Shadowwalker
09-11-2014, 20:15
So I have been pondering about this quite for some time even before the release of EB II.
My idea has been to adjust the AI money bonus according to the factions' size.
In the following spoilers I'll don't include the whole script changes but only use one faction as an example.
The is how it is currently set by the EB team:
monitor_event FactionTurnStart FactionType f_rome
and IsFactionAIControlled
and Treasury < 600
if I_LosingMoney f_rome
increment_kings_purse f_rome 1000
end_if
if not I_LosingMoney f_rome
console_command add_money f_rome, 400
end_if
end_monitor
;;;;;;;;;;;;;;;;;;
monitor_event FactionTurnStart FactionType f_rome
and IsFactionAIControlled
and not LosingMoney
and Treasury > 20000
increment_kings_purse f_rome -1000
end_monitor
And this is what I changed it to:
monitor_event FactionTurnStart FactionType f_rome
and IsFactionAIControlled
if not I_NumberOfSettlements f_rome > 6
set_kings_purse f_rome 4000
end_if
end_monitor
;;;;;;;;;;;;;;;;;;;;;;;;;;;
monitor_event FactionTurnStart FactionType f_rome
and IsFactionAIControlled
if I_NumberOfSettlements f_rome > 6
if not I_NumberOfSettlements f_rome > 8
set_kings_purse f_rome 2000
end_if
end_monitor
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
monitor_event FactionTurnStart FactionType f_rome
and IsFactionAIControlled
if I_NumberOfSettlements f_rome > 8
set_kings_purse f_rome 0
end_if
end_monitor
;;;;;;;;;;;;;;;;;;;;;;;;;;;;
monitor_event FactionTurnStart FactionType f_rome
and IsFactionAIControlled
and Treasury < 600
if I_LosingMoney f_rome
console_command add_money f_rome, 2000
end_if
end_monitor
;;;;;;;;;;;;;;;;;;;;;;;;;;;
monitor_event FactionTurnStart FactionType f_rome
and IsFactionAIControlled
and not LosingMoney
and Treasury > 20000
console_command add_money f_rome -3000
end_monitor
(1) small factions and factions that haven't grown beyond their starting size +1 province receive a significant bonus (4000 mnai) to their income.
(2) factions that have grown a bit (stating provinces +3) still receive a moderate money bonus (2000 mnai)
(3) larger factions (>starting provinces +3) receive no automatic bonus to their income anymore, unless they are losing money.
(4) the "take away some money from the AI if they have too much" script has been altered a bit, but I didn't change the basic approach there.
(4) the slave faction hasn't been touched because they are actually developing their settlements and recruting nicely, no need to change much there in my opinion.
(5) No changes to the player setting, all the changes are affecting the AI exclusively.
In theory this is meant to provide the following changes:
Small factions (in particular all the 1-province factions) don't start with an immediate debt when AI-controlled.
Growing factions are slowed down a bit.
There is hopefully less chance (or even no chance, can't say for sure yet as the whole thing lacks serious testing so far) for factions who own only 1 or two provinces (Pergamon! Massylia! Lusotannan!) to spam 5 or even 6 stacks without doing anything.
I tested it at least a bit yet, the altered campaign script doesn't crash the game (started 3 games with different factions and hit "end turn" for 20 turns).
I ran into a really odd bug though. My changes seem to have caused the "select potential successor" script ceasing to work. Which is rather mysterious as I didn't touch that script at all. Does any of you have an idea what may have caused this?
I attach the file nevertheless, just in case you want to have a look at it.
I don't recommend using the file yet due to the mentioned bug, though.
My idea has been to adjust the AI money bonus according to the factions' size.
In the following spoilers I'll don't include the whole script changes but only use one faction as an example.
The is how it is currently set by the EB team:
monitor_event FactionTurnStart FactionType f_rome
and IsFactionAIControlled
and Treasury < 600
if I_LosingMoney f_rome
increment_kings_purse f_rome 1000
end_if
if not I_LosingMoney f_rome
console_command add_money f_rome, 400
end_if
end_monitor
;;;;;;;;;;;;;;;;;;
monitor_event FactionTurnStart FactionType f_rome
and IsFactionAIControlled
and not LosingMoney
and Treasury > 20000
increment_kings_purse f_rome -1000
end_monitor
And this is what I changed it to:
monitor_event FactionTurnStart FactionType f_rome
and IsFactionAIControlled
if not I_NumberOfSettlements f_rome > 6
set_kings_purse f_rome 4000
end_if
end_monitor
;;;;;;;;;;;;;;;;;;;;;;;;;;;
monitor_event FactionTurnStart FactionType f_rome
and IsFactionAIControlled
if I_NumberOfSettlements f_rome > 6
if not I_NumberOfSettlements f_rome > 8
set_kings_purse f_rome 2000
end_if
end_monitor
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
monitor_event FactionTurnStart FactionType f_rome
and IsFactionAIControlled
if I_NumberOfSettlements f_rome > 8
set_kings_purse f_rome 0
end_if
end_monitor
;;;;;;;;;;;;;;;;;;;;;;;;;;;;
monitor_event FactionTurnStart FactionType f_rome
and IsFactionAIControlled
and Treasury < 600
if I_LosingMoney f_rome
console_command add_money f_rome, 2000
end_if
end_monitor
;;;;;;;;;;;;;;;;;;;;;;;;;;;
monitor_event FactionTurnStart FactionType f_rome
and IsFactionAIControlled
and not LosingMoney
and Treasury > 20000
console_command add_money f_rome -3000
end_monitor
(1) small factions and factions that haven't grown beyond their starting size +1 province receive a significant bonus (4000 mnai) to their income.
(2) factions that have grown a bit (stating provinces +3) still receive a moderate money bonus (2000 mnai)
(3) larger factions (>starting provinces +3) receive no automatic bonus to their income anymore, unless they are losing money.
(4) the "take away some money from the AI if they have too much" script has been altered a bit, but I didn't change the basic approach there.
(4) the slave faction hasn't been touched because they are actually developing their settlements and recruting nicely, no need to change much there in my opinion.
(5) No changes to the player setting, all the changes are affecting the AI exclusively.
In theory this is meant to provide the following changes:
Small factions (in particular all the 1-province factions) don't start with an immediate debt when AI-controlled.
Growing factions are slowed down a bit.
There is hopefully less chance (or even no chance, can't say for sure yet as the whole thing lacks serious testing so far) for factions who own only 1 or two provinces (Pergamon! Massylia! Lusotannan!) to spam 5 or even 6 stacks without doing anything.
I tested it at least a bit yet, the altered campaign script doesn't crash the game (started 3 games with different factions and hit "end turn" for 20 turns).
I ran into a really odd bug though. My changes seem to have caused the "select potential successor" script ceasing to work. Which is rather mysterious as I didn't touch that script at all. Does any of you have an idea what may have caused this?
I attach the file nevertheless, just in case you want to have a look at it.
I don't recommend using the file yet due to the mentioned bug, though.