIVATIR (Sakae Horse Archers)?, exp 0 cost 1400 replenish 0.1 - 0.12 max 1 initial 0

pool Sapmi
regions Sapmi

pool Sardin
regions Sardin
unit iberian missile balearic slinger mercenary, exp 0 cost 2066 replenish 0.09 - 0.12 max 1 initial 0

pool Sattagydia
regions Sattagydia
unit steppe missile cavalry bydirag baexdzhyntae, exp 0 cost 4120 replenish 0.02 - 0.05 max 1 initial 0
unit eastern missile eransahr arshtbara merc, exp 0 cost 1482 replenish 0.07 - 0.12 max 1 initial 0
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.05 - 0.09 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.1 - 0.11 max 1 initial 0

pool Scorcouw
regions Scorcouw
unit celtic infantry enoci curoas merc, exp 0 cost 2721 replenish 0.1 - 0.13 max 1 initial 0
unit celtic infantry curoas, exp 0 cost 3311 replenish 0.07 - 0.11 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.07 - 0.12 max 1 initial 0
;; unit Imannae?, exp 0 cost 900 replenish 0.1 - 0.11 max 1 initial 0

pool Seliun_Gentis
regions Seliun_Gentis

pool Sembu_Gentys
regions Sembu_Gentys

pool Sequallra
regions Sequallra
unit celtic infantry curoas, exp 0 cost 3311 replenish 0.06 - 0.08 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.07 - 0.08 max 1 initial 0
unit germanic cavalry ridoharjoz mercenary, exp 0 cost 4570 replenish 0.05 - 0.07 max 1 initial 0
;; unit Imannae?, exp 0 cost 900 replenish 0.03 - 0.033 max 1 initial 2

pool Sicilia
regions Sicilia
unit greek infantry misthophoroi hoplitai, exp 0 cost 3205 replenish 0.08 - 0.11 max 1 initial 0
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.07 - 0.1 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.06 - 0.1 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.12 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.06 - 0.11 max 1 initial 0
unit hellenistic infantry hoplitai merc, exp 0 cost 2780 replenish 0.06 - 0.11 max 1 initial 0

pool Silengolandam
regions Silengolandam
unit germanic cavalry ridoharjoz mercenary, exp 0 cost 4570 replenish 0.08 - 0.11 max 1 initial 0
unit germanic infantry gastiz, exp 0 cost 5782 replenish 0.05 - 0.05 max 1 initial 0

pool Sinai
regions Sinai

pool Sind
regions Sind
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.07 - 0.1 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.06 - 0.1 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.12 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.06 - 0.11 max 1 initial 0

pool Skandza
regions Skandza
unit germanic cavalry ridoharjoz mercenary, exp 0 cost 4570 replenish 0.08 - 0.11 max 1 initial 0
unit germanic infantry gastiz, exp 0 cost 5782 replenish 0.05 - 0.05 max 1 initial 0

pool Skythia
regions Skythia
unit steppe missile cavalry bydirag baexdzhyntae, exp 0 cost 4120 replenish 0.07 - 0.1 max 1 initial 0
unit hellenistic infantry doryphoroi pontikoi, exp 0 cost 3350 replenish 0.07 - 0.08 max 1 initial 0
unit steppe missile cavalry sauromatae fat aexsdzhytae, exp 0 cost 4849 replenish 0.06 - 0.09 max 1 initial 0
unit steppe missile cavalry skuda baexdzhyntae, exp 0 cost 4676 replenish 0.05 - 0.1 max 1 initial 0
unit hellenistic infantry hoplitai merc, exp 0 cost 2880 replenish 0.06 - 0.11 max 1 initial 0

pool Sogdiane
regions Sogdiane
unit eastern missile eransahr arshtbara merc, exp 0 cost 1482 replenish 0.05 - 0.07 max 1 initial 0
unit steppe skirmisher cavalry daha rog baexdzhyn aefsad, exp 0 cost 2006 replenish 0.05 - 0.08 max 1 initial 0
;; unit SAKA ASPA SHIVATIR (Sakae Horse Archers)?, exp 0 cost 1400 replenish 0.07 - 0.1 max 1 initial 0

pool Sophene
regions Sophene

pool Swebolandam
regions Swebolandam
unit germanic cavalry ridoharjoz mercenary, exp 0 cost 4570 replenish 0.08 - 0.11 max 1 initial 0
unit germanic infantry gastiz, exp 0 cost 5782 replenish 0.05 - 0.05 max 1 initial 0

pool Syria
regions Syria
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.07 - 0.1 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.06 - 0.11 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.12 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.06 - 0.11 max 1 initial 0
unit hellenistic missile cretan archers merc, exp 1 cost 2080 replenish 0.06 - 0.1 max 1 initial 0

pool Syria_Koile
regions Syria_Koile
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.07 - 0.1 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.06 - 0.10 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.12 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.06 - 0.11 max 1 initial 0

pool Tadmor
regions Tadmor

pool Taurike_Chersonesos
regions Taurike_Chersonesos
unit steppe missile cavalry bydirag baexdzhyntae, exp 0 cost 4120 replenish 0.07 - 0.1 max 1 initial 0
unit hellenistic infantry doryphoroi pontikoi, exp 0 cost 3350 replenish 0.07 - 0.08 max 2 initial 0
unit steppe missile cavalry sauromatae fat aexsdzhytae, exp 0 cost 4849 replenish 0.06 - 0.09 max 1 initial 0
unit steppe missile cavalry skuda baexdzhyntae, exp 0 cost 4676 replenish 0.05 - 0.1 max 1 initial 0
unit hellenistic infantry hoplitai merc, exp 0 cost 2880 replenish 0.06 - 0.11 max 1 initial 0

pool Thebais
regions Thebais
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.07 - 0.1 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.6 - 0.10 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.7 - 0.12 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.06 - 0.11 max 1 initial 0

pool Thessalia
regions Thessalia
unit greek cavalry hippeis thessalikoi merc, exp 0 cost 6478 replenish 0.05 - 0.08 max 1 initial 0
unit greek infantry misthophoroi hoplitai, exp 0 cost 3205 replenish 0.07 - 0.09 max 1 initial 0
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.07 - 0.1 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.06 - 0.10 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.12 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.06 - 0.11 max 1 initial 0
unit hellenistic infantry hoplitai merc, exp 0 cost 2880 replenish 0.06 - 0.11 max 1 initial 0
unit hellenistic missile cretan archers merc, exp 0 cost 2080 replenish 0.05 - 0.08 max 1 initial 0

pool Thraikia_Hypertera
regions Thraikia_Hypertera
unit hellenistic cavalry prodromoithrakioi merc, exp 1 cost 5720 replenish 0.02 - 0.07 max 1 initial 0
unit dacian missile peltastaithrakioi merc, exp 2 cost 2300 replenish 0.09 - 0.12 max 1 initial 2
unit hellenistic cavalry thrakioi hippeis merc, exp 1 cost 3910 replenish 0.07 - 0.1 max 1 initial 0

pool Venedu_Tauta
regions Venedu_Tauta
unit germanic cavalry ridoharjoz mercenary, exp 0 cost 4570 replenish 0.08 - 0.11 max 1 initial 0
unit germanic infantry gastiz, exp 0 cost 5782 replenish 0.05 - 0.05 max 1 initial 0

pool Triakontaschoinos
regions Triakontaschoinos
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.07 - 0.1 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.06 - 0.10 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.12 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.06 - 0.11 max 1 initial 0

pool Trinakrie
regions Trinakrie
unit greek infantry misthophoroi hoplitai, exp 0 cost 3205 replenish 0.07 - 0.09 max 1 initial 0
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.07 - 0.1 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.06 - 0.1 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.12 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.06 - 0.11 max 1 initial 0
unit hellenistic infantry hoplitai merc, exp 0 cost 2880 replenish 0.06 - 0.11 max 1 initial 0
unit hellenistic missile cretan archers merc, exp 0 cost 2080 replenish 0.04 - 0.07 max 1 initial 0

pool Syrthim
regions Syrthim
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.07 - 0.1 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.06 - 0.11 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.12 max 2 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.06 - 0.11 max 1 initial 0

pool Turdetania
regions Turdetania
unit iberian infantry scutarii merc, exp 0 cost 4418 replenish 0.07 - 0.10 max 1 initial 0
unit iberian missile balearic slinger mercenary, exp 0 cost 2066 replenish 0.07 - 0.1 max 1 initial 0
unit iberian infantry scortamavera merc, exp 0 cost 5782 replenish 0.06 - 0.09 max 1 initial 0

pool Turdulia
regions Turdulia
unit iberian infantry scortamavera merc, exp 0 cost 5782 replenish 0.06 - 0.09 max 1 initial 0

pool Umbria
regions Umbria
unit celtic infantry enoci curoas merc, exp 0 cost 2721 replenish 0.06 - 0.08 max 1 initial 0
unit samnite infantry swordsmen merc, exp 0 cost 4598 replenish 0.05 - 0.07 max 1 initial 0
unit samnite infantry spearmen merc, exp 0 cost 3467 replenish 0.06 - 0.08 max 1 initial 0
;; unit Campanian Cavalry?, exp 2 cost 1500 replenish 0.07 - 0.08 max 1 initial 0
unit greek infantry lucanian spearmen merc, exp 0 cost 2780 replenish 0.04 - 0.06 max 1 initial 0


pool Venetia
regions Venetia
unit celtic infantry enoci curoas merc, exp 0 cost 2721 replenish 0.08 - 0.1 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.07 - 0.01 max 1 initial 0
unit germanic cavalry ridoharjoz mercenary, exp 0 cost 4570 replenish 0.06 - 0.07 max 1 initial 0
;; unit Imannae?, exp 0 cost 1200 replenish 0.15 - 0.16 max 1 initial 2

pool Vindelicos
regions Vindelicos
unit celtic infantry curoas, exp 0 cost 3311 replenish 0.06 - 0.08 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.07 - 0.08 max 1 initial 0
unit germanic cavalry ridoharjoz mercenary, exp 0 cost 4570 replenish 0.05 - 0.07 max 1 initial 0
unit celtic infantry enoci curoas merc, exp 0 cost 2721 replenish 0.06 - 0.08 max 1 initial 0
;; unit Imannae?, exp 0 cost 900 replenish 0.15 - 0.16 max 1 initial 2

pool Volcallra
regions Volcallra
unit celtic infantry curoas, exp 0 cost 2511 replenish 0.1 - 0.15 max 1 initial 3
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.1 - 0.15 max 1 initial 2
unit iberian infantry scutarii merc, exp 0 cost 4418 replenish 0.05 - 0.11 max 1 initial 0
unit iberian missile balearic slinger mercenary, exp 0 cost 2066 replenish 0.09 - 0.12 max 1 initial 0
unit hellenistic infantry massiloi hoplitai merc, exp 0 cost 3510 replenish 0.06 - 0.08 max 1 initial 0
;; unit Imannae?, exp 0 cost 900 replenish 0.15 - 0.16 max 1 initial 2

pool Sai_Yavuga
regions Sai_Yavuga
;; unit SAKA ASPA SHIVATIR (Sakae Horse Archers)?, exp 0 cost 1400 replenish 0.02 - 0.04 max 1 initial 0

pool Xiyu
regions Xiyu
;; unit SAKA ASPA SHIVATIR (Sakae Horse Archers)?, exp 0 cost 1400 replenish 0.05 - 0.08 max 1 initial 0

pool Zeugitana
regions Zeugitana
unit greek infantry misthophoroi hoplitai, exp 0 cost 3205 replenish 0.07 - 0.09 max 1 initial 0
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.07 - 0.1 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.06 - 0.11 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.12 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.06 - 0.11 max 1 initial 0
unit iberian infantry scutarii merc, exp 0 cost 4418 replenish 0.05 - 0.11 max 1 initial 0
unit iberian missile balearic slinger mercenary, exp 0 cost 2450 replenish 0.07 - 0.1 max 1 initial 0

pool Zufar
regions Zufar
unit arabian infantry assilinmodarra merc, exp 0 cost 3525 replenish 0.06 - 0.08 max 1 initial 0



On this one i :

- disabled all mercenaries for starting turn.
- they are respawning on 2x longer rate( will see is that to often or not )
- price for recruitment is 1/3 higher from original, and when they spawn they will spawn 1 unit each , not like 3 phalangititai and so on(prevents buying like whole stack in one turn).

Only sugestion, maybe , would be to increase money to rebels since they don't get mercs to buy (they were doing that and not recruiting them first several turns ), so they are still somewhat challenge .

reason behind disabling them (trying to) on start turn is ...

ex..Makedon have quite big army in begining , but really bad economy .

So they will attack Sparta, Athenai first turn.KH will push them away from Sparta , due to 2 high star generals.(AI calculates battle by # of stars , not army composition)

Then KH and Epiros will buy those mercs in Peloponesis (like 7-8 of them ) and Epir in Dardainoia (6-7 ) plus Ambrakia region same ...

so you get Maks with no money ,barely more then half stack against 2-3 stacks of KH and Epir with money .Odds are that 9 of 10 times they are done.

This way it keeps it equal ground for both.At least that what i am hoping to achieve....

Same goes with Baktria situation between Saka and Seleukia, and Aeudi with Arverni...They all get deadly blow due to mercs available in first turn and they almost never recover after that.

Redmeth
05-18-2007, 21:10
Good idea merc availability could use some restraining as they are far too many especially in N Macedonia and around the Hellespont you can recruit quite a few stacks in those provinces with enough money.
And those very Gallic armies that the Romans use because the AI is unable to keep bringing troops from the homeland are very annoying.

zmoney
05-18-2007, 23:50
You know what I've found that alleviates the merc problem is, that I've changed recruitment time from 1 to 0 for all infantry in game. I think I left some super elite troops at one though but cant recall which ones I left at one if I did at all. I left horses and others where they were.

So I generally see pretty even stacks sent against me with maybe only one or two mercs in a stack of twenty.

mlp071
05-19-2007, 03:22
You know what I've found that alleviates the merc problem is, that I've changed recruitment time from 1 to 0 for all infantry in game. I think I left some super elite troops at one though but cant recall which ones I left at one if I did at all. I left horses and others where they were.

So I generally see pretty even stacks sent against me with maybe only one or two mercs in a stack of twenty.


Do they manage to get enough armies to be challenge you ? That is my concern about AI's non-competent behavior.
Are you using any money script ?


I would love to get rid of them completely, but i don't think that AI can cope with that :no:

I was watching today Seleukid general literaly getting old waiting for mercs to spawn near Side, so he can buy them and attack the town, it was sad that he got grey waiting ...


Good idea merc availability could use some restraining as they are far too many especially in N Macedonia and around the Hellespont you can recruit quite a few stacks in those provinces with enough money.
And those very Gallic armies that the Romans use because the AI is unable to keep bringing troops from the homeland are very annoying.

In my Qarthadast game, Arverni have no problem bringing Samnite infantry all the way to Vellika. I think it's just that AI is lazy since he has loads of mercs available in nearby provinces.

mlp071
05-21-2007, 03:12
Well i finally gave up of trying to keep all merc units , and tried Zmoney's suggestion with some changes.

Basicaly i kept only archers, cavalry and some unique units for certain provinces (like in Masillia), with delayed spawn , no mercs in begining and 1/3 higher prices.

Using Redmeth's script, i got very promising test results so far , as i am trying it with Baktria (to see is it still challenging aganst Seleukids).

https://i196.photobucket.com/albums/aa60/mlp071/bak256.jpg


It looks that everyone is expanding nicely, even perrenial underperformers (Aeudui, Getia ....)

Seleukids attacked me in 258, sending 1 stack against my 3/4 stack, and i managed to get Margiane province by 256.Their first waves are starting type of units (Pantodapoi Phalangitai, Arshtbara), but i am starting to see some elites now(Klerouchikoi), as they are moving 5+stacks towards me...For my 2 x 3/4 stacks that is possible challenge considering that i have no better units then they do, and still have to watch over my shoulder for Pahlava.

For Seleukia's that sounds pretty realistic army size, and i can see that they got maybe extra 2-3 more stacks watching around their teritory.

Diplomacy is pleasent suprise so far Pahlava and Saka didn't backstab me and they kept alliance with me.

I think Redmeth's money script is working great , no spamming infinite stack yet, and lack of mercs appears to force AI to recruit his own troops.


One more nice thing is that SPQR is expanding towards Sicily and Iberia( for once ) , with 3+ stacks that i can see,plus they already had their Polybian reform.

yay :2thumbsup:


I have to say all 3 of you guys did great job with these money scripts :yes:

JMRC
05-21-2007, 16:26
On this one i :
- disabled all mercenaries for starting turn.
- they are respawning on 2x longer rate( will see is that to often or not )
- price for recruitment is 1/3 higher from original, and when they spawn they will spawn 1 unit each , not like 3 phalangititai and so on(prevents buying like whole stack in one turn).

One change that I think it's interesting is to increase by 3 the experience level of the mercenary units.

Not only this enhances their "battle experience" (let's say that only the best are eligible for recruitment by the nation's leaders, the others went to the minor nobles and don't appear in the game...) but also gives back some balance to the fact that they are more rare and expensive.

So, now mercenaries come with experience levels between 3 and 5.

Southern Hunter
05-22-2007, 08:16
Watching with interest!

I have always felt that there were WAY too many Mercenaries available in most regions, but didn't realise how this was also killing the AIs effectiveness, since it always recruited them in preference to its own troops.

Good work at pinpointing the problem.

Will be happy to use an updated set of mercs and scripts when they are posted.

Cheers,

Hunter

mlp071
05-23-2007, 01:54
Started my own thread, since it looks to me that Mercenary problem is way more complicated then i expected.


https://forums.totalwar.org/vb/showthread.php?p=1551836#post1551836

there are some scripts there available


thank you guys for letting me post here so far

Lucidus
05-23-2007, 01:56
Will be happy to use an updated set of mercs and scripts when they are posted.

Yep...*waits patiently" :)

JMRC
05-29-2007, 22:19
Hi! This post was in the wrong thread, so I copied it to the right one:


After reading several comments about the money script, I went back to starting point and began testing with EB standard EDU file, redmeth's money script and mlp071's latest merc file.

I noticed that around 250 BC, most factions were bankrupted and unable to buy more troops. This happened because they had high upkeep costs (Macedonia had around 15K Mnai of army upkeep while Saka had around 10K) and the helping money was not enough to balance the accounts.

If the AI could replenish the troops, this could be easier. But as it is, they have lots of stacks which in fact are half-empty and don't pose a real threat.

So, I guess we'll have to pump more money into the system as time passes by, in order to cover the upkeep costs and allow them to recruit full units to renew their stacks.

IMO, we'll have to "set" a general value of army upkeep and construction effort costs, for each faction, along the time.

For example, we could say that the Romans should have:
- around 50K Mnai at anytime up to year 242BC
- around 100K Mnai at anytime between 239BC and 120BC
- around 200K Mnai at anytime between 119BC and the end of the game

Of course, it will require some programming in EBBS to give or remove money from the Treasury, to keep it at the desired level.

With this logic, we could allow Baktria and Parthia's armies to grow faster than Seleukeia's, when this last empire started to crumble. And allow the Greeks to be a bit more powerful than Macedon as time passes by, while cutting Epeiros' treasury towards the end of its "lifetime" and allow it to be conquered by its neighbours. To be truthful to History, the Romans should have far more money than its neighbours, because by the end of the game they should have about 1/3 of the EB territory.

I haven't had the time to study this logic and obtain the values that will allow for (tentative) historical results, but I'm really convinced that with a careful balance of the factions' Treasuries, we can reach results that approach History.

I give an example to what I'm making with Parthia. Until 248BC they were a minor power in the region; after that and until 176BC they grew to a major power; after that and until well into the 3rd century AD (lets consider the end of the game), they swallowed Seleukeia and became even bigger.
Considering that, at the start of the game they spend a little more than 4K Mnai with their 4 Generals and 11 units, I believe that they'll need around 40K per turn in order to survive but keeping a low profile in the region. After that, they'll get 80K to start growing faster and when reaching 175BC, I give them a very high boost in their treasure, so they will rampage through Seleukeia.

Of course, this strategy must be concerted with Baktria, Seleukeia and the Romans' Treasuries in those periods, and that's the hardest part of the story....

I'll give you more news asap.



;Parthians - parthia (272BC to 248BC) - 20K-40K

monitor_event FactionTurnStart FactionType parthia
and Treasury > 100000
and I_TurnNumber < 101
console_command add_money parthia, -80000
end_monitor

monitor_event FactionTurnStart FactionType parthia
and Treasury > 80000
and Treasury < 100001
and I_TurnNumber < 101
console_command add_money parthia, -60000
end_monitor

monitor_event FactionTurnStart FactionType parthia
and Treasury > 60000
and Treasury < 80001
and I_TurnNumber < 101
console_command add_money parthia, -40000
end_monitor

monitor_event FactionTurnStart FactionType parthia
and Treasury > 40000
and Treasury < 60001
and I_TurnNumber < 101
console_command add_money parthia, -20000
end_monitor

monitor_event FactionTurnStart FactionType parthia
and Treasury > 0
and Treasury < 20000
and I_TurnNumber < 101
console_command add_money parthia, 20000
end_monitor

monitor_event FactionTurnStart FactionType parthia
and Treasury < 1
and I_TurnNumber < 101
console_command add_money parthia, 40000
end_monitor

;Parthians - parthia (247BC to 176BC) - 50K-80K

monitor_event FactionTurnStart FactionType parthia
and Treasury > 140000
and I_TurnNumber > 100
and I_TurnNumber < 389
console_command add_money parthia, -90000
end_monitor

monitor_event FactionTurnStart FactionType parthia
and Treasury > 110000
and Treasury < 140001
and I_TurnNumber > 100
and I_TurnNumber < 389
console_command add_money parthia, -60000
end_monitor

monitor_event FactionTurnStart FactionType parthia
and Treasury > 80000
and Treasury < 110001
and I_TurnNumber > 100
and I_TurnNumber < 389
console_command add_money parthia, -30000
end_monitor

monitor_event FactionTurnStart FactionType parthia
and Treasury > 20000
and Treasury < 50001
and I_TurnNumber > 100
and I_TurnNumber < 389
console_command add_money parthia, 30000
end_monitor

monitor_event FactionTurnStart FactionType parthia
and Treasury < 20001
and I_TurnNumber > 100
and I_TurnNumber < 389
console_command add_money parthia, 60000
end_monitor

;Parthians - parthia (after 175BC) - 120K-150K

monitor_event FactionTurnStart FactionType parthia
and Treasury > 200000
and I_TurnNumber > 388
console_command add_money parthia, -100000
end_monitor

monitor_event FactionTurnStart FactionType parthia
and Treasury > 170000
and Treasury < 200001
and I_TurnNumber > 388
console_command add_money parthia, -50000
end_monitor

monitor_event FactionTurnStart FactionType parthia
and Treasury > 140000
and Treasury < 170001
and I_TurnNumber > 388
console_command add_money parthia, -20000
end_monitor

monitor_event FactionTurnStart FactionType parthia
and Treasury > 100000
and Treasury < 140001
and I_TurnNumber > 388
console_command add_money parthia, 20000
end_monitor

monitor_event FactionTurnStart FactionType parthia
and Treasury > 100000
and Treasury < 140001
and I_TurnNumber > 388
console_command add_money parthia, 20000
end_monitor

monitor_event FactionTurnStart FactionType parthia
and Treasury > 70000
and Treasury < 100001
and I_TurnNumber > 388
console_command add_money parthia, 50000
end_monitor

monitor_event FactionTurnStart FactionType parthia
and Treasury > 40000
and Treasury < 70001
and I_TurnNumber > 388
console_command add_money parthia, 80000
end_monitor

monitor_event FactionTurnStart FactionType parthia
and Treasury > 10000
and Treasury < 40001
and I_TurnNumber > 388
console_command add_money parthia, 110000
end_monitor

monitor_event FactionTurnStart FactionType parthia
and Treasury < 10001
and I_TurnNumber > 388
console_command add_money parthia, 140000
end_monitor

Redmeth
05-29-2007, 23:40
I think I understand your approach, interesting but the late game money seem too much.
Think about you're playing against a faction in the late game and you beat their troops you raid some towns, blockade their ports and you still can't bankrupt them or make a dent in their treasury and they just keep coming at you with fresh troops and mercs and by then their empire will be pretty big so you just can't siege all their cities. Even if you limit the merc availability there's still gonna be some available.
Try and put yourself in the place of a player fighting them not just looking at the way the factions expand and army compositions.
Too bad there's no and Treasury < ArmyUpkeep-10000 or something similar, damn it why so few variables....:wall:

The Celt
05-30-2007, 00:13
I think I understand your approach, interesting but the late game money seem too much.
Think about you're playing against a faction in the late game and you beat their troops you raid some towns, blockade their ports and you still can't bankrupt them or make a dent in their treasury and they just keep coming at you with fresh troops and mercs and by then their empire will be pretty big so you just can't siege all their cities. Even if you limit the merc availability there's still gonna be some available.
Try and put yourself in the place of a player fighting them not just looking at the way the factions expand and army compositions.
Too bad there's no and Treasury < ArmyUpkeep-10000 or something similar, damn it why so few variables....:wall:
Have you tried putting in something like add_money Romans_julii -2000 in the EB_SCRIPT.txt? I've entered a negative number in the console before and it worked so....:juggle2:

mlp071
05-30-2007, 06:38
Generaly, AI has plenty of units later in the game.It is more dependent from size of teritory that it's holding and economy then in earlier stage of the game, but still it is good enough.

We can't expect faction that holds 3-4 provinces to field army that will give us extreme challenge(Small countries IRL don't have huge armies either). If you, human player, by then have like 10+ provinces, you will fairly easy overrun smaller factions, which is realistic.

Yes, they will have 3 stacks maybe , but with 3-4 provinces and less mercs , it wll hurt them tremendously if when they lose 1 or more.Now bigger factions, like 15+ provinces (later in the game should be 3-4-5 of them at least), will have possibility to recover from lose of 1,2,3 armies, but will take them some time, instead of just buying 2-3 stacks of merc in 1-2 turns.

So it will hurt bigger factions too,will not destroy them but they will need time to regroup.Instead of throwing another 3-4 stacks on human next turn.It makes it more realistic, at least for me.

Thats what money scripts and merc file are intend to do. To give player some options late in the game ,instead fighting unlimited hordes of AI armies.

I would suggest you to try all 3 money scripts first , probably you will find one that will be to your liking.They all have diferent approach to same issue, and i found them good.Trying to get ballance in script between factions is awfully hard and time consuming.

You can also get yourself same money cap, in script. That way you will be hurting financially too.I usually do that and it works great for me. Every soldier that i lose can hurt me quite bit that way, plus i am limited to smaller armies then :yes:

If you end up not liking any of them, then you should get into making my own or reworking existing ones.

Redmeth
05-30-2007, 06:58
In my Sauromatae campaign the Seleucids had at the height of their power I kid you not ~40 provinces so if they keep receiving 100000 or more just cause their treasury dips below a certain number each turn, it's Stack Parade '07.

JMRC
05-30-2007, 09:49
I think I understand your approach, interesting but the late game money seem too much.
Think about you're playing against a faction in the late game and you beat their troops you raid some towns, blockade their ports and you still can't bankrupt them or make a dent in their treasury and they just keep coming at you with fresh troops and mercs and by then their empire will be pretty big so you just can't siege all their cities. Even if you limit the merc availability there's still gonna be some available.
Try and put yourself in the place of a player fighting them not just looking at the way the factions expand and army compositions.
Too bad there's no and Treasury < ArmyUpkeep-10000 or something similar, damn it why so few variables....:wall:

There are 2 things to have in mind with this approach:

1. The other factions must be accordingly balanced. For instance, Baktria must also have lots of money in order to survive from the Parthians, but on the other hand, the Seleucids will have their finances heavily cut because I really want them to be overrun by the Parthians. But since I can't let the Parthians take the place of the Seleucids, I'll have to give also lots of money to the Romans and remove from Greeks, Maks, Epeiros and Carthaginians, so they will be crushed by the Romans. The difficult part will be to let Armenia get enough money to survive both the Romans and the Seleucids.

2. The values still require a lot of testing, specially for Romans and Parthia (the latest big players in the game). If I realise that they can produce more than 200K Mnai each turn, even after paying their upkeep, then I'll put another cap like:



monitor_event FactionTurnStart FactionType parthia
and Treasury > 300000
and I_TurnNumber > 388
console_command add_money parthia, -200000
end_monitor


and solve that matter. The objective is to give that faction the amount of money necessary to allow it to grow from whatever size to the desired (and hopefully, the historical) size.

JMRC
05-30-2007, 10:15
You can also get yourself same money cap, in script. That way you will be hurting financially too.I usually do that and it works great for me. Every soldier that i lose can hurt me quite bit that way, plus i am limited to smaller armies then :yes:

If you end up not liking any of them, then you should get into making my own or reworking existing ones.

I'll experiment with this idea. I reckon it can frustrate the player, but will force a slower pace of the game, and thus allow the nearby factions to grow enough to pose a greater challenge.

One problem I see here is when the player decides to "save some money to build that super-costly building" and this cuttoff won't allow it. It has to be balanced too... Like you said, this balancing of factions is really difficult. But fun also. :beam:

mlp071
05-30-2007, 12:27
I'll experiment with this idea. I reckon it can frustrate the player, but will force a slower pace of the game, and thus allow the nearby factions to grow enough to pose a greater challenge.

One problem I see here is when the player decides to "save some money to build that super-costly building" and this cuttoff won't allow it. It has to be balanced too... Like you said, this balancing of factions is really difficult. But fun also. :beam:


Nah, just give yourself cap close to as you would to AI.Some cuttoffs needs to be reworked (like in one script you shouldn't loose money at 80000, just at 200000), but you should be fine :2thumbsup:

Tito Pullo
05-31-2007, 22:36
Ave!.
I`ve played with the 3 versions (sheep, errant, redmeth), they make eb even more enjoyable THANKS!.
But the worst problem is the excesive capital some factions can get near 200 bc (i.e. swebos around 3M and increasing 100k every turn, Arche or Baktria,Macedon ).
It is possible to make bigger cuttoffs but at higher treasury? , i.e. 500k when x reach 2.5M or something like that :2thumbsup:.

JMRC
06-01-2007, 11:32
Hi.

I've been tweaking the mod in several directions (EBBS_SCRIPT.txt; descr_strat.txt and descr_win_conditions.txt) to get better results in terms of historical behavior from the AI.

I opened a thread with DWC file in https://forums.totalwar.org/vb/showthread.php?t=86313 to force the factions' to target specific regions.

I also opened a thread with DS file in https://forums.totalwar.org/vb/showthread.php?p=1562535#post1562535 because IMO some factions' priorities can be better represented.

But now I'll only talk about EBBS. As I said in previous posts, I went to an approach that doesn't consider the number of settlements in the money assistance, but gives instead the money according to the "historical" power that each faction had. I went to the records and noticed when some faction rose or fell, so I gave more or less money according to those dates. I don't consider my work done, because I haven't tested it fully (first I will finish my work in the DWC file) and I really would appreciate if someone could help me test the AI behaviour along the EB timeline with these changes.

Notice that I run EB with BI and I also use the latest descr_mercenaries.txt modifications made by MLP071 (look at thread https://forums.totalwar.org/vb/showthread.php?t=85790), so there might be different behaviours if you run with other conditions.

Below, I post the chapter in EBBS that concerns money assistance, which was the only one that I changed.

EDITED: I made some corrections in the code, after feedback given by pilatus. Thanks.



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;Section 4: Money Assistance
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;--------------------------------------------------
;Carthaginian Navy Bonus

monitor_event CharacterTurnStart FactionType egypt
and AgentType = admiral
and not FactionIsLocal
console_command add_money egypt, 300
end_monitor

;--------------------------------------------------
;Romani - seleucid (272BC to 242BC) - 60K-90K

monitor_event FactionTurnStart FactionType seleucid
and Treasury > 150000
and I_TurnNumber < 120
and not FactionIsLocal
console_command add_money seleucid, -90000
end_monitor

monitor_event FactionTurnStart FactionType seleucid
and Treasury > 120000
and Treasury < 150001
and I_TurnNumber < 120
and not FactionIsLocal
console_command add_money seleucid, -60000
end_monitor

monitor_event FactionTurnStart FactionType seleucid
and Treasury > 90000
and Treasury < 120001
and I_TurnNumber < 120
and not FactionIsLocal
console_command add_money seleucid, -30000
end_monitor

monitor_event FactionTurnStart FactionType seleucid
and Treasury > 30000
and Treasury < 60001
and I_TurnNumber < 120
and not FactionIsLocal
console_command add_money seleucid, 30000
end_monitor

monitor_event FactionTurnStart FactionType seleucid
and Treasury < 30001
and I_TurnNumber < 120
and not FactionIsLocal
console_command add_money seleucid, 60000
end_monitor


;Romani - seleucid (241BC to 122BC) - 120K-150K

monitor_event FactionTurnStart FactionType seleucid
and Treasury > 210000
and I_TurnNumber > 119
and I_TurnNumber < 600
and not FactionIsLocal
console_command add_money seleucid, -90000
end_monitor

monitor_event FactionTurnStart FactionType seleucid
and Treasury > 180000
and Treasury < 210001
and I_TurnNumber > 119
and I_TurnNumber < 600
and not FactionIsLocal
console_command add_money seleucid, -60000
end_monitor

monitor_event FactionTurnStart FactionType seleucid
and Treasury > 150000
and Treasury < 180001
and I_TurnNumber > 119
and I_TurnNumber < 600
and not FactionIsLocal
console_command add_money seleucid, -30000
end_monitor

monitor_event FactionTurnStart FactionType seleucid
and Treasury > 90000
and Treasury < 120001
and I_TurnNumber > 119
and I_TurnNumber < 600
and not FactionIsLocal
console_command add_money seleucid, 30000
end_monitor

monitor_event FactionTurnStart FactionType seleucid
and Treasury > 60000
and Treasury < 90001
and I_TurnNumber > 119
and I_TurnNumber < 600
and not FactionIsLocal
console_command add_money seleucid, 60000
end_monitor

monitor_event FactionTurnStart FactionType seleucid
and Treasury > 30000
and Treasury < 60001
and I_TurnNumber > 119
and I_TurnNumber < 600
and not FactionIsLocal
console_command add_money seleucid, 90000
end_monitor

monitor_event FactionTurnStart FactionType seleucid
and Treasury < 30001
and I_TurnNumber > 119
and I_TurnNumber < 600
and not FactionIsLocal
console_command add_money seleucid, 120000
end_monitor


;Romani - seleucid (after 121BC) - 150K-200K

monitor_event FactionTurnStart FactionType seleucid
and Treasury > 300000
and I_TurnNumber > 599
and not FactionIsLocal
console_command add_money seleucid, -150000
end_monitor

monitor_event FactionTurnStart FactionType seleucid
and Treasury > 250000
and Treasury < 300001
and I_TurnNumber > 599
and not FactionIsLocal
console_command add_money seleucid, -100000
end_monitor

monitor_event FactionTurnStart FactionType seleucid
and Treasury > 200000
and Treasury < 250001
and I_TurnNumber > 599
and not FactionIsLocal
console_command add_money seleucid, -50000
end_monitor

monitor_event FactionTurnStart FactionType seleucid
and Treasury > 100000
and Treasury < 150001
and I_TurnNumber > 599
and not FactionIsLocal
console_command add_money seleucid, 50000
end_monitor

monitor_event FactionTurnStart FactionType seleucid
and Treasury > 50000
and Treasury < 100001
and I_TurnNumber > 599
and not FactionIsLocal
console_command add_money seleucid, 100000
end_monitor

monitor_event FactionTurnStart FactionType seleucid
and Treasury < 50001
and I_TurnNumber > 599
and not FactionIsLocal
console_command add_money seleucid, 150000
end_monitor


;--------------------------------------------------
;Saka - pontus (272BC to 200BC) - 20K-40K

monitor_event FactionTurnStart FactionType pontus
and Treasury > 80000
and I_TurnNumber < 289
and not FactionIsLocal
console_command add_money pontus, -60000
end_monitor

monitor_event FactionTurnStart FactionType pontus
and Treasury > 60000
and Treasury < 80001
and I_TurnNumber < 289
and not FactionIsLocal
console_command add_money pontus, -40000
end_monitor

monitor_event FactionTurnStart FactionType pontus
and Treasury > 40000
and Treasury < 60001
and I_TurnNumber < 289
and not FactionIsLocal
console_command add_money pontus, -20000
end_monitor

monitor_event FactionTurnStart FactionType pontus
and Treasury < 20001
and I_TurnNumber < 289
and not FactionIsLocal
console_command add_money pontus, 20000
end_monitor


;Saka - pontus (199BC to 125BC) - 30K-60K

monitor_event FactionTurnStart FactionType pontus
and Treasury > 120000
and I_TurnNumber > 288
and I_TurnNumber < 589
and not FactionIsLocal
console_command add_money pontus, -90000
end_monitor

monitor_event FactionTurnStart FactionType pontus
and Treasury > 90000
and Treasury < 120001
and I_TurnNumber > 288
and I_TurnNumber < 589
and not FactionIsLocal
console_command add_money pontus, -60000
end_monitor

monitor_event FactionTurnStart FactionType pontus
and Treasury > 60000
and Treasury < 90001
and I_TurnNumber > 288
and I_TurnNumber < 589
and not FactionIsLocal
console_command add_money pontus, -30000
end_monitor

monitor_event FactionTurnStart FactionType pontus
and Treasury < 30001
and I_TurnNumber > 288
and I_TurnNumber < 589
and not FactionIsLocal
console_command add_money pontus, 30000
end_monitor


;Saka - pontus (after 124BC) - 70K-100K

monitor_event FactionTurnStart FactionType pontus
and Treasury > 140000
and I_TurnNumber > 588
and not FactionIsLocal
console_command add_money pontus, -70000
end_monitor

monitor_event FactionTurnStart FactionType pontus
and Treasury > 110000
and Treasury < 140001
and I_TurnNumber > 588
and not FactionIsLocal
console_command add_money pontus, -40000
end_monitor

monitor_event FactionTurnStart FactionType pontus
and Treasury > 80000
and Treasury < 110001
and I_TurnNumber > 588
and not FactionIsLocal
console_command add_money pontus, -10000
end_monitor

monitor_event FactionTurnStart FactionType pontus
and Treasury > 40000
and Treasury < 70001
and I_TurnNumber > 588
and not FactionIsLocal
console_command add_money pontus, 30000
end_monitor

monitor_event FactionTurnStart FactionType pontus
and Treasury > 10000
and Treasury < 40001
and I_TurnNumber > 588
and not FactionIsLocal
console_command add_money pontus, 60000
end_monitor

monitor_event FactionTurnStart FactionType pontus
and Treasury < 10001
and I_TurnNumber > 588
and not FactionIsLocal
console_command add_money pontus, 90000
end_monitor


;--------------------------------------------------
;Arverni - scythia (272BC to 242BC) - 45K-75K

monitor_event FactionTurnStart FactionType scythia
and Treasury > 135000
and I_TurnNumber < 600
and not FactionIsLocal
console_command add_money scythia, -90000
end_monitor

monitor_event FactionTurnStart FactionType scythia
and Treasury > 105000
and Treasury < 13501
and I_TurnNumber < 600
and not FactionIsLocal
console_command add_money scythia, -60000
end_monitor

monitor_event FactionTurnStart FactionType scythia
and Treasury > 75000
and Treasury < 105001
and I_TurnNumber < 600
and not FactionIsLocal
console_command add_money scythia, -30000
end_monitor

monitor_event FactionTurnStart FactionType scythia
and Treasury < 45001
and I_TurnNumber < 600
and not FactionIsLocal
console_command add_money scythia, 45000
end_monitor


;Arverni - scythia (after 121BC) - 35K-65K

monitor_event FactionTurnStart FactionType scythia
and Treasury > 125000
and I_TurnNumber > 599
and not FactionIsLocal
console_command add_money scythia, -90000
end_monitor

monitor_event FactionTurnStart FactionType scythia
and Treasury > 95000
and Treasury < 125001
and I_TurnNumber > 599
and not FactionIsLocal
console_command add_money scythia, -60000
end_monitor

monitor_event FactionTurnStart FactionType scythia
and Treasury > 65000
and Treasury < 95001
and I_TurnNumber > 599
and not FactionIsLocal
console_command add_money scythia, -30000
end_monitor

monitor_event FactionTurnStart FactionType scythia
and Treasury < 30001
and I_TurnNumber > 599
and not FactionIsLocal
console_command add_money scythia, 35000
end_monitor


;--------------------------------------------------
;Saba - saba (272BC to 175BC) - 20K-40K

monitor_event FactionTurnStart FactionType saba
and Treasury > 100000
and I_TurnNumber < 389
and not FactionIsLocal
console_command add_money saba, -80000
end_monitor

monitor_event FactionTurnStart FactionType saba
and Treasury > 80000
and Treasury < 100001
and I_TurnNumber < 389
and not FactionIsLocal
console_command add_money saba, -60000
end_monitor

monitor_event FactionTurnStart FactionType saba
and Treasury > 60000
and Treasury < 80001
and I_TurnNumber < 389
and not FactionIsLocal
console_command add_money saba, -40000
end_monitor

monitor_event FactionTurnStart FactionType saba
and Treasury > 40000
and Treasury < 60001
and I_TurnNumber < 389
and not FactionIsLocal
console_command add_money saba, -20000
end_monitor

monitor_event FactionTurnStart FactionType saba
and Treasury > 0
and Treasury < 20000
and I_TurnNumber < 389
and not FactionIsLocal
console_command add_money saba, 20000
end_monitor

monitor_event FactionTurnStart FactionType saba
and Treasury < 1
and I_TurnNumber < 389
and not FactionIsLocal
console_command add_money saba, 40000
end_monitor


;Saba - saba (after 174BC) - 40K-70K

monitor_event FactionTurnStart FactionType saba
and Treasury > 130000
and I_TurnNumber > 388
and not FactionIsLocal
console_command add_money saba, -90000
end_monitor

monitor_event FactionTurnStart FactionType saba
and Treasury > 100000
and Treasury < 130001
and I_TurnNumber > 388
and not FactionIsLocal
console_command add_money saba, -60000
end_monitor

monitor_event FactionTurnStart FactionType saba
and Treasury > 70000
and Treasury < 100001
and I_TurnNumber > 388
and not FactionIsLocal
console_command add_money saba, -30000
end_monitor

monitor_event FactionTurnStart FactionType saba
and Treasury > 10000
and Treasury < 40001
and I_TurnNumber > 388
and not FactionIsLocal
console_command add_money saba, 30000
end_monitor

monitor_event FactionTurnStart FactionType saba
and Treasury < 10001
and I_TurnNumber > 388
and not FactionIsLocal
console_command add_money saba, 60000
end_monitor


;--------------------------------------------------
;Makedon - macedon (272BC to 181BC) - 50K-80K

monitor_event FactionTurnStart FactionType macedon
and Treasury > 140000
and I_TurnNumber < 365
and not FactionIsLocal
console_command add_money macedon, -90000
end_monitor

monitor_event FactionTurnStart FactionType macedon
and Treasury > 110000
and Treasury < 140001
and I_TurnNumber < 365
and not FactionIsLocal
console_command add_money macedon, -60000
end_monitor

monitor_event FactionTurnStart FactionType macedon
and Treasury > 80000
and Treasury < 110001
and I_TurnNumber < 365
and not FactionIsLocal
console_command add_money macedon, -30000
end_monitor

monitor_event FactionTurnStart FactionType macedon
and Treasury > 20000
and Treasury < 50001
and I_TurnNumber < 365
and not FactionIsLocal
console_command add_money macedon, 30000
end_monitor

monitor_event FactionTurnStart FactionType macedon
and Treasury < 20001
and I_TurnNumber < 365
and not FactionIsLocal
console_command add_money macedon, 60000
end_monitor


;Makedon - macedon (after 180BC) - 40K-70K

monitor_event FactionTurnStart FactionType macedon
and Treasury > 130000
and I_TurnNumber > 364
and not FactionIsLocal
console_command add_money macedon, -90000
end_monitor

monitor_event FactionTurnStart FactionType macedon
and Treasury > 100000
and Treasury < 130001
and I_TurnNumber > 364
and not FactionIsLocal
console_command add_money macedon, -60000
end_monitor

monitor_event FactionTurnStart FactionType macedon
and Treasury > 70000
and Treasury < 100001
and I_TurnNumber > 364
and not FactionIsLocal
console_command add_money macedon, -30000
end_monitor

monitor_event FactionTurnStart FactionType macedon
and Treasury > 10000
and Treasury < 40001
and I_TurnNumber > 364
and not FactionIsLocal
console_command add_money macedon, 30000
end_monitor

monitor_event FactionTurnStart FactionType macedon
and Treasury < 10001
and I_TurnNumber > 364
and not FactionIsLocal
console_command add_money macedon, 60000
end_monitor


;--------------------------------------------------
;Ptolemaioi - numidia (272BC to 176BC) - 30K-60K

monitor_event FactionTurnStart FactionType numidia
and Treasury > 90000
and I_TurnNumber < 389
and not FactionIsLocal
console_command add_money numidia, -60000
end_monitor

monitor_event FactionTurnStart FactionType numidia
and Treasury > 60000
and Treasury < 90001
and I_TurnNumber < 389
and not FactionIsLocal
console_command add_money numidia, -30000
end_monitor

monitor_event FactionTurnStart FactionType numidia
and Treasury < 30001
and I_TurnNumber < 389
and not FactionIsLocal
console_command add_money numidia, 30000
end_monitor


;Ptolemaioi - numidia (after 175BC) - 40K-70K

monitor_event FactionTurnStart FactionType numidia
and Treasury > 100000
and I_TurnNumber > 388
and not FactionIsLocal
console_command add_money numidia, -60000
end_monitor

monitor_event FactionTurnStart FactionType numidia
and Treasury > 70000
and Treasury < 100001
and I_TurnNumber > 388
and not FactionIsLocal
console_command add_money numidia, -30000
end_monitor

monitor_event FactionTurnStart FactionType numidia
and Treasury > 10000
and Treasury < 40001
and I_TurnNumber > 388
and not FactionIsLocal
console_command add_money numidia, 30000
end_monitor

monitor_event FactionTurnStart FactionType numidia
and Treasury < 10001
and I_TurnNumber > 388
and not FactionIsLocal
console_command add_money numidia, 40000
end_monitor


;--------------------------------------------------
;Arche Seleukeia - romans_julii (272BC to 176BC) - 50K-80K

monitor_event FactionTurnStart FactionType romans_julii
and Treasury > 140000
and I_TurnNumber < 389
and not FactionIsLocal
console_command add_money romans_julii, -90000
end_monitor

monitor_event FactionTurnStart FactionType romans_julii
and Treasury > 110000
and Treasury < 140001
and I_TurnNumber < 389
and not FactionIsLocal
console_command add_money romans_julii, -60000
end_monitor

monitor_event FactionTurnStart FactionType romans_julii
and Treasury > 80000
and Treasury < 110001
and I_TurnNumber < 389
and not FactionIsLocal
console_command add_money romans_julii, -30000
end_monitor

monitor_event FactionTurnStart FactionType romans_julii
and Treasury > 20000
and Treasury < 50001
and I_TurnNumber < 389
and not FactionIsLocal
console_command add_money romans_julii, 30000
end_monitor

monitor_event FactionTurnStart FactionType romans_julii
and Treasury < 20001
and I_TurnNumber < 389
and not FactionIsLocal
console_command add_money romans_julii, 60000
end_monitor

;Arche Seleukeia - romans_julii (after 175BC) - 20K-40K

monitor_event FactionTurnStart FactionType romans_julii
and Treasury > 100000
and I_TurnNumber > 388
and not FactionIsLocal
console_command add_money romans_julii, -80000
end_monitor

monitor_event FactionTurnStart FactionType romans_julii
and Treasury > 80000
and Treasury < 100001
and I_TurnNumber > 388
and not FactionIsLocal
console_command add_money romans_julii, -60000
end_monitor

monitor_event FactionTurnStart FactionType romans_julii
and Treasury > 60000
and Treasury < 80001
and I_TurnNumber > 388
and not FactionIsLocal
console_command add_money romans_julii, -40000
end_monitor

monitor_event FactionTurnStart FactionType romans_julii
and Treasury > 40000
and Treasury < 60001
and I_TurnNumber > 388
and not FactionIsLocal
console_command add_money romans_julii, -20000
end_monitor

monitor_event FactionTurnStart FactionType romans_julii
and Treasury < 20000
and I_TurnNumber > 388
and not FactionIsLocal
console_command add_money romans_julii, 20000
end_monitor


;--------------------------------------------------
;Carthage - egypt (272BC to 200BC) - 70K-100K

monitor_event FactionTurnStart FactionType egypt
and Treasury > 140000
and I_TurnNumber < 289
and not FactionIsLocal
console_command add_money egypt, -70000
end_monitor

monitor_event FactionTurnStart FactionType egypt
and Treasury > 110000
and Treasury < 140001
and I_TurnNumber < 289
and not FactionIsLocal
console_command add_money egypt, -40000
end_monitor

monitor_event FactionTurnStart FactionType egypt
and Treasury > 80000
and Treasury < 110001
and I_TurnNumber < 289
and not FactionIsLocal
console_command add_money egypt, -10000
end_monitor

monitor_event FactionTurnStart FactionType egypt
and Treasury > 40000
and Treasury < 70001
and I_TurnNumber < 289
and not FactionIsLocal
console_command add_money egypt, 30000
end_monitor

monitor_event FactionTurnStart FactionType egypt
and Treasury > 10000
and Treasury < 40001
and I_TurnNumber < 289
and not FactionIsLocal
console_command add_money egypt, 60000
end_monitor

monitor_event FactionTurnStart FactionType egypt
and Treasury < 10001
and I_TurnNumber < 289
and not FactionIsLocal
console_command add_money egypt, 70000
end_monitor


;Carthage - egypt (199BC to 150BC) - 50K-80K

monitor_event FactionTurnStart FactionType egypt
and Treasury > 140000
and I_TurnNumber > 288
and I_TurnNumber < 489
and not FactionIsLocal
console_command add_money egypt, -90000
end_monitor

monitor_event FactionTurnStart FactionType egypt
and Treasury > 110000
and Treasury < 140001
and I_TurnNumber > 288
and I_TurnNumber < 489
and not FactionIsLocal
console_command add_money egypt, -60000
end_monitor

monitor_event FactionTurnStart FactionType egypt
and Treasury > 80000
and Treasury < 110001
and I_TurnNumber > 288
and I_TurnNumber < 489
and not FactionIsLocal
console_command add_money egypt, -30000
end_monitor

monitor_event FactionTurnStart FactionType egypt
and Treasury > 20000
and Treasury < 50001
and I_TurnNumber > 288
and I_TurnNumber < 489
and not FactionIsLocal
console_command add_money egypt, 30000
end_monitor

monitor_event FactionTurnStart FactionType egypt
and Treasury < 20001
and I_TurnNumber > 288
and I_TurnNumber < 489
and not FactionIsLocal
console_command add_money egypt, 50000
end_monitor


;Carthage - egypt (after 149BC) - 20K-40K

monitor_event FactionTurnStart FactionType egypt
and Treasury > 100000
and I_TurnNumber > 488
and not FactionIsLocal
console_command add_money egypt, -80000
end_monitor

monitor_event FactionTurnStart FactionType egypt
and Treasury > 80000
and Treasury < 100001
and I_TurnNumber > 488
and not FactionIsLocal
console_command add_money egypt, -60000
end_monitor

monitor_event FactionTurnStart FactionType egypt
and Treasury > 60000
and Treasury < 80001
and I_TurnNumber > 488
and not FactionIsLocal
console_command add_money egypt, -40000
end_monitor

monitor_event FactionTurnStart FactionType egypt
and Treasury > 40000
and Treasury < 60001
and I_TurnNumber > 488
and not FactionIsLocal
console_command add_money egypt, -20000
end_monitor

monitor_event FactionTurnStart FactionType egypt
and Treasury < 20000
and I_TurnNumber > 488
and not FactionIsLocal
console_command add_money egypt, 20000
end_monitor

;--------------------------------------------------
;Parthians - parthia (272BC to 248BC) - 20K-40K

monitor_event FactionTurnStart FactionType parthia
and Treasury > 100000
and I_TurnNumber < 101
and not FactionIsLocal
console_command add_money parthia, -80000
end_monitor

monitor_event FactionTurnStart FactionType parthia
and Treasury > 80000
and Treasury < 100001
and I_TurnNumber < 101
and not FactionIsLocal
console_command add_money parthia, -60000
end_monitor

monitor_event FactionTurnStart FactionType parthia
and Treasury > 60000
and Treasury < 80001
and I_TurnNumber < 101
and not FactionIsLocal
console_command add_money parthia, -40000
end_monitor

monitor_event FactionTurnStart FactionType parthia
and Treasury > 40000
and Treasury < 60001
and I_TurnNumber < 101
and not FactionIsLocal
console_command add_money parthia, -20000
end_monitor

monitor_event FactionTurnStart FactionType parthia
and Treasury > 0
and Treasury < 20000
and I_TurnNumber < 101
and not FactionIsLocal
console_command add_money parthia, 20000
end_monitor

monitor_event FactionTurnStart FactionType parthia
and Treasury < 1
and I_TurnNumber < 101
and not FactionIsLocal
console_command add_money parthia, 40000
end_monitor

;Parthians - parthia (247BC to 176BC) - 50K-80K

monitor_event FactionTurnStart FactionType parthia
and Treasury > 140000
and I_TurnNumber > 100
and I_TurnNumber < 389
and not FactionIsLocal
console_command add_money parthia, -90000
end_monitor

monitor_event FactionTurnStart FactionType parthia
and Treasury > 110000
and Treasury < 140001
and I_TurnNumber > 100
and I_TurnNumber < 389
and not FactionIsLocal
console_command add_money parthia, -60000
end_monitor

monitor_event FactionTurnStart FactionType parthia
and Treasury > 80000
and Treasury < 110001
and I_TurnNumber > 100
and I_TurnNumber < 389
and not FactionIsLocal
console_command add_money parthia, -30000
end_monitor

monitor_event FactionTurnStart FactionType parthia
and Treasury > 20000
and Treasury < 50001
and I_TurnNumber > 100
and I_TurnNumber < 389
and not FactionIsLocal
console_command add_money parthia, 30000
end_monitor

monitor_event FactionTurnStart FactionType parthia
and Treasury < 20001
and I_TurnNumber > 100
and I_TurnNumber < 389
and not FactionIsLocal
console_command add_money parthia, 60000
end_monitor

;Parthians - parthia (after 175BC) - 120K-150K

monitor_event FactionTurnStart FactionType parthia
and Treasury > 210000
and I_TurnNumber > 388
and not FactionIsLocal
console_command add_money parthia, -90000
end_monitor

monitor_event FactionTurnStart FactionType parthia
and Treasury > 180000
and Treasury < 210001
and I_TurnNumber > 388
and not FactionIsLocal
console_command add_money parthia, -60000
end_monitor

monitor_event FactionTurnStart FactionType parthia
and Treasury > 150000
and Treasury < 180001
and I_TurnNumber > 388
and not FactionIsLocal
console_command add_money parthia, -30000
end_monitor

monitor_event FactionTurnStart FactionType parthia
and Treasury > 90000
and Treasury < 120001
and I_TurnNumber > 388
and not FactionIsLocal
console_command add_money parthia, 30000
end_monitor

monitor_event FactionTurnStart FactionType parthia
and Treasury > 60000
and Treasury < 90001
and I_TurnNumber > 388
and not FactionIsLocal
console_command add_money parthia, 60000
end_monitor

monitor_event FactionTurnStart FactionType parthia
and Treasury > 30000
and Treasury < 60001
and I_TurnNumber > 388
and not FactionIsLocal
console_command add_money parthia, 90000
end_monitor

monitor_event FactionTurnStart FactionType parthia
and Treasury > 0
and Treasury < 30001
and I_TurnNumber > 388
and not FactionIsLocal
console_command add_money parthia, 120000
end_monitor

monitor_event FactionTurnStart FactionType parthia
and Treasury < 1
and I_TurnNumber > 388
and not FactionIsLocal
console_command add_money parthia, 150000
end_monitor


;--------------------------------------------------
;Pontus - carthage (272BC to 248BC) - 30K-50K

monitor_event FactionTurnStart FactionType carthage
and Treasury > 90000
and I_TurnNumber < 101
and not FactionIsLocal
console_command add_money carthage, -60000
end_monitor

monitor_event FactionTurnStart FactionType carthage
and Treasury > 70000
and Treasury < 90001
and I_TurnNumber < 101
and not FactionIsLocal
console_command add_money carthage, -40000
end_monitor

monitor_event FactionTurnStart FactionType carthage
and Treasury > 50000
and Treasury < 70001
and I_TurnNumber < 101
and not FactionIsLocal
console_command add_money carthage, -20000
end_monitor

monitor_event FactionTurnStart FactionType carthage
and Treasury > 10000
and Treasury < 30001
and I_TurnNumber < 101
and not FactionIsLocal
console_command add_money carthage, 20000
end_monitor

monitor_event FactionTurnStart FactionType carthage
and Treasury < 10001
and I_TurnNumber < 101
and not FactionIsLocal
console_command add_money carthage, 40000
end_monitor


