Re: AI faction governments
That'd be pretty bizarre, actually. As far as I can tell, the script always places the lowest-number available government for the AI (I never see lvl 4 governments). Some eleutheroi towns have government buildings, though. Maybe Tamane has a government building as an eleutheroi town at the start of the game which doesn't get destroyed when the Saba take the city because its already their culture and the game thinks its a Saba building?
Re: AI faction governments
hmmm all I can say is that I doubt it's intentional.
Re: AI faction governments
the AI finally learned to place govt buildings by themself, but they put the wrong one... :grin:
Re: AI faction governments
the worst place indeed, afterall there are neither units nor recruitable generals for saba there :/
noone seen something like this before?
Re: AI faction governments
I conquered Seleukia as Hai in my latest campaign during a daring raid deep into enemy territory and razed their troop producing centers and government to the ground. What did they rebuild in a city which gives them some amazing factional recruitment options? A level 4 government...
Now they swarm up with Arabian slingers and Parthian spearmen instead of Thorakitai and Argyraspidai.
Re: AI faction governments
If they get the settlements by rebellion or via diplomacy the script doesn't fire in my observance, and the AI has to build a government on its own, resulting in 'wrong' decisions in placing. However, the AI can't understand the complexity of the EB-building trees.
XSamatan
Re: AI faction governments
Quote:
Originally Posted by
XSamatan
If they get the settlements by rebellion or via diplomacy the script doesn't fire in my observance, and the AI has to build a government on its own, resulting in 'wrong' decisions in placing. However, the AI can't understand the complexity of the EB-building trees.
XSamatan
so maybe we should think as "oh this city is cursed! we should let a client ruler built that again!"
well, note to self : maybe we must think again about ai behaviour in RTW based mods
Re: AI faction governments
Quote:
Originally Posted by
Sonic
well, note to self : maybe we must think again about ai behaviour in RTW based mods
Don't want to discourage you, but the AI is mostly hardcoded in RTW, only BI/ALEX improve it a little bit. You will see an other gaming experience in EB2 because of the more modable AI there.
XSamatan
Re: AI faction governments
Quote:
Originally Posted by
XSamatan
Don't want to discourage you, but the AI is mostly hardcoded in RTW, only BI/ALEX improve it a little bit. You will see an other gaming experience in EB2 because of the more modable AI there.
XSamatan
umm, sonic just re-vamped our mod's EDB "structures" to be more "AI-friendly" actually...