View Full Version : My next game, money will not be an object.
I am going to mod the start period where all factions start off with as much money as I can give them (Does anyone know the exact amout that the maximum is?) and see what the AI does with it. I am tired of seeing the Danes go into finantial ruin. I also hate seeing seas of peasants for an AI army.
Well no more.
My Housemate did this. Prepare for the bribing of alot of armies on all sides of all factions and then massive ransoms being paid. It all gets rather silly as I got told. Have fun. ~D
My Housemate did this. Prepare for the bribing of alot of armies on all sides of all factions and then massive ransoms being paid. It all gets rather silly as I got told. Have fun. ~D
Good to know, I will make sure that Heirs are the leaders of the good stacks.
Grey_Fox
09-17-2005, 12:08
I would not give the AI a lot of cash since it would just waste it all on buying peasants and urban militia. I would give the AI better tech upgrades at the start, and then maybe a bit extra cash, so it will actually field good units.
Want to improve the AI?
Give them ports, shipbuilders and a fleet. Even the Danish start acting properly with that ~;)
Ironside
09-18-2005, 12:52
Mod the port-income to atleast 100% (can you make it higher? Haven't tried).
That means that the comp earn as much as you on your trade-network. And add the muter-field from VI. Reduces peasants quite a lot.
professorspatula
09-18-2005, 13:55
You don't necessarily need to mod the game to give the AI factions loads of money. You can use the built in developer 'cheats' and select each faction and type in the code that gives them a million florins before going back to the faction you wish to control (do a search for the codes if you don't know about them already). However, the AI is stupid when it gets money. Yes it trains lots of troops, but then it spends all its time bribing other armies. No army is safe and a loyal region can be bribed and lost in any turn. And then the AI's money runs out and it has made no precautions to protect itself from bankruptcy, which will happen and then it'll spend the rest of the game with massive debts and armies it cannot afford. Giving the AI billions instead of a few million might prevent the AI going bankrupt early, but the campaign will end up with bribed regions all the time and get boring I'd imagine. Upping the amount of money you can make from trade and farms so there's more money all round might be better - but time consuming to mod I expect.
EatYerGreens
09-19-2005, 02:58
It would be interesting if it were possible to make some buildings also generate a small amount of income, so that they become worth making in provinces which have poor farm output. The Cathedral, for instance, generates some income, so there must be an existing data field where this could be inserted, or edited?
I had in mind things as cheap and basic as the fort, or castles in general. You'll notice how most of them are given names to match what are nowadays major cities. They may well have started life as forts, because it was a defensible place but, historically, these always attracted settlement nearby, since people could make money by servicing the needs of the garrison and also run to it for protection, in a crisis.
Personally, I would go down the route spatula just suggested and alter the province income levels. I liked the idea of that mod where sea-trade income is reduced, to give the AI more of a chance, though I expect the Byz will still do well for themselves by taking over half the map. ~;)
Modifying province incomes will require careful thought and it might help to begin by assessing whether any faction already has an edge at the start of the game, or if everything is carefully balanced, with obvious exceptions, like Aragon and the Danes.
Does anyone happen to know which file to look at to see all the province base level agricultural outputs, resources and trade goods values?
Ironside
09-19-2005, 07:09
Startposition files I think it was (I'm not on my home computer ATM). You know those early, high, late files.
Modding port income is very easy, you just need to change a number on one row.
EatYerGreens
09-19-2005, 07:15
Thanks, Ironside. I'll check that out later (I'm busy in a campaign just now).
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