;Pontus - carthage (247BC to 114BC) - 30K-60K

monitor_event FactionTurnStart FactionType carthage
and Treasury > 90000
and I_TurnNumber > 100
and I_TurnNumber < 633
and not FactionIsLocal
console_command add_money carthage, -60000
end_monitor

monitor_event FactionTurnStart FactionType carthage
and Treasury > 60000
and Treasury < 90001
and I_TurnNumber > 100
and I_TurnNumber < 633
and not FactionIsLocal
console_command add_money carthage, -30000
end_monitor

monitor_event FactionTurnStart FactionType carthage
and Treasury < 30001
and I_TurnNumber > 100
and I_TurnNumber < 633
and not FactionIsLocal
console_command add_money carthage, 30000
end_monitor


;Pontus - carthage (after 113BC) - 20K-40K

monitor_event FactionTurnStart FactionType carthage
and Treasury > 80000
and I_TurnNumber > 632
and not FactionIsLocal
console_command add_money carthage, -60000
end_monitor

monitor_event FactionTurnStart FactionType carthage
and Treasury > 60000
and Treasury < 80001
and I_TurnNumber > 632
and not FactionIsLocal
console_command add_money carthage, -40000
end_monitor

monitor_event FactionTurnStart FactionType carthage
and Treasury > 40000
and Treasury < 60001
and I_TurnNumber > 632
and not FactionIsLocal
console_command add_money carthage, -20000
end_monitor

monitor_event FactionTurnStart FactionType carthage
and Treasury < 20000
and I_TurnNumber > 632
and not FactionIsLocal
console_command add_money carthage, 20000
end_monitor


;--------------------------------------------------
;Aedui - gauls (272BC to 242BC) - 40K-70K

monitor_event FactionTurnStart FactionType gauls
and Treasury > 130000
and I_TurnNumber < 600
and not FactionIsLocal
console_command add_money gauls, -90000
end_monitor

monitor_event FactionTurnStart FactionType gauls
and Treasury > 100000
and Treasury < 130001
and I_TurnNumber < 600
and not FactionIsLocal
console_command add_money gauls, -60000
end_monitor

monitor_event FactionTurnStart FactionType gauls
and Treasury > 70000
and Treasury < 100001
and I_TurnNumber < 600
and not FactionIsLocal
console_command add_money gauls, -30000
end_monitor

monitor_event FactionTurnStart FactionType gauls
and Treasury < 40001
and I_TurnNumber < 600
and not FactionIsLocal
console_command add_money gauls, 40000
end_monitor


;Aedui - gauls (after 121BC) - 30K-60K

monitor_event FactionTurnStart FactionType gauls
and Treasury > 120000
and I_TurnNumber > 599
and not FactionIsLocal
console_command add_money gauls, -90000
end_monitor

monitor_event FactionTurnStart FactionType gauls
and Treasury > 90000
and Treasury < 120001
and I_TurnNumber > 599
and not FactionIsLocal
console_command add_money gauls, -60000
end_monitor

monitor_event FactionTurnStart FactionType gauls
and Treasury > 60000
and Treasury < 90001
and I_TurnNumber > 599
and not FactionIsLocal
console_command add_money gauls, -30000
end_monitor

monitor_event FactionTurnStart FactionType gauls
and Treasury < 30001
and I_TurnNumber > 599
and not FactionIsLocal
console_command add_money gauls, 30000
end_monitor


;--------------------------------------------------
;Sweboz - germans (272BC to 242BC) - 50K-80K

monitor_event FactionTurnStart FactionType germans
and Treasury > 140000
and I_TurnNumber < 600
and not FactionIsLocal
console_command add_money germans, -90000
end_monitor

monitor_event FactionTurnStart FactionType germans
and Treasury > 110000
and Treasury < 140001
and I_TurnNumber < 600
and not FactionIsLocal
console_command add_money germans, -60000
end_monitor

monitor_event FactionTurnStart FactionType germans
and Treasury > 80000
and Treasury < 110001
and I_TurnNumber < 600
and not FactionIsLocal
console_command add_money germans, -30000
end_monitor

monitor_event FactionTurnStart FactionType germans
and Treasury > 20000
and Treasury < 50001
and I_TurnNumber < 600
and not FactionIsLocal
console_command add_money germans, 30000
end_monitor

monitor_event FactionTurnStart FactionType germans
and Treasury < 20001
and I_TurnNumber < 600
and not FactionIsLocal
console_command add_money germans, 50000
end_monitor


;Sweboz - germans (after 121BC) - 60K-90K

monitor_event FactionTurnStart FactionType germans
and Treasury > 150000
and I_TurnNumber > 599
and not FactionIsLocal
console_command add_money germans, -90000
end_monitor

monitor_event FactionTurnStart FactionType germans
and Treasury > 120000
and Treasury < 150001
and I_TurnNumber > 599
and not FactionIsLocal
console_command add_money germans, -60000
end_monitor

monitor_event FactionTurnStart FactionType germans
and Treasury > 90000
and Treasury < 120001
and I_TurnNumber > 599
and not FactionIsLocal
console_command add_money germans, -30000
end_monitor

monitor_event FactionTurnStart FactionType germans
and Treasury > 30000
and Treasury < 60001
and I_TurnNumber > 599
and not FactionIsLocal
console_command add_money germans, 30000
end_monitor

monitor_event FactionTurnStart FactionType germans
and Treasury < 30001
and I_TurnNumber > 599
and not FactionIsLocal
console_command add_money germans, 60000
end_monitor


;--------------------------------------------------
;Casse - britons (272BC to 242BC) - 40K-70K

monitor_event FactionTurnStart FactionType britons
and Treasury > 130000
and I_TurnNumber < 120
and not FactionIsLocal
console_command add_money britons, -90000
end_monitor

monitor_event FactionTurnStart FactionType britons
and Treasury > 100000
and Treasury < 130001
and I_TurnNumber < 120
and not FactionIsLocal
console_command add_money britons, -60000
end_monitor

monitor_event FactionTurnStart FactionType britons
and Treasury > 70000
and Treasury < 100001
and I_TurnNumber < 120
and not FactionIsLocal
console_command add_money britons, -30000
end_monitor

monitor_event FactionTurnStart FactionType britons
and Treasury > 10000
and Treasury < 40001
and I_TurnNumber < 120
and not FactionIsLocal
console_command add_money britons, 30000
end_monitor

monitor_event FactionTurnStart FactionType britons
and Treasury < 10001
and I_TurnNumber < 120
and not FactionIsLocal
console_command add_money britons, 60000
end_monitor


;Casse - britons (241BC to 122BC) - 70K-100K

monitor_event FactionTurnStart FactionType britons
and Treasury > 160000
and I_TurnNumber > 119
and I_TurnNumber < 600
and not FactionIsLocal
console_command add_money britons, -90000
end_monitor

monitor_event FactionTurnStart FactionType britons
and Treasury > 130000
and Treasury < 160001
and I_TurnNumber > 119
and I_TurnNumber < 600
and not FactionIsLocal
console_command add_money britons, -60000
end_monitor

monitor_event FactionTurnStart FactionType britons
and Treasury > 100000
and Treasury < 130001
and I_TurnNumber > 119
and I_TurnNumber < 600
and not FactionIsLocal
console_command add_money britons, -30000
end_monitor

monitor_event FactionTurnStart FactionType britons
and Treasury > 40000
and Treasury < 70001
and I_TurnNumber > 119
and I_TurnNumber < 600
and not FactionIsLocal
console_command add_money britons, 30000
end_monitor

monitor_event FactionTurnStart FactionType britons
and Treasury > 10000
and Treasury < 40001
and I_TurnNumber > 119
and I_TurnNumber < 600
and not FactionIsLocal
console_command add_money britons, 60000
end_monitor

monitor_event FactionTurnStart FactionType britons
and Treasury < 10001
and I_TurnNumber > 119
and I_TurnNumber < 600
and not FactionIsLocal
console_command add_money britons, 90000
end_monitor


;Casse - britons (after 121BC) - 50K-80K

monitor_event FactionTurnStart FactionType britons
and Treasury > 140000
and I_TurnNumber > 599
and not FactionIsLocal
console_command add_money britons, -90000
end_monitor

monitor_event FactionTurnStart FactionType britons
and Treasury > 110000
and Treasury < 140001
and I_TurnNumber > 599
and not FactionIsLocal
console_command add_money britons, -60000
end_monitor

monitor_event FactionTurnStart FactionType britons
and Treasury > 80000
and Treasury < 110001
and I_TurnNumber > 599
and not FactionIsLocal
console_command add_money britons, -30000
end_monitor

monitor_event FactionTurnStart FactionType britons
and Treasury > 20000
and Treasury < 50001
and I_TurnNumber > 599
and not FactionIsLocal
console_command add_money britons, 30000
end_monitor

monitor_event FactionTurnStart FactionType britons
and Treasury < 20001
and I_TurnNumber > 599
and not FactionIsLocal
console_command add_money britons, 50000
end_monitor


;--------------------------------------------------
;Hayasdan - romans_scipii (272BC to 248BC) - 20K-40K

monitor_event FactionTurnStart FactionType romans_scipii
and Treasury > 80000
and I_TurnNumber < 101
and not FactionIsLocal
console_command add_money romans_scipii, -60000
end_monitor

monitor_event FactionTurnStart FactionType romans_scipii
and Treasury > 60000
and Treasury < 80001
and I_TurnNumber < 101
and not FactionIsLocal
console_command add_money romans_scipii, -40000
end_monitor

monitor_event FactionTurnStart FactionType romans_scipii
and Treasury > 40000
and Treasury < 60001
and I_TurnNumber < 101
and not FactionIsLocal
console_command add_money romans_scipii, -20000
end_monitor

monitor_event FactionTurnStart FactionType romans_scipii
and Treasury < 20000
and I_TurnNumber < 101
and not FactionIsLocal
console_command add_money romans_scipii, 20000
end_monitor


;Hayasdan - romans_scipii (247BC to 176BC) - 40K-70K

monitor_event FactionTurnStart FactionType romans_scipii
and Treasury > 130000
and I_TurnNumber > 100
and I_TurnNumber < 389
and not FactionIsLocal
console_command add_money romans_scipii, -90000
end_monitor

monitor_event FactionTurnStart FactionType romans_scipii
and Treasury > 100000
and Treasury < 130001
and I_TurnNumber > 100
and I_TurnNumber < 389
and not FactionIsLocal
console_command add_money romans_scipii, -60000
end_monitor

monitor_event FactionTurnStart FactionType romans_scipii
and Treasury > 70000
and Treasury < 100001
and I_TurnNumber > 100
and I_TurnNumber < 389
and not FactionIsLocal
console_command add_money romans_scipii, -30000
end_monitor

monitor_event FactionTurnStart FactionType romans_scipii
and Treasury > 10000
and Treasury < 40001
and I_TurnNumber > 100
and I_TurnNumber < 389
and not FactionIsLocal
console_command add_money romans_scipii, 30000
end_monitor

monitor_event FactionTurnStart FactionType romans_scipii
and Treasury < 10001
and I_TurnNumber > 100
and I_TurnNumber < 389
and not FactionIsLocal
console_command add_money romans_scipii, 40000
end_monitor


