+DOC+
05-19-2003, 13:46
One of the weaknesses of the MTW campaign was the amount of peasant heavy AI armies one would see. This trend often continued right through the game and often resulted in the game getting progressively easier as the various periods arrived.
I believe the new building destruction rules introduced in VI expansion by ECS have gone someway to helping alleviate the return to Stone-age phenomenon. This being that buildings are now only damaged when the whole province including the castle is taken. This prevents the multiple degradation due to the AI poorly defending its valuable provinces; it can now react and take back besieged provinces without any loss to the building tech level.
However, there is another way to encourage the AI to build better armies. If you observe the AI build values for peasants in the prod file you'll notice that the values are very low. Nevertheless, the AI still seems to build a lot of peasants? The reason for this is their build requirement of "fort-only"... thus when the AI only has a fort in the province it can ONLY build peasants If the AI then chooses to build a unit it will only be able to build peasants regardless of how low the build values are set. This is compounded by the fact that the AI will often have provinces with only forts in them.
So, by changing the build requirement of peasants to "fort and town watch" for example, one can somewhat alleviate the AI's tendency to build a large number of peasants. In this instance they will also have the option to build urban militia and will tend to do so due to the build values. With VI some factions don't suffer from this quite so much as some of the new units also only require a fort to build, e.g. slav warriors.
Anyway, in essence what i am trying to say is that to improve the quality of AI armies, don't allow them the option of building peasants or other weak units alone. Instead, make sure the AI has a choice.
Many of you modders will undoubtedly know this already, but for the casual gamer, it might help them get a better challenge from the AI. http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif
I believe the new building destruction rules introduced in VI expansion by ECS have gone someway to helping alleviate the return to Stone-age phenomenon. This being that buildings are now only damaged when the whole province including the castle is taken. This prevents the multiple degradation due to the AI poorly defending its valuable provinces; it can now react and take back besieged provinces without any loss to the building tech level.
However, there is another way to encourage the AI to build better armies. If you observe the AI build values for peasants in the prod file you'll notice that the values are very low. Nevertheless, the AI still seems to build a lot of peasants? The reason for this is their build requirement of "fort-only"... thus when the AI only has a fort in the province it can ONLY build peasants If the AI then chooses to build a unit it will only be able to build peasants regardless of how low the build values are set. This is compounded by the fact that the AI will often have provinces with only forts in them.
So, by changing the build requirement of peasants to "fort and town watch" for example, one can somewhat alleviate the AI's tendency to build a large number of peasants. In this instance they will also have the option to build urban militia and will tend to do so due to the build values. With VI some factions don't suffer from this quite so much as some of the new units also only require a fort to build, e.g. slav warriors.
Anyway, in essence what i am trying to say is that to improve the quality of AI armies, don't allow them the option of building peasants or other weak units alone. Instead, make sure the AI has a choice.
Many of you modders will undoubtedly know this already, but for the casual gamer, it might help them get a better challenge from the AI. http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif