vollorix
04-05-2011, 23:40
1. Is it possible to disable/alter the pop.add.script for each city individually?
- my thoughts were to leave the script unchanged only for some really large and important cities like Roma etc.
2. If yes, does it matter wich numbers are put in? Is there any logic/system behind?
3. Do i have to change anything else to not corrupt the script?
Thanx in advance!
fomalhaut
04-07-2011, 01:41
i was wondering the same thing for money, as i want blockade's and other things to affect the enemy.
vollorix
04-07-2011, 02:54
Well, the money script is easier to adjust, imo, but my point is that AI should have enough money just to be able to do anything at all, but with no permanent manpower supply they won´t be able to steamroll everything so fast, and a human player won´t have to fight stack after stack after about 20 years into campaign. Some settlements, the really large and important ones, would remain "undepletable" ( therefore my question about individual changes ), but since AI can only recruit 1 unit per turn from those settlements it won´t be able to simultaniously field multiple stacks at will, and you won´t have to ultimatly destroy the AI faction completely to lame it. Also, money script could be more sophisticated, adjusted to each faction specifically ( i haven´t get fully into it yet ), but right now i simply lack the knowledge how to do it, and have to admire the work allready done by the EB team.
I guess, to completly synchronize menpower with city size, one would have to change the starting size of AI settlements, like: starting "minor city" size with 500/1000 "population". That way the towns would have a good growth due to little squalor, but would still be depleted after too extensive use of menpower ressources ( also, one could leave a small bonus for at least some settlements ). There is a building "military settler colony" for example, which should symbolize the migragion of a part of population in a city, reducing growth, and increasing public order - the law bonus; but it would be actually cool to have a "colony" building which would increase the growth, and public order, in those colonies founded in a newly conquered/acquired province = more men power to drain from. Colonists sendings could be tied to Lvl. I government, while the military colonies would be allowed only with Lvl. II government for the Romans and the Greek factions.
If it is known that AI seldom builds public health buildings, then there is a question why? I´d say, AI loves to build anything that brings cash in their coffers, after Barracks of course; why not add trade/tax bonuses to those buildings, just to give AI a motivation, or am i completly wrong?
On the other hand, the summs wich are given to the AI ( from what i´ve seen in the script ) are quite insane compared to what you´d need to keep a stable income. I have yet to figure out why are they so high, since a command line by reducing of factions cash by 40k mnai only starts if a faction got move then 300k!
Anyway, i guess i´ll have to figure all that by myself, though i only have asked 3 "yes" or "no" questions without any need for further explanation. Like in that old saying: "If you wan´t something to be done right then do it yourself" :chef:
fomalhaut
04-07-2011, 06:27
the unlimited manpower is a huge issue. and yeah, i see some factions becoming the richest faction because they have such a poor economy that they just keep getting money! like Casse, which will out of the blue get richest faction (ill have 100k+) and ill look... 1 town! with a full army.
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