;Hayasdan - romans_scipii (after 175BC) - 60K-90K

monitor_event FactionTurnStart FactionType romans_scipii
and Treasury > 150000
and I_TurnNumber > 388
and not FactionIsLocal
console_command add_money romans_scipii, -90000
end_monitor

monitor_event FactionTurnStart FactionType romans_scipii
and Treasury > 120000
and Treasury < 150001
and I_TurnNumber > 388
and not FactionIsLocal
console_command add_money romans_scipii, -60000
end_monitor

monitor_event FactionTurnStart FactionType romans_scipii
and Treasury > 90000
and Treasury < 120001
and I_TurnNumber > 388
and not FactionIsLocal
console_command add_money romans_scipii, -30000
end_monitor

monitor_event FactionTurnStart FactionType romans_scipii
and Treasury > 30000
and Treasury < 60001
and I_TurnNumber > 388
and not FactionIsLocal
console_command add_money romans_scipii, 30000
end_monitor

monitor_event FactionTurnStart FactionType romans_scipii
and Treasury < 30001
and I_TurnNumber > 388
and not FactionIsLocal
console_command add_money romans_scipii, 60000
end_monitor


;--------------------------------------------------
;Getai - dacia (272BC to 242BC) - 30K-60K

monitor_event FactionTurnStart FactionType dacia
and Treasury > 120000
and I_TurnNumber < 120
and not FactionIsLocal
console_command add_money dacia, -90000
end_monitor

monitor_event FactionTurnStart FactionType dacia
and Treasury > 90000
and Treasury < 120001
and I_TurnNumber < 120
and not FactionIsLocal
console_command add_money dacia, -60000
end_monitor

monitor_event FactionTurnStart FactionType dacia
and Treasury > 60000
and Treasury < 90001
and I_TurnNumber < 120
and not FactionIsLocal
console_command add_money dacia, -30000
end_monitor

monitor_event FactionTurnStart FactionType dacia
and Treasury < 30001
and I_TurnNumber < 120
and not FactionIsLocal
console_command add_money dacia, 30000
end_monitor


;Getai - dacia (241BC to 122BC) - 50K-80K

monitor_event FactionTurnStart FactionType dacia
and Treasury > 140000
and I_TurnNumber > 119
and I_TurnNumber < 600
and not FactionIsLocal
console_command add_money dacia, -90000
end_monitor

monitor_event FactionTurnStart FactionType dacia
and Treasury > 110000
and Treasury < 140001
and I_TurnNumber > 119
and I_TurnNumber < 600
and not FactionIsLocal
console_command add_money dacia, -60000
end_monitor

monitor_event FactionTurnStart FactionType dacia
and Treasury > 80000
and Treasury < 110001
and I_TurnNumber > 119
and I_TurnNumber < 600
and not FactionIsLocal
console_command add_money dacia, -30000
end_monitor

monitor_event FactionTurnStart FactionType dacia
and Treasury > 20000
and Treasury < 50001
and I_TurnNumber > 119
and I_TurnNumber < 600
and not FactionIsLocal
console_command add_money dacia, 30000
end_monitor

monitor_event FactionTurnStart FactionType dacia
and Treasury < 20001
and I_TurnNumber > 119
and I_TurnNumber < 600
and not FactionIsLocal
console_command add_money dacia, 50000
end_monitor


;Getai - dacia (after 121BC) - 30K-60K

monitor_event FactionTurnStart FactionType dacia
and Treasury > 120000
and I_TurnNumber > 599
and not FactionIsLocal
console_command add_money dacia, -90000
end_monitor

monitor_event FactionTurnStart FactionType dacia
and Treasury > 90000
and Treasury < 120001
and I_TurnNumber > 599
and not FactionIsLocal
console_command add_money dacia, -60000
end_monitor

monitor_event FactionTurnStart FactionType dacia
and Treasury > 60000
and Treasury < 90001
and I_TurnNumber > 599
and not FactionIsLocal
console_command add_money dacia, -30000
end_monitor

monitor_event FactionTurnStart FactionType dacia
and Treasury < 30001
and I_TurnNumber > 599
and not FactionIsLocal
console_command add_money dacia, 30000
end_monitor


;--------------------------------------------------
;Koinon Hellenon - greek_cities (272BC to 262BC) - 50K-80K

monitor_event FactionTurnStart FactionType greek_cities
and Treasury > 140000
and I_TurnNumber < 41
and not FactionIsLocal
console_command add_money greek_cities, -90000
end_monitor

monitor_event FactionTurnStart FactionType greek_cities
and Treasury > 110000
and Treasury < 140001
and I_TurnNumber < 41
and not FactionIsLocal
console_command add_money greek_cities, -60000
end_monitor

monitor_event FactionTurnStart FactionType greek_cities
and Treasury > 80000
and Treasury < 110001
and I_TurnNumber < 41
and not FactionIsLocal
console_command add_money greek_cities, -30000
end_monitor

monitor_event FactionTurnStart FactionType greek_cities
and Treasury > 20000
and Treasury < 50001
and I_TurnNumber < 41
and not FactionIsLocal
console_command add_money greek_cities, 30000
end_monitor

monitor_event FactionTurnStart FactionType greek_cities
and Treasury < 20001
and I_TurnNumber < 41
and not FactionIsLocal
console_command add_money greek_cities, 50000
end_monitor


;Koinon Hellenon - greek_cities (after 262BC) - 40K-60K

monitor_event FactionTurnStart FactionType greek_cities
and Treasury > 100000
and I_TurnNumber > 40
and not FactionIsLocal
console_command add_money greek_cities, -60000
end_monitor

monitor_event FactionTurnStart FactionType greek_cities
and Treasury > 80000
and Treasury < 100001
and I_TurnNumber > 40
and not FactionIsLocal
console_command add_money greek_cities, -40000
end_monitor

monitor_event FactionTurnStart FactionType greek_cities
and Treasury > 60000
and Treasury < 80001
and I_TurnNumber > 40
and not FactionIsLocal
console_command add_money greek_cities, -20000
end_monitor

monitor_event FactionTurnStart FactionType greek_cities
and Treasury > 20000
and Treasury < 40001
and I_TurnNumber > 40
and not FactionIsLocal
console_command add_money greek_cities, 20000
end_monitor

monitor_event FactionTurnStart FactionType greek_cities
and Treasury < 20001
and I_TurnNumber > 40
and not FactionIsLocal
console_command add_money greek_cities, 40000
end_monitor


;--------------------------------------------------
;Baktria - romans_brutii (272BC to 250BC) - 20K-40K

monitor_event FactionTurnStart FactionType romans_brutii
and Treasury > 80000
and I_TurnNumber < 89
and not FactionIsLocal
console_command add_money romans_brutii, -60000
end_monitor

monitor_event FactionTurnStart FactionType romans_brutii
and Treasury > 60000
and Treasury < 80001
and I_TurnNumber < 89
and not FactionIsLocal
console_command add_money romans_brutii, -40000
end_monitor

monitor_event FactionTurnStart FactionType romans_brutii
and Treasury > 40000
and Treasury < 60001
and I_TurnNumber < 89
and not FactionIsLocal
console_command add_money romans_brutii, -20000
end_monitor

monitor_event FactionTurnStart FactionType romans_brutii
and Treasury < 20001
and I_TurnNumber < 89
and not FactionIsLocal
console_command add_money romans_brutii, 20000
end_monitor


;Baktria - romans_brutii (249BC to 175BC) - 50K-80K

monitor_event FactionTurnStart FactionType romans_brutii
and Treasury > 140000
and I_TurnNumber > 88
and I_TurnNumber < 389
and not FactionIsLocal
console_command add_money romans_brutii, -90000
end_monitor

monitor_event FactionTurnStart FactionType romans_brutii
and Treasury > 110000
and Treasury < 140001
and I_TurnNumber > 100
and I_TurnNumber < 389
and not FactionIsLocal
console_command add_money romans_brutii, -60000
end_monitor

monitor_event FactionTurnStart FactionType romans_brutii
and Treasury > 80000
and Treasury < 110001
and I_TurnNumber > 100
and I_TurnNumber < 389
and not FactionIsLocal
console_command add_money romans_brutii, -30000
end_monitor

monitor_event FactionTurnStart FactionType romans_brutii
and Treasury > 20000
and Treasury < 50001
and I_TurnNumber > 100
and I_TurnNumber < 389
and not FactionIsLocal
console_command add_money romans_brutii, 30000
end_monitor

monitor_event FactionTurnStart FactionType romans_brutii
and Treasury < 20001
and I_TurnNumber > 100
and I_TurnNumber < 389
and not FactionIsLocal
console_command add_money romans_brutii, 50000
end_monitor


;Baktria - romans_brutii (174BC to 125BC) - 100K-120K

monitor_event FactionTurnStart FactionType romans_brutii
and Treasury > 160000
and I_TurnNumber > 388
and I_TurnNumber < 589
and not FactionIsLocal
console_command add_money romans_brutii, -60000
end_monitor

monitor_event FactionTurnStart FactionType romans_brutii
and Treasury > 140000
and Treasury < 160001
and I_TurnNumber > 388
and I_TurnNumber < 589
and not FactionIsLocal
console_command add_money romans_brutii, -40000
end_monitor

monitor_event FactionTurnStart FactionType romans_brutii
and Treasury > 120000
and Treasury < 140001
and I_TurnNumber > 388
and I_TurnNumber < 589
and not FactionIsLocal
console_command add_money romans_brutii, -20000
end_monitor

monitor_event FactionTurnStart FactionType romans_brutii
and Treasury > 80000
and Treasury < 100001
and I_TurnNumber > 388
and I_TurnNumber < 589
and not FactionIsLocal
console_command add_money romans_brutii, 20000
end_monitor

monitor_event FactionTurnStart FactionType romans_brutii
and Treasury > 60000
and Treasury < 80001
and I_TurnNumber > 388
and I_TurnNumber < 589
and not FactionIsLocal
console_command add_money romans_brutii, 40000
end_monitor

monitor_event FactionTurnStart FactionType romans_brutii
and Treasury > 40000
and Treasury < 60001
and I_TurnNumber > 388
and I_TurnNumber < 589
and not FactionIsLocal
console_command add_money romans_brutii, 60000
end_monitor

monitor_event FactionTurnStart FactionType romans_brutii
and Treasury > 20000
and Treasury < 40001
and I_TurnNumber > 388
and I_TurnNumber < 589
and not FactionIsLocal
console_command add_money romans_brutii, 80000
end_monitor

monitor_event FactionTurnStart FactionType romans_brutii
and Treasury < 20001
and I_TurnNumber > 388
and I_TurnNumber < 589
and not FactionIsLocal
console_command add_money romans_brutii, 100000
end_monitor


;Baktria - romans_brutii (after 124BC) - 20K-40K

monitor_event FactionTurnStart FactionType romans_brutii
and Treasury > 80000
and I_TurnNumber > 588
and not FactionIsLocal
console_command add_money romans_brutii, -60000
end_monitor

monitor_event FactionTurnStart FactionType romans_brutii
and Treasury > 60000
and Treasury < 80001
and I_TurnNumber > 588
and not FactionIsLocal
console_command add_money romans_brutii, -40000
end_monitor

monitor_event FactionTurnStart FactionType romans_brutii
and Treasury > 40000
and Treasury < 60001
and I_TurnNumber > 588
and not FactionIsLocal
console_command add_money romans_brutii, -20000
end_monitor

monitor_event FactionTurnStart FactionType romans_brutii
and Treasury < 20001
and I_TurnNumber > 588
and not FactionIsLocal
console_command add_money romans_brutii, 20000
end_monitor


;--------------------------------------------------
;Sauromatae - armenia (272BC to 248BC) - 20K-40K

monitor_event FactionTurnStart FactionType armenia
and Treasury > 80000
and I_TurnNumber < 101
and not FactionIsLocal
console_command add_money armenia, -60000
end_monitor

monitor_event FactionTurnStart FactionType armenia
and Treasury > 60000
and Treasury < 80001
and I_TurnNumber < 101
and not FactionIsLocal
console_command add_money armenia, -40000
end_monitor

monitor_event FactionTurnStart FactionType armenia
and Treasury > 40000
and Treasury < 60001
and I_TurnNumber < 101
and not FactionIsLocal
console_command add_money armenia, -20000
end_monitor

monitor_event FactionTurnStart FactionType armenia
and Treasury < 20001
and I_TurnNumber < 101
and not FactionIsLocal
console_command add_money armenia, 20000
end_monitor


