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we're having a guy make a massive new map for us, and I raised to him the concern that cities should be within 1 turn from each other for the AI to make proper decisions. Is that correct, or what is the proper guideline for how far the cities can be spaced out?
Yes, if posible, all setlements should be exactly one turn away from all adjacent settlements for optimal AI performance. Though according to nikolai1962's map modding research actual settlement locations dose not matter as much, but the "center" of a region should be 1 turns movement from the "center" of all adjacent regions. I recomend the mapper for all mods read this thread.
@Tchouk:
The problem is that new "gameplay" elements need to be made within the scope of the AI, not the other way around. This limits the modding capability as far as gameplay it's self goes as the vanilla game it's self includes gameplay elements that are not within the scope of the AI, for example the AI is incapable of recognizing the difference between castles and cities.
@MarkaR:
Your post is dificult to read, so I may be misunderstanding cirtain aspects (I assume English is not your first language)
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As Nikolay 1962 said: the main problem is an unwillingness of AI to develop a city and as a consequence to employ strong and expensive units. Other problems: how to force Pathfindig to work together with AI type according to mode's strategy.
This is not entirely true, the AI will refrain from building armies if invade="invade_none" is used when not at war (descr_campaign_ai_db.xml)and will build up it's economy and military buildings, though it will still try to maintain military balance with neighboring factions.
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2. AI type (each type is fixed in engine and to change it is impossible, but it is possible to jump from one type to another changing AI label)
Points 1+2 represent military force of fraction and warn AI against an attack
This I dont really understand, the AI labels themselves can be changed by modding the descr_campaign_ai_db.xml. If you are unable to open/mod xml files I suggest googling "xml marker" its a free downloadable xml editor that I find extreamly well made, it is now the program I use to open/edit all xml and txt files.
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5.Pathfindig depends on complexity map (it is possible to change it) and has executive character for AI after AI
again all mod mappers should read nikolai1962's map modding research thread (link above)
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We have broken down military power of units into three classes. Each class has the factor G equal to the relation of the sum of hiring and the maintenance to military force of division (the sum of military characteristics of a separate unit increased by quantity of units in division).
I have tried a similar method, keep in mind that the AI is more interested in the cost-effect of a unit rather then a unit's actual strength, also when considering cost-effect the AI is not able to consider upkeep, only initial recruitment cost, thus the upkeep of all units should be made a set percentage of the recruitment cost. Thus to get the AI to build higher level barracks etc you must make the higher tier units more cost-effective rarther then just better. Also the formula the AI uses to determine cost-effectiveness is quite a mystery to me.
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Also, it is necessary to talk about generals. AI often proposes them and makes them in a family. Generals are unique units and consequently are useful in the military plan and are harmful for the economic. To adjust their number, the second class units with characteristics of murderers of generals must be created. AI actively uses them especially in auto-calc.
The AI is capable of spawning generals as needed, more on harder difficulty settings. This cannot be controled, however scripting in a refund for all generals in an AI faction (generals, not the unit associated with them) is posible and limits the impact they make on the AI's ecconomy.