;Sauromatae - armenia (247BC to 176BC) - 40K-70K

monitor_event FactionTurnStart FactionType armenia
and Treasury > 130000
and I_TurnNumber > 100
and I_TurnNumber < 389
and not FactionIsLocal
console_command add_money armenia, -90000
end_monitor

monitor_event FactionTurnStart FactionType armenia
and Treasury > 100000
and Treasury < 130001
and I_TurnNumber > 100
and I_TurnNumber < 389
and not FactionIsLocal
console_command add_money armenia, -60000
end_monitor

monitor_event FactionTurnStart FactionType armenia
and Treasury > 70000
and Treasury < 100001
and I_TurnNumber > 100
and I_TurnNumber < 389
and not FactionIsLocal
console_command add_money armenia, -30000
end_monitor

monitor_event FactionTurnStart FactionType armenia
and Treasury > 10000
and Treasury < 40001
and I_TurnNumber > 100
and I_TurnNumber < 389
and not FactionIsLocal
console_command add_money armenia, 30000
end_monitor

monitor_event FactionTurnStart FactionType armenia
and Treasury < 10001
and I_TurnNumber > 100
and I_TurnNumber < 389
and not FactionIsLocal
console_command add_money armenia, 40000
end_monitor


;Sauromatae - armenia (after 175BC) - 50K-80K

monitor_event FactionTurnStart FactionType armenia
and Treasury > 140000
and I_TurnNumber > 388
and not FactionIsLocal
console_command add_money armenia, -90000
end_monitor

monitor_event FactionTurnStart FactionType armenia
and Treasury > 110000
and Treasury < 140001
and I_TurnNumber > 388
and not FactionIsLocal
console_command add_money armenia, -60000
end_monitor

monitor_event FactionTurnStart FactionType armenia
and Treasury > 80000
and Treasury < 110001
and I_TurnNumber > 388
and not FactionIsLocal
console_command add_money armenia, -30000
end_monitor

monitor_event FactionTurnStart FactionType armenia
and Treasury > 20000
and Treasury < 50001
and I_TurnNumber > 388
and not FactionIsLocal
console_command add_money armenia, 30000
end_monitor

monitor_event FactionTurnStart FactionType armenia
and Treasury < 20001
and I_TurnNumber > 388
and not FactionIsLocal
console_command add_money armenia, 50000
end_monitor


;--------------------------------------------------
;Lusotannan - spain (272BC to 122BC) - 40K-70K

monitor_event FactionTurnStart FactionType spain
and Treasury > 130000
and I_TurnNumber < 600
and not FactionIsLocal
console_command add_money spain, -90000
end_monitor

monitor_event FactionTurnStart FactionType spain
and Treasury > 100000
and Treasury < 130001
and I_TurnNumber < 600
and not FactionIsLocal
console_command add_money spain, -60000
end_monitor

monitor_event FactionTurnStart FactionType spain
and Treasury > 70000
and Treasury < 100001
and I_TurnNumber < 600
and not FactionIsLocal
console_command add_money spain, -30000
end_monitor

monitor_event FactionTurnStart FactionType spain
and Treasury > 10000
and Treasury < 40001
and I_TurnNumber < 600
and not FactionIsLocal
console_command add_money spain, 30000
end_monitor

monitor_event FactionTurnStart FactionType spain
and Treasury < 10001
and I_TurnNumber < 600
and not FactionIsLocal
console_command add_money spain, 40000
end_monitor


;Lusotannan - spain (after 121BC) - 30K-50K

monitor_event FactionTurnStart FactionType spain
and Treasury > 90000
and I_TurnNumber > 599
and not FactionIsLocal
console_command add_money spain, -60000
end_monitor

monitor_event FactionTurnStart FactionType spain
and Treasury > 70000
and Treasury < 90001
and I_TurnNumber > 599
and not FactionIsLocal
console_command add_money spain, -40000
end_monitor

monitor_event FactionTurnStart FactionType spain
and Treasury > 50000
and Treasury < 70001
and I_TurnNumber > 599
and not FactionIsLocal
console_command add_money spain, -20000
end_monitor

monitor_event FactionTurnStart FactionType spain
and Treasury < 30001
and I_TurnNumber > 599
and not FactionIsLocal
console_command add_money spain, 30000
end_monitor


;--------------------------------------------------
;Epeiros - thrace (272BC to 168BC) - 10K-20K

monitor_event FactionTurnStart FactionType thrace
and Treasury > 60000
and I_TurnNumber < 417
;and not FactionIsLocal
console_command add_money thrace, -50000
end_monitor

monitor_event FactionTurnStart FactionType thrace
and Treasury > 50000
and Treasury < 60001
and I_TurnNumber < 417
;and not FactionIsLocal
console_command add_money thrace, -40000
end_monitor

monitor_event FactionTurnStart FactionType thrace
and Treasury > 40000
and Treasury < 50001
and I_TurnNumber < 417
;and not FactionIsLocal
console_command add_money thrace, -30000
end_monitor

monitor_event FactionTurnStart FactionType thrace
and Treasury > 30000
and Treasury < 40001
and I_TurnNumber < 417
;and not FactionIsLocal
console_command add_money thrace, -20000
end_monitor

monitor_event FactionTurnStart FactionType thrace
and Treasury > 20000
and Treasury < 30001
and I_TurnNumber < 417
;and not FactionIsLocal
console_command add_money thrace, -10000
end_monitor

monitor_event FactionTurnStart FactionType thrace
and Treasury < 10001
and I_TurnNumber < 417
;and not FactionIsLocal
console_command add_money thrace, 10000
end_monitor


;Epeiros - thrace (after 167BC) - 5K-10K

monitor_event FactionTurnStart FactionType thrace
and Treasury > 35000
and I_TurnNumber > 416
and not FactionIsLocal
console_command add_money thrace, -30000
end_monitor

monitor_event FactionTurnStart FactionType thrace
and Treasury > 30000
and Treasury < 35001
and I_TurnNumber > 416
and not FactionIsLocal
console_command add_money thrace, -25000
end_monitor

monitor_event FactionTurnStart FactionType thrace
and Treasury > 25000
and Treasury < 30001
and I_TurnNumber > 416
and not FactionIsLocal
console_command add_money thrace, -20000
end_monitor

monitor_event FactionTurnStart FactionType thrace
and Treasury > 20000
and Treasury < 25001
and I_TurnNumber > 416
and not FactionIsLocal
console_command add_money thrace, -15000
end_monitor

monitor_event FactionTurnStart FactionType thrace
and Treasury > 15000
and Treasury < 20001
and I_TurnNumber > 416
and not FactionIsLocal
console_command add_money thrace, -10000
end_monitor

monitor_event FactionTurnStart FactionType thrace
and Treasury > 10000
and Treasury < 15001
and I_TurnNumber > 416
and not FactionIsLocal
console_command add_money thrace, -5000
end_monitor

monitor_event FactionTurnStart FactionType thrace
and Treasury < 5001
and I_TurnNumber > 416
and not FactionIsLocal
console_command add_money thrace, 5000
end_monitor


;--------------------------------------------------
;Eleutheroi - slave (2750 per city)

monitor_event SettlementTurnStart FactionType slave

console_command add_money slave, 2750

end_monitor

Cheexsta
06-07-2007, 13:15
One thing to consider - and I may be wrong on this point, I haven't had a chance to test it - is that I think the the "Treasury" condition actually looks at the local faction's treasury by default. So, for example, instead of looking in the AI Rome's treasury to see if they have a certain amount of money, it looks in the player's treasury, no matter which faction they are playing.

To work around this, I think you would have to change it to be like this:


and Treasury seleucid > 140000

Or possibly this:


and Treasury FactionType seleucid > 140000

Again, I don't know for sure and it would take a fair bit of testing to check. I'm basing my assumptions off the docudemon files which mention "faction" as being a trigger requirement.

Atilius
06-09-2007, 07:38
...is that I think the the "Treasury" condition actually looks at the local faction's treasury by default. So, for example, instead of looking in the AI Rome's treasury to see if they have a certain amount of money, it looks in the player's treasury, no matter which faction they are playing...

...I'm basing my assumptions off the docudemon files which mention "faction" as being a trigger requirement.

No, a trigger is supplied by the event which the event monitor is looking for. The Treasury condition will not accept a parameter. For example:


monitor_event FactionTurnStart Treasury > 1000
console_command puppify_my_love
end_monitor

will execute the puppify_my_love console command at the beginning of every faction's turn (player controlled or not) if the faction's treasury contains at least 1000 mnai. The FactionTurnStart event is passing the faction trigger to the Treasury condition.

Redmeth
06-11-2007, 10:23
Unfortunately you will need to transplant the EBBS (modified or not) into the campaign_script.txt, as in the -ai game you cannot start the EBBS script. I'm not entirely sure how you do this, but my guess would be to copy all the bits inbetween the start and end script lines into the campaign_script at the end of the file (before the end script line) as is. But very good for churning off test games. Be wary of ctds though. It cannot save, so you'll need to be checking on things all the while, just in case it ends unexpectedly.

Foot

At the end of the campaign script there's a terminate_script and an end_script line. Where do I paste all of the EBBS script BEFORE both or BETWEEN the terminate and the end_script lines? :help:

Redmeth
06-11-2007, 16:09
I made this test using my money script, mlp0701's mercenary modification and JMRC's victory conditions. This is the setup I'm using and wanted to testing out using an autoplay game controlling the Casse (I gave them ~30k every 10 years because they did not receive the bonuses) Everybody expanded very well especially the Aedui, Getai(!!) and Carthage. Sweboz, Pahlava and Sauromatae were very static which usually is not the case except for the Sauro. Using the merc mod I noticed very few stacks and while it's a good thing it's a bit worrying because I think for the human player it would be easy to overrun the AI.
So here are the screenies, you can judge for yourselves.
260
https://img380.imageshack.us/img380/1441/tcomb260.jpg
250
https://img380.imageshack.us/img380/1559/tcomb250.jpg
240
https://img380.imageshack.us/img380/4881/tcomb240.jpg
230
https://img380.imageshack.us/img380/4369/tcomb230.jpg
220
https://img380.imageshack.us/img380/7/tcomb220.jpg
210
https://img380.imageshack.us/img380/5755/tcomb210.jpg
200
https://img380.imageshack.us/img380/1922/tcomb200.jpg
190
https://img519.imageshack.us/img519/1640/tcomb190.jpg
180
https://img519.imageshack.us/img519/598/tcomb180.jpg
170
https://img519.imageshack.us/img519/4336/tcomb170.jpg
160
https://img78.imageshack.us/img78/2897/tcomb160pg3.jpg
I could not get past a repeating CTD in 160 so that's as far as it gets.

mlp071
06-11-2007, 20:05
AI has available roughly 1 stack per 4-5 provinces of mercs to recruit, in most of the areas. For empires with 15+ provinces,(which you have in 200) that would translate into 3 stacks every 3-4 years.And AI doesn't have to own the province to be able to recruit mercs from it.By the year 200 that should be quite a bit,something between 54-72 stacks of merc per 5 provinces , if AI is buying them and therefore they get replenished.

Thing is does AI has finances to buy them, or develop income buildings to boost his economic situation?

I can lower mercs prices back to original ones and see if that helps. And if not, spawn times can be shorter too.Will play with it and see.

Thanks for feedback :2thumbsup: