I want to have this script in my EB where is it ???
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I want to have this script in my EB where is it ???
I have another approach in mind. I want to make the game harder for the player, and slow expansion (generally, but not make it impossible). At the same time, I want to avoid the AI having 'endless big stacks' which is, as you point out, boring as hell.Quote:
Originally Posted by The Errant
There seems to be an easy approach...
1. Extract money from the player (one way or another). Since the AI has more money (i.e. the script), it will have less trouble with a mechanism that extracts money over time. It seems the best way to do this is to make buildings more expensive. This will NEVER 'break' the AI, since you don't HAVE to buy buildings, and they have no maintenance costs.
Taking money from the player will slow the rate at which they are able to wage war, increase the importance of key battles, etc.
2. Make battles more even, that is, give the AI a fighting chance when they have equal or greater numbers. My Epic Battles mod does this fairly effectively in my testing so far.
Therefore, I propose to produce a 'Challenge' mod, using both these things, to make the game a lot harder and more interesting. I am hoping that using the challenge mod the AI can be set to H/M, and that this will reduce the incidence of multiple full stacks coming from the big empires.
Hence the question about what the script does to money on H level.
Thanks,
Hunter
I noticed that you switched the difficult start bonus for Baktria and Armenia. Armenia (romans_scipii) gets it for 20 turns while Baktria (romans_brutii) gets it for 40 turns. I figured this was backwards so I switched it when I posted the code on the front page. Are Rome and the Saba supposed to have a treasury cap of 100000 instead of 80000?Quote:
Originally Posted by The Errant
In me 1 test after the discusion over the problem whit the script not loading. The negative dept checking konditions are working for me. I have quit a stabil campain ( again the Seleuce are quit strong but not monstrous:P, the Ptoleis are holding quit good, and Pahlava and Bactria are advancing into AS lands.)
What I dont like is that the factions Like Pontus or the Hai, after becoming stagnat just fxplod whit theyr tresury (pontus curently nearing 1milion in 249bc). So I am working on a step cap for the factions taking.
That's about right. Hayasdan has problems starting the game but once they get moving they can become quite powerful. Baktria is overpowered as it is so I nerfed them even more in my new script. Same goes for the Carthies.Quote:
Originally Posted by Sheep
The 100000 treasury cap Eminos64 introduced was good, but much too high. The new highest treasury cap for any faction is 80000 with the Ptolies, Carthies and Baktria getting it lowered to 70000. I want the Seleukids to be overrun by Pahlava, Pontos, Hayasdan or one of the other steppe factions. Not Baktria or Ptolies.
Saba and Rome have both had their treasury capped lower. And the steppe factions get a total of 80 turns with the starting bonus of 6000 per turn.
It's a careful balance I'm constructing. I want the Lusotana to beat the Carthies in Iberia if the AI will just put up the effort. The Getai are as well off as can be expected. Only the Sweboz expansion is a bit over the top but they mostly take large and poor provinces in the north.
I feel I'm very close to the final build. The things I've managed to do have already improved the game immensly in my opinion.
I'll see how the latest script affects things. If it works the way I planned, it might be the final version. Until the next EB build comes out and we have to start this thing all over again.
In my opinion you shouldn't act like a director through the script it takes out much of the "random" factors in campaigns in some the Seleucids get big in some the Baktria, Pontus, Pahlava, Hai and Ptolemies become allies and tear them apart, the EB team has put all of them in historical positions as they were some had many mines and were richer (Hai, Baktria, Seleucids) and some like the Steppe factions were poorer (Sauromatae, Saka)Quote:
Originally Posted by The Errant
Keep in mind that giving big bonuses to the Steppe factions and to those you want to expand will make your eprience playing against them annoying like playing against the Seleucids.
An EB player controlling the Seleucids will keep scratching his head saying how do these grass-eating bastards (Sarmatians) keep sending those HA stacks after me, and Parthia if you keep giving them a lot of money becomes a superpower, try fighting a few stacks of grivpanhar, cataphracts and HA + plus some foot archers, that's just as bad as fighting stacks of Seleucids (eventually).
In my approach I tried to keep the bonuses equal for all and stop the factions that got big from flooding you with troops which is exactly what the lesser factions will do if you pump them up with money. The treasury cap thing is pretty ineffectual as they'll always recruit as much as they can and when they go above the cap and you take their money away, they'll just get it back from the script in the next few turns.
The tweaks should keep things more or less how they are. As not all factions (and men) are created equal and should not be just as strong or own about the same number of territories. Starting to sound a bit communist.. :laugh4:
This is the approach I chose and my reasons:
Because some factions are supposed to develop slower (Getai) than others (Romans) but instead make sure they don't get into big debt early (the rough start bonus) and encourage them to build their own infrastructure (20 years of flat bonus) and after that making sure they don't simply flood the map with stacks (the stepped bonus) .
Just my opinion, I appreciate your work and effort I just don't like the way you're going trying to direct the factions into expanding as you wish they would.
@Sheep: check your inbox please.
I quit agree whit Redmeth, my tries go to givin every on an eaquel chance.
One of the fings that made me foll for EB whas, when I played my 2 campain, the 1 was almoust as vanilla whit the expansion of AI, and i vas in the east, thinkink, like well at this time the gauls should be goners, an Aedui diplomat came and we tradet maps, I went like, OMG the aedui took Segesta, Bonia and Patvium, an as i send spies there, they had strong garnison there, I was totali amazed. from there on I had almoust never had 2 campains that were the same, until 0.8 that is, where the East, ended almous always the same , Whit a big gray death.
My goal is to restore the variety, have a campaine where the AS gets owern, and then another, in wich they emerge victorious, etc.
The underlying principle defining all the work I've managed to do so far is to make sure every single faction in the game is still around at 200 B.C.
From the Saka Katapracts to the Celtic slingers and Libyan spearmen. I want the player to have the chance to experience all these interesting enemies in a single campain with a single faction.
That's what I'm working for. It might not be possible to balance the game to that degree. But the team put so much effort into making this great game it would be a shame if the average player didn't have have the chance to experience all of EB's glory. I admit a bias towards nerfing big factions. I don't want a monster sending wave after wave of enemies towards me. I like variety. So I strive to nerf the Seleukids. Just to keep them in the game but not to kill them.
The Baktrians are a successor state. They share many of the same units that the Seleukids have but are still somewhat different. But the Pahlava are something completely different. A true steppe faction with flavor. I want to fight them all in a campaign. Not just one. But all with their different troops and tactics.
That's the dream. To be able to fight as many different types of enemies that are in the game. And doing it in a campaign where a victory or defeat actually means something.
Might not be possible. But I sure as Hell intend to try it.
Keep up the good work. Ive been waiting for something like this and as far as I can see youve already had quite impressive results.
There is something to be said for both philosophies, and I'm sure TheErrant doesn't want the same results in every campaign, but he just wants to make it POSSIBLE for the Parthians to defeat the AS, etc. Not necessarily to happen every time. Although I shouldn't be speaking for him.
Right now I am testing Redmeth's latest script. Should have a test done today sometime, then another one in the next few days. If TheErrant finishes his script to his satisfaction, I'll give that one a whirl as well.
(edit)
Also, TheErrant, if you wish to PM me with a short developer's statement to explain your goals on the front page, that would be fine. If you want to. Not real long though, that second post is already huge!
(edit 2)
First test with Redmeth script 0.4
Played as Casse using BI.exe
https://img213.imageshack.us/img213/...pttest3dd0.png
Well I have revised my script to something more useable than the previous one. It is performing somewhat to what my expectations were, but still need more tweaking to specific factions. Right now their is slow expansion into other territories and alot of fighting between factions. Most armies are small and less numerous than they are with the vanilla script.
The only problem I am having is that factions with one city are still recieve little or no money. At best, they are building the cheapest missile/skirmish unit that is available to recruit. I cannot for the life of me figure out what it is, so if someone could give me assistance in this matter it would be appreciated.
Here is 40 years result of the script:
https://i140.photobucket.com/albums/...scripttest.gif
Code:;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;Section 4: Money Assistance
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;Section 4a: Campaign Setting Money Negation
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
monitor_event FactionTurnStart FactionType romans_julii
and not FactionIsLocal
console_command add_money romans_julii, -10000
end_monitor
monitor_event FactionTurnStart FactionType romans_scipii
and not FactionIsLocal
console_command add_money romans_scipii, -10000
end_monitor
monitor_event FactionTurnStart FactionType romans_brutii
and not FactionIsLocal
console_command add_money romans_brutii, -10000
end_monitor
monitor_event FactionTurnStart FactionType egypt
and not FactionIsLocal
console_command add_money egypt, -10000
end_monitor
monitor_event FactionTurnStart FactionType seleucid
and not FactionIsLocal
console_command add_money seleucid, -10000
end_monitor
monitor_event FactionTurnStart FactionType carthage
and not FactionIsLocal
console_command add_money carthage, -10000
end_monitor
monitor_event FactionTurnStart FactionType parthia
and not FactionIsLocal
console_command add_money parthia, -10000
end_monitor
monitor_event FactionTurnStart FactionType gauls
and not FactionIsLocal
console_command add_money gauls, -10000
end_monitor
monitor_event FactionTurnStart FactionType germans
and not FactionIsLocal
console_command add_money germans, -10000
end_monitor
monitor_event FactionTurnStart FactionType britons
and not FactionIsLocal
console_command add_money britons, -10000
end_monitor
monitor_event FactionTurnStart FactionType greek_cities
and not FactionIsLocal
console_command add_money greek_cities, -10000
end_monitor
monitor_event FactionTurnStart FactionType macedon
and not FactionIsLocal
console_command add_money macedon, -10000
end_monitor
monitor_event FactionTurnStart FactionType pontus
and not FactionIsLocal
console_command add_money pontus, -10000
end_monitor
monitor_event FactionTurnStart FactionType armenia
and not FactionIsLocal
console_command add_money armenia, -10000
end_monitor
monitor_event FactionTurnStart FactionType dacia
and not FactionIsLocal
console_command add_money dacia, -10000
end_monitor
monitor_event FactionTurnStart FactionType scythia
and not FactionIsLocal
console_command add_money scythia, -10000
end_monitor
monitor_event FactionTurnStart FactionType spain
and not FactionIsLocal
console_command add_money spain, -10000
end_monitor
monitor_event FactionTurnStart FactionType thrace
and not FactionIsLocal
console_command add_money thrace, -10000
end_monitor
monitor_event FactionTurnStart FactionType numidia
and not FactionIsLocal
console_command add_money numidia, -10000
end_monitor
monitor_event FactionTurnStart FactionType saba
and not FactionIsLocal
console_command add_money saba, -10000
end_monitor
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;Section 4b: Treasury Reduction
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
monitor_event FactionTurnStart FactionType romans_julii
and not FactionIsLocal
and Treasury > 36000
and I_NumberOfSettlements romans_julii < 6
console_command add_money romans_julii, -12000
end_monitor
monitor_event FactionTurnStart FactionType romans_julii
and not FactionIsLocal
and Treasury > 48000
and I_NumberOfSettlements romans_julii < 11
console_command add_money romans_julii, -18000
end_monitor
monitor_event FactionTurnStart FactionType romans_julii
and not FactionIsLocal
and Treasury > 60000
and I_NumberOfSettlements romans_julii < 16
console_command add_money romans_julii, -24000
end_monitor
monitor_event FactionTurnStart FactionType romans_julii
and not FactionIsLocal
and Treasury > 72000
and I_NumberOfSettlements romans_julii > 15
console_command add_money romans_julii, -30000
end_monitor
monitor_event FactionTurnStart FactionType romans_scipii
and not FactionIsLocal
and Treasury > 36000
and I_NumberOfSettlements romans_scipii < 6
console_command add_money romans_scipii, -12000
end_monitor
monitor_event FactionTurnStart FactionType romans_scipii
and not FactionIsLocal
and Treasury > 48000
and I_NumberOfSettlements romans_scipii < 11
console_command add_money romans_scipii, -18000
end_monitor
monitor_event FactionTurnStart FactionType romans_scipii
and not FactionIsLocal
and Treasury > 60000
and I_NumberOfSettlements romans_scipii < 16
console_command add_money romans_scipii, -24000
end_monitor
monitor_event FactionTurnStart FactionType romans_scipii
and not FactionIsLocal
and Treasury > 72000
and I_NumberOfSettlements romans_scipii > 15
console_command add_money romans_scipii, -30000
end_monitor
monitor_event FactionTurnStart FactionType romans_brutii
and not FactionIsLocal
and Treasury > 36000
and I_NumberOfSettlements romans_brutii < 6
console_command add_money romans_brutii, -12000
end_monitor
monitor_event FactionTurnStart FactionType romans_brutii
and not FactionIsLocal
and Treasury > 48000
and I_NumberOfSettlements romans_brutii < 11
console_command add_money romans_brutii, -18000
end_monitor
monitor_event FactionTurnStart FactionType romans_brutii
and not FactionIsLocal
and Treasury > 60000
and I_NumberOfSettlements romans_brutii < 16
console_command add_money romans_brutii, -24000
end_monitor
monitor_event FactionTurnStart FactionType romans_brutii
and not FactionIsLocal
and Treasury > 72000
and I_NumberOfSettlements romans_brutii > 15
console_command add_money romans_brutii, -30000
end_monitor
monitor_event FactionTurnStart FactionType egypt
and not FactionIsLocal
and Treasury > 36000
and I_NumberOfSettlements egypt < 6
console_command add_money egypt, -12000
end_monitor
monitor_event FactionTurnStart FactionType egypt
and not FactionIsLocal
and Treasury > 48000
and I_NumberOfSettlements egypt < 11
console_command add_money egypt, -18000
end_monitor
monitor_event FactionTurnStart FactionType egypt
and not FactionIsLocal
and Treasury > 60000
and I_NumberOfSettlements egypt < 16
console_command add_money egypt, -24000
end_monitor
monitor_event FactionTurnStart FactionType egypt
and not FactionIsLocal
and Treasury > 72000
and I_NumberOfSettlements egypt > 15
console_command add_money egypt, -30000
end_monitor
monitor_event FactionTurnStart FactionType seleucid
and not FactionIsLocal
and Treasury > 36000
and I_NumberOfSettlements seleucid < 6
console_command add_money seleucid, -12000
end_monitor
monitor_event FactionTurnStart FactionType seleucid
and not FactionIsLocal
and Treasury > 48000
and I_NumberOfSettlements seleucid < 11
console_command add_money seleucid, -18000
end_monitor
monitor_event FactionTurnStart FactionType seleucid
and not FactionIsLocal
and Treasury > 60000
and I_NumberOfSettlements seleucid < 16
console_command add_money seleucid, -24000
end_monitor
monitor_event FactionTurnStart FactionType seleucid
and not FactionIsLocal
and Treasury > 72000
and I_NumberOfSettlements seleucid > 15
console_command add_money seleucid, -30000
end_monitor
monitor_event FactionTurnStart FactionType carthage
and not FactionIsLocal
and Treasury > 36000
and I_NumberOfSettlements carthage < 6
console_command add_money carthage, -12000
end_monitor
monitor_event FactionTurnStart FactionType carthage
and not FactionIsLocal
and Treasury > 48000
and I_NumberOfSettlements carthage < 11
console_command add_money carthage, -18000
end_monitor
monitor_event FactionTurnStart FactionType carthage
and not FactionIsLocal
and Treasury > 60000
and I_NumberOfSettlements carthage < 16
console_command add_money carthage, -24000
end_monitor
monitor_event FactionTurnStart FactionType carthage
and not FactionIsLocal
and Treasury > 72000
and I_NumberOfSettlements carthage > 15
console_command add_money carthage, -30000
end_monitor
monitor_event FactionTurnStart FactionType parthia
and not FactionIsLocal
and Treasury > 36000
and I_NumberOfSettlements parthia < 6
console_command add_money parthia, -12000
end_monitor
monitor_event FactionTurnStart FactionType parthia
and not FactionIsLocal
and Treasury > 48000
and I_NumberOfSettlements parthia < 11
console_command add_money parthia, -18000
end_monitor
monitor_event FactionTurnStart FactionType parthia
and not FactionIsLocal
and Treasury > 60000
and I_NumberOfSettlements parthia < 16
console_command add_money parthia, -24000
end_monitor
monitor_event FactionTurnStart FactionType parthia
and not FactionIsLocal
and Treasury > 72000
and I_NumberOfSettlements parthia > 15
console_command add_money parthia, -30000
end_monitor
monitor_event FactionTurnStart FactionType gauls
and not FactionIsLocal
and Treasury > 36000
and I_NumberOfSettlements gauls < 6
console_command add_money gauls, -12000
end_monitor
monitor_event FactionTurnStart FactionType gauls
and not FactionIsLocal
and Treasury > 48000
and I_NumberOfSettlements gauls < 11
console_command add_money gauls, -18000
end_monitor
monitor_event FactionTurnStart FactionType gauls
and not FactionIsLocal
and Treasury > 60000
and I_NumberOfSettlements gauls < 16
console_command add_money gauls, -24000
end_monitor
monitor_event FactionTurnStart FactionType gauls
and not FactionIsLocal
and Treasury > 72000
and I_NumberOfSettlements gauls > 15
console_command add_money gauls, -30000
end_monitor
monitor_event FactionTurnStart FactionType germans
and not FactionIsLocal
and Treasury > 36000
and I_NumberOfSettlements germans < 6
console_command add_money germans, -12000
end_monitor
monitor_event FactionTurnStart FactionType germans
and not FactionIsLocal
and Treasury > 48000
and I_NumberOfSettlements germans < 11
console_command add_money germans, -18000
end_monitor
monitor_event FactionTurnStart FactionType germans
and not FactionIsLocal
and Treasury > 60000
and I_NumberOfSettlements germans < 16
console_command add_money germans, -24000
end_monitor
monitor_event FactionTurnStart FactionType germans
and not FactionIsLocal
and Treasury > 72000
and I_NumberOfSettlements germans > 15
console_command add_money germans, -30000
end_monitor
monitor_event FactionTurnStart FactionType britons
and not FactionIsLocal
and Treasury > 36000
and I_NumberOfSettlements britons < 6
console_command add_money britons, -12000
end_monitor
monitor_event FactionTurnStart FactionType britons
and not FactionIsLocal
and Treasury > 48000
and I_NumberOfSettlements britons < 11
console_command add_money britons, -18000
end_monitor
monitor_event FactionTurnStart FactionType britons
and not FactionIsLocal
and Treasury > 60000
and I_NumberOfSettlements britons < 16
console_command add_money britons, -24000
end_monitor
monitor_event FactionTurnStart FactionType britons
and not FactionIsLocal
and Treasury > 72000
and I_NumberOfSettlements britons > 15
console_command add_money britons, -30000
end_monitor
monitor_event FactionTurnStart FactionType greek_cities
and not FactionIsLocal
and Treasury > 36000
and I_NumberOfSettlements greek_cities < 6
console_command add_money greek_cities, -12000
end_monitor
monitor_event FactionTurnStart FactionType greek_cities
and not FactionIsLocal
and Treasury > 48000
and I_NumberOfSettlements greek_cities < 11
console_command add_money greek_cities, -18000
end_monitor
monitor_event FactionTurnStart FactionType greek_cities
and not FactionIsLocal
and Treasury > 60000
and I_NumberOfSettlements greek_cities < 16
console_command add_money greek_cities, -24000
end_monitor
monitor_event FactionTurnStart FactionType greek_cities
and not FactionIsLocal
and Treasury > 72000
and I_NumberOfSettlements greek_cities > 15
console_command add_money greek_cities, -30000
end_monitor
monitor_event FactionTurnStart FactionType macedon
and not FactionIsLocal
and Treasury > 36000
and I_NumberOfSettlements macedon < 6
console_command add_money macedon, -12000
end_monitor
monitor_event FactionTurnStart FactionType macedon
and not FactionIsLocal
and Treasury > 48000
and I_NumberOfSettlements macedon < 11
console_command add_money macedon, -18000
end_monitor
monitor_event FactionTurnStart FactionType macedon
and not FactionIsLocal
and Treasury > 60000
and I_NumberOfSettlements macedon < 16
console_command add_money macedon, -24000
end_monitor
monitor_event FactionTurnStart FactionType macedon
and not FactionIsLocal
and Treasury > 72000
and I_NumberOfSettlements macedon > 15
console_command add_money macedon, -30000
end_monitor
monitor_event FactionTurnStart FactionType pontus
and not FactionIsLocal
and Treasury > 36000
and I_NumberOfSettlements pontus < 6
console_command add_money pontus, -12000
end_monitor
monitor_event FactionTurnStart FactionType pontus
and not FactionIsLocal
and Treasury > 48000
and I_NumberOfSettlements pontus < 11
console_command add_money pontus, -18000
end_monitor
monitor_event FactionTurnStart FactionType pontus
and not FactionIsLocal
and Treasury > 60000
and I_NumberOfSettlements pontus < 16
console_command add_money pontus, -24000
end_monitor
monitor_event FactionTurnStart FactionType pontus
and not FactionIsLocal
and Treasury > 72000
and I_NumberOfSettlements pontus > 15
console_command add_money pontus, -30000
end_monitor
monitor_event FactionTurnStart FactionType armenia
and not FactionIsLocal
and Treasury > 36000
and I_NumberOfSettlements armenia < 6
console_command add_money armenia, -12000
end_monitor
monitor_event FactionTurnStart FactionType armenia
and not FactionIsLocal
and Treasury > 48000
and I_NumberOfSettlements armenia < 11
console_command add_money armenia, -18000
end_monitor
monitor_event FactionTurnStart FactionType armenia
and not FactionIsLocal
and Treasury > 60000
and I_NumberOfSettlements armenia < 16
console_command add_money armenia, -24000
end_monitor
monitor_event FactionTurnStart FactionType armenia
and not FactionIsLocal
and Treasury > 72000
and I_NumberOfSettlements armenia > 15
console_command add_money armenia, -30000
end_monitor
monitor_event FactionTurnStart FactionType dacia
and not FactionIsLocal
and Treasury > 36000
and I_NumberOfSettlements dacia < 6
console_command add_money dacia, -12000
end_monitor
monitor_event FactionTurnStart FactionType dacia
and not FactionIsLocal
and Treasury > 48000
and I_NumberOfSettlements dacia < 11
console_command add_money dacia, -18000
end_monitor
monitor_event FactionTurnStart FactionType dacia
and not FactionIsLocal
and Treasury > 60000
and I_NumberOfSettlements dacia < 16
console_command add_money dacia, -24000
end_monitor
monitor_event FactionTurnStart FactionType dacia
and not FactionIsLocal
and Treasury > 72000
and I_NumberOfSettlements dacia > 15
console_command add_money dacia, -30000
end_monitor
monitor_event FactionTurnStart FactionType scythia
and not FactionIsLocal
and Treasury > 36000
and I_NumberOfSettlements scythia < 6
console_command add_money scythia, -12000
end_monitor
monitor_event FactionTurnStart FactionType scythia
and not FactionIsLocal
and Treasury > 48000
and I_NumberOfSettlements scythia < 11
console_command add_money scythia, -18000
end_monitor
monitor_event FactionTurnStart FactionType scythia
and not FactionIsLocal
and Treasury > 60000
and I_NumberOfSettlements scythia < 16
console_command add_money scythia, -24000
end_monitor
monitor_event FactionTurnStart FactionType scythia
and not FactionIsLocal
and Treasury > 72000
and I_NumberOfSettlements scythia > 15
console_command add_money scythia, -30000
end_monitor
monitor_event FactionTurnStart FactionType spain
and not FactionIsLocal
and Treasury > 36000
and I_NumberOfSettlements spain < 6
console_command add_money spain, -12000
end_monitor
monitor_event FactionTurnStart FactionType spain
and not FactionIsLocal
and Treasury > 48000
and I_NumberOfSettlements spain < 11
console_command add_money spain, -18000
end_monitor
monitor_event FactionTurnStart FactionType spain
and not FactionIsLocal
and Treasury > 60000
and I_NumberOfSettlements spain < 16
console_command add_money spain, -24000
end_monitor
monitor_event FactionTurnStart FactionType spain
and not FactionIsLocal
and Treasury > 72000
and I_NumberOfSettlements spain > 15
console_command add_money spain, -30000
end_monitor
monitor_event FactionTurnStart FactionType thrace
and not FactionIsLocal
and Treasury > 36000
and I_NumberOfSettlements thrace < 6
console_command add_money thrace, -12000
end_monitor
monitor_event FactionTurnStart FactionType thrace
and not FactionIsLocal
and Treasury > 48000
and I_NumberOfSettlements thrace < 11
console_command add_money thrace, -18000
end_monitor
monitor_event FactionTurnStart FactionType thrace
and not FactionIsLocal
and Treasury > 60000
and I_NumberOfSettlements thrace < 16
console_command add_money thrace, -24000
end_monitor
monitor_event FactionTurnStart FactionType thrace
and not FactionIsLocal
and Treasury > 72000
and I_NumberOfSettlements thrace > 15
console_command add_money thrace, -30000
end_monitor
monitor_event FactionTurnStart FactionType numidia
and not FactionIsLocal
and Treasury > 36000
and I_NumberOfSettlements numidia < 6
console_command add_money numidia, -12000
end_monitor
monitor_event FactionTurnStart FactionType numidia
and not FactionIsLocal
and Treasury > 48000
and I_NumberOfSettlements numidia < 11
console_command add_money numidia, -18000
end_monitor
monitor_event FactionTurnStart FactionType numidia
and not FactionIsLocal
and Treasury > 60000
and I_NumberOfSettlements numidia < 16
console_command add_money numidia, -24000
end_monitor
monitor_event FactionTurnStart FactionType numidia
and not FactionIsLocal
and Treasury > 72000
and I_NumberOfSettlements numidia > 15
console_command add_money numidia, -30000
end_monitor
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;Section 4c: AI Debt Reduction
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
monitor_event FactionTurnStart FactionType romans_julii
and not FactionIsLocal
and Treasury > -3600
and I_NumberOfSettlements romans_julii < 4
console_command add_money romans_julii, 6000
end_monitor
monitor_event FactionTurnStart FactionType romans_scipii
and not FactionIsLocal
and Treasury < -3600
and I_NumberOfSettlements romans_scipii < 4
console_command add_money romans_scipii, 6000
end_monitor
monitor_event FactionTurnStart FactionType romans_brutii
and not FactionIsLocal
and Treasury < -3600
and I_NumberOfSettlements romans_brutii < 4
console_command add_money romans_brutii, 6000
end_monitor
monitor_event FactionTurnStart FactionType egypt
and not FactionIsLocal
and Treasury < -3600
and I_NumberOfSettlements egypt < 4
console_command add_money egypt, 6000
end_monitor
monitor_event FactionTurnStart FactionType seleucid
and not FactionIsLocal
and Treasury < -3600
and I_NumberOfSettlements seleucid < 4
console_command add_money seleucid, 6000
end_monitor
monitor_event FactionTurnStart FactionType carthage
and not FactionIsLocal
and Treasury < -3600
and I_NumberOfSettlements carthage < 4
console_command add_money carthage, 6000
end_monitor
monitor_event FactionTurnStart FactionType parthia
and not FactionIsLocal
and Treasury < -3600
and I_NumberOfSettlements parthia < 4
console_command add_money parthia, 6000
end_monitor
monitor_event FactionTurnStart FactionType gauls
and not FactionIsLocal
and Treasury < -3600
and I_NumberOfSettlements gauls < 4
console_command add_money gauls, 6000
end_monitor
monitor_event FactionTurnStart FactionType germans
and not FactionIsLocal
and Treasury < -3600
and I_NumberOfSettlements germans < 4
console_command add_money germans, 6000
end_monitor
monitor_event FactionTurnStart FactionType britons
and not FactionIsLocal
and Treasury < -3600
and I_NumberOfSettlements britons < 4
console_command add_money britons, 6000
end_monitor
monitor_event FactionTurnStart FactionType greek_cities
and not FactionIsLocal
and Treasury < -3600
and I_NumberOfSettlements greek_cities < 4
console_command add_money greek_cities, 6000
end_monitor
monitor_event FactionTurnStart FactionType macedon
and not FactionIsLocal
and Treasury < -3600
and I_NumberOfSettlements macedon < 4
console_command add_money macedon, 6000
end_monitor
monitor_event FactionTurnStart FactionType pontus
and not FactionIsLocal
and Treasury < -3600
and I_NumberOfSettlements pontus < 4
console_command add_money pontus, 6000
end_monitor
monitor_event FactionTurnStart FactionType armenia
and not FactionIsLocal
and Treasury < -3600
and I_NumberOfSettlements armenia < 4
console_command add_money armenia, 6000
end_monitor
monitor_event FactionTurnStart FactionType dacia
and not FactionIsLocal
and Treasury < -3600
and I_NumberOfSettlements dacia < 4
console_command add_money dacia, 6000
end_monitor
monitor_event FactionTurnStart FactionType scythia
and not FactionIsLocal
and Treasury < -3600
and I_NumberOfSettlements scythia < 4
console_command add_money scythia, 6000
end_monitor
monitor_event FactionTurnStart FactionType spain
and not FactionIsLocal
and Treasury < -3600
and I_NumberOfSettlements spain < 4
console_command add_money spain, 6000
end_monitor
monitor_event FactionTurnStart FactionType thrace
and not FactionIsLocal
and Treasury < -3600
and I_NumberOfSettlements thrace < 4
console_command add_money thrace, 6000
end_monitor
monitor_event FactionTurnStart FactionType numidia
and not FactionIsLocal
and Treasury < -3600
and I_NumberOfSettlements numidia < 4
console_command add_money numidia, 6000
end_monitor
monitor_event FactionTurnStart FactionType saba
and not FactionIsLocal
and Treasury < -3600
and I_NumberOfSettlements saba < 4
console_command add_money saba, 6000
end_monitor
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;Section 4d: Faction Specific City Income Bonus
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;monitor_event CharacterTurnStart FactionType egypt
;and AgentType = admiral
;and not FactionIsLocal
;console_command add_money egypt, 1200
;end_monitor
monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_NumberOfSettlements romans_julii < 4
console_command add_money romans_julii, 3600
end_monitor
monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_NumberOfSettlements romans_julii > 3
and I_NumberOfSettlements romans_julii < 7
console_command add_money romans_julii, 3000
end_monitor
monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_NumberOfSettlements romans_julii > 6
and I_NumberOfSettlements romans_julii < 10
console_command add_money romans_julii, 2400
end_monitor
monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_NumberOfSettlements romans_julii > 9
and I_NumberOfSettlements romans_julii < 13
console_command add_money romans_julii, 1800
end_monitor
monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_NumberOfSettlements romans_julii > 12
and I_NumberOfSettlements romans_julii < 16
console_command add_money romans_julii, 1200
end_monitor
monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_NumberOfSettlements romans_julii > 15
console_command add_money romans_julii, -1200
end_monitor
monitor_event SettlementTurnStart FactionType romans_scipii
and not FactionIsLocal
and I_NumberOfSettlements romans_scipii < 4
console_command add_money romans_scipii, 3600
end_monitor
monitor_event SettlementTurnStart FactionType romans_scipii
and not FactionIsLocal
and I_NumberOfSettlements romans_scipii > 3
and I_NumberOfSettlements romans_scipii < 7
console_command add_money romans_scipii, 3000
end_monitor
monitor_event SettlementTurnStart FactionType romans_scipii
and not FactionIsLocal
and I_NumberOfSettlements romans_scipii > 6
and I_NumberOfSettlements romans_scipii < 10
console_command add_money romans_scipii, 2400
end_monitor
monitor_event SettlementTurnStart FactionType romans_scipii
and not FactionIsLocal
and I_NumberOfSettlements romans_scipii > 9
and I_NumberOfSettlements romans_scipii < 13
console_command add_money romans_scipii, 1800
end_monitor
monitor_event SettlementTurnStart FactionType romans_scipii
and not FactionIsLocal
and I_NumberOfSettlements romans_scipii > 12
and I_NumberOfSettlements romans_scipii < 16
console_command add_money romans_scipii, 1200
end_monitor
monitor_event SettlementTurnStart FactionType romans_scipii
and not FactionIsLocal
and I_NumberOfSettlements romans_scipii > 15
console_command add_money romans_scipii, -1200
end_monitor
monitor_event SettlementTurnStart FactionType romans_brutii
and not FactionIsLocal
and I_NumberOfSettlements romans_brutii < 4
console_command add_money romans_brutii, 3600
end_monitor
monitor_event SettlementTurnStart FactionType romans_brutii
and not FactionIsLocal
and I_NumberOfSettlements romans_brutii > 3
and I_NumberOfSettlements romans_brutii < 7
console_command add_money romans_brutii, 3000
end_monitor
monitor_event SettlementTurnStart FactionType romans_brutii
and not FactionIsLocal
and I_NumberOfSettlements romans_brutii > 6
and I_NumberOfSettlements romans_brutii < 10
console_command add_money romans_brutii, 2400
end_monitor
monitor_event SettlementTurnStart FactionType romans_brutii
and not FactionIsLocal
and I_NumberOfSettlements romans_brutii > 9
and I_NumberOfSettlements romans_brutii < 13
console_command add_money romans_brutii, 1800
end_monitor
monitor_event SettlementTurnStart FactionType romans_brutii
and not FactionIsLocal
and I_NumberOfSettlements romans_brutii > 12
and I_NumberOfSettlements romans_brutii < 16
console_command add_money romans_brutii, 1200
end_monitor
monitor_event SettlementTurnStart FactionType romans_brutii
and not FactionIsLocal
and I_NumberOfSettlements romans_brutii > 15
console_command add_money romans_brutii, -1200
end_monitor
monitor_event SettlementTurnStart FactionType egypt
and not FactionIsLocal
and I_NumberOfSettlements egypt < 4
console_command add_money egypt, 3600
end_monitor
monitor_event SettlementTurnStart FactionType egypt
and not FactionIsLocal
and I_NumberOfSettlements egypt > 3
and I_NumberOfSettlements egypt < 7
console_command add_money egypt, 3000
end_monitor
monitor_event SettlementTurnStart FactionType egypt
and not FactionIsLocal
and I_NumberOfSettlements egypt > 6
and I_NumberOfSettlements egypt < 10
console_command add_money egypt, 2400
end_monitor
monitor_event SettlementTurnStart FactionType egypt
and not FactionIsLocal
and I_NumberOfSettlements egypt > 9
and I_NumberOfSettlements egypt < 13
console_command add_money egypt, 1800
end_monitor
monitor_event SettlementTurnStart FactionType egypt
and not FactionIsLocal
and I_NumberOfSettlements egypt > 12
and I_NumberOfSettlements egypt < 16
console_command add_money egypt, 1200
end_monitor
monitor_event SettlementTurnStart FactionType egypt
and not FactionIsLocal
and I_NumberOfSettlements egypt > 15
console_command add_money egypt, -1200
end_monitor
monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid < 4
console_command add_money seleucid, 3600
end_monitor
monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid > 3
and I_NumberOfSettlements seleucid < 7
console_command add_money seleucid, 3000
end_monitor
monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid > 6
and I_NumberOfSettlements seleucid < 10
console_command add_money seleucid, 2400
end_monitor
monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid > 9
and I_NumberOfSettlements seleucid < 13
console_command add_money seleucid, 1800
end_monitor
monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid > 12
and I_NumberOfSettlements seleucid < 16
console_command add_money seleucid, 1200
end_monitor
monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid > 15
console_command add_money seleucid, -1200
end_monitor
monitor_event SettlementTurnStart FactionType carthage
and not FactionIsLocal
and I_NumberOfSettlements carthage < 4
console_command add_money carthage, 3600
end_monitor
monitor_event SettlementTurnStart FactionType carthage
and not FactionIsLocal
and I_NumberOfSettlements carthage > 3
and I_NumberOfSettlements carthage < 7
console_command add_money carthage, 3000
end_monitor
monitor_event SettlementTurnStart FactionType carthage
and not FactionIsLocal
and I_NumberOfSettlements carthage > 6
and I_NumberOfSettlements carthage < 10
console_command add_money carthage, 2400
end_monitor
monitor_event SettlementTurnStart FactionType carthage
and not FactionIsLocal
and I_NumberOfSettlements carthage > 9
and I_NumberOfSettlements carthage < 13
console_command add_money carthage, 1800
end_monitor
monitor_event SettlementTurnStart FactionType carthage
and not FactionIsLocal
and I_NumberOfSettlements carthage > 12
and I_NumberOfSettlements carthage < 16
console_command add_money carthage, 1200
end_monitor
monitor_event SettlementTurnStart FactionType carthage
and not FactionIsLocal
and I_NumberOfSettlements carthage > 15
console_command add_money carthage, -1200
end_monitor
monitor_event SettlementTurnStart FactionType parthia
and not FactionIsLocal
and I_NumberOfSettlements parthia < 4
console_command add_money parthia, 3600
end_monitor
monitor_event SettlementTurnStart FactionType parthia
and not FactionIsLocal
and I_NumberOfSettlements parthia > 3
and I_NumberOfSettlements parthia < 7
console_command add_money parthia, 3000
end_monitor
monitor_event SettlementTurnStart FactionType parthia
and not FactionIsLocal
and I_NumberOfSettlements parthia > 6
and I_NumberOfSettlements parthia < 10
console_command add_money parthia, 2400
end_monitor
monitor_event SettlementTurnStart FactionType parthia
and not FactionIsLocal
and I_NumberOfSettlements parthia > 9
and I_NumberOfSettlements parthia < 13
console_command add_money parthia, 1800
end_monitor
monitor_event SettlementTurnStart FactionType parthia
and not FactionIsLocal
and I_NumberOfSettlements parthia > 12
and I_NumberOfSettlements parthia < 16
console_command add_money parthia, 1200
end_monitor
monitor_event SettlementTurnStart FactionType parthia
and not FactionIsLocal
and I_NumberOfSettlements parthia > 15
console_command add_money parthia, -1200
end_monitor
monitor_event SettlementTurnStart FactionType gauls
and not FactionIsLocal
and I_NumberOfSettlements gauls < 4
console_command add_money gauls, 3600
end_monitor
monitor_event SettlementTurnStart FactionType gauls
and not FactionIsLocal
and I_NumberOfSettlements gauls > 3
and I_NumberOfSettlements gauls < 7
console_command add_money gauls, 3000
end_monitor
monitor_event SettlementTurnStart FactionType gauls
and not FactionIsLocal
and I_NumberOfSettlements gauls > 6
and I_NumberOfSettlements gauls < 10
console_command add_money gauls, 2400
end_monitor
monitor_event SettlementTurnStart FactionType gauls
and not FactionIsLocal
and I_NumberOfSettlements gauls > 9
and I_NumberOfSettlements gauls < 13
console_command add_money gauls, 1800
end_monitor
monitor_event SettlementTurnStart FactionType gauls
and not FactionIsLocal
and I_NumberOfSettlements gauls > 12
and I_NumberOfSettlements gauls < 16
console_command add_money gauls, 1200
end_monitor
monitor_event SettlementTurnStart FactionType gauls
and not FactionIsLocal
and I_NumberOfSettlements gauls > 15
console_command add_money gauls, -1200
end_monitor
monitor_event SettlementTurnStart FactionType germans
and not FactionIsLocal
and I_NumberOfSettlements germans < 4
console_command add_money germans, 3600
end_monitor
monitor_event SettlementTurnStart FactionType germans
and not FactionIsLocal
and I_NumberOfSettlements germans > 3
and I_NumberOfSettlements germans < 7
console_command add_money germans, 3000
end_monitor
monitor_event SettlementTurnStart FactionType germans
and not FactionIsLocal
and I_NumberOfSettlements germans > 6
and I_NumberOfSettlements germans < 10
console_command add_money germans, 2400
end_monitor
monitor_event SettlementTurnStart FactionType germans
and not FactionIsLocal
and I_NumberOfSettlements germans > 9
and I_NumberOfSettlements germans < 13
console_command add_money germans, 1800
end_monitor
monitor_event SettlementTurnStart FactionType germans
and not FactionIsLocal
and I_NumberOfSettlements germans > 12
and I_NumberOfSettlements germans < 16
console_command add_money germans, 1200
end_monitor
monitor_event SettlementTurnStart FactionType germans
and not FactionIsLocal
and I_NumberOfSettlements germans > 15
console_command add_money germans, -1200
end_monitor
monitor_event SettlementTurnStart FactionType britons
and not FactionIsLocal
and I_NumberOfSettlements britons < 4
console_command add_money britons, 3600
end_monitor
monitor_event SettlementTurnStart FactionType britons
and not FactionIsLocal
and I_NumberOfSettlements britons > 3
and I_NumberOfSettlements britons < 7
console_command add_money britons, 3000
end_monitor
monitor_event SettlementTurnStart FactionType britons
and not FactionIsLocal
and I_NumberOfSettlements britons > 6
and I_NumberOfSettlements britons < 10
console_command add_money britons, 2400
end_monitor
monitor_event SettlementTurnStart FactionType britons
and not FactionIsLocal
and I_NumberOfSettlements britons > 9
and I_NumberOfSettlements britons < 13
console_command add_money britons, 1800
end_monitor
monitor_event SettlementTurnStart FactionType britons
and not FactionIsLocal
and I_NumberOfSettlements britons > 12
and I_NumberOfSettlements britons < 16
console_command add_money britons, 1200
end_monitor
monitor_event SettlementTurnStart FactionType britons
and not FactionIsLocal
and I_NumberOfSettlements britons > 15
console_command add_money britons, -1200
end_monitor
monitor_event SettlementTurnStart FactionType greek_cities
and not FactionIsLocal
and I_NumberOfSettlements greek_cities < 4
console_command add_money greek_cities, 3600
end_monitor
monitor_event SettlementTurnStart FactionType greek_cities
and not FactionIsLocal
and I_NumberOfSettlements greek_cities > 3
and I_NumberOfSettlements greek_cities < 7
console_command add_money greek_cities, 3000
end_monitor
monitor_event SettlementTurnStart FactionType greek_cities
and not FactionIsLocal
and I_NumberOfSettlements greek_cities > 6
and I_NumberOfSettlements greek_cities < 10
console_command add_money greek_cities, 2400
end_monitor
monitor_event SettlementTurnStart FactionType greek_cities
and not FactionIsLocal
and I_NumberOfSettlements greek_cities > 9
and I_NumberOfSettlements greek_cities < 13
console_command add_money greek_cities, 1800
end_monitor
monitor_event SettlementTurnStart FactionType greek_cities
and not FactionIsLocal
and I_NumberOfSettlements greek_cities > 12
and I_NumberOfSettlements greek_cities < 16
console_command add_money greek_cities, 1200
end_monitor
monitor_event SettlementTurnStart FactionType greek_cities
and not FactionIsLocal
and I_NumberOfSettlements greek_cities > 15
console_command add_money greek_cities, -1200
end_monitor
monitor_event SettlementTurnStart FactionType macedon
and not FactionIsLocal
and I_NumberOfSettlements macedon < 4
console_command add_money macedon, 3600
end_monitor
monitor_event SettlementTurnStart FactionType macedon
and not FactionIsLocal
and I_NumberOfSettlements macedon > 3
and I_NumberOfSettlements macedon < 7
console_command add_money macedon, 3000
end_monitor
monitor_event SettlementTurnStart FactionType macedon
and not FactionIsLocal
and I_NumberOfSettlements macedon > 6
and I_NumberOfSettlements macedon < 10
console_command add_money macedon, 2400
end_monitor
monitor_event SettlementTurnStart FactionType macedon
and not FactionIsLocal
and I_NumberOfSettlements macedon > 9
and I_NumberOfSettlements macedon < 13
console_command add_money macedon, 1800
end_monitor
monitor_event SettlementTurnStart FactionType macedon
and not FactionIsLocal
and I_NumberOfSettlements macedon > 12
and I_NumberOfSettlements macedon < 16
console_command add_money macedon, 1200
end_monitor
monitor_event SettlementTurnStart FactionType macedon
and not FactionIsLocal
and I_NumberOfSettlements macedon > 15
console_command add_money macedon, -1200
end_monitor
monitor_event SettlementTurnStart FactionType pontus
and not FactionIsLocal
and I_NumberOfSettlements pontus < 4
console_command add_money pontus, 3600
end_monitor
monitor_event SettlementTurnStart FactionType pontus
and not FactionIsLocal
and I_NumberOfSettlements pontus > 3
and I_NumberOfSettlements pontus < 7
console_command add_money pontus, 3000
end_monitor
monitor_event SettlementTurnStart FactionType pontus
and not FactionIsLocal
and I_NumberOfSettlements pontus > 6
and I_NumberOfSettlements pontus < 10
console_command add_money pontus, 2400
end_monitor
monitor_event SettlementTurnStart FactionType pontus
and not FactionIsLocal
and I_NumberOfSettlements pontus > 9
and I_NumberOfSettlements pontus < 13
console_command add_money pontus, 1800
end_monitor
monitor_event SettlementTurnStart FactionType pontus
and not FactionIsLocal
and I_NumberOfSettlements pontus > 12
and I_NumberOfSettlements pontus < 16
console_command add_money pontus, 1200
end_monitor
monitor_event SettlementTurnStart FactionType pontus
and not FactionIsLocal
and I_NumberOfSettlements pontus > 15
console_command add_money pontus, -1200
end_monitor
monitor_event SettlementTurnStart FactionType armenia
and not FactionIsLocal
and I_NumberOfSettlements armenia < 4
console_command add_money armenia, 3600
end_monitor
monitor_event SettlementTurnStart FactionType armenia
and not FactionIsLocal
and I_NumberOfSettlements armenia > 3
and I_NumberOfSettlements armenia < 7
console_command add_money armenia, 3000
end_monitor
monitor_event SettlementTurnStart FactionType armenia
and not FactionIsLocal
and I_NumberOfSettlements armenia > 6
and I_NumberOfSettlements armenia < 10
console_command add_money armenia, 2400
end_monitor
monitor_event SettlementTurnStart FactionType armenia
and not FactionIsLocal
and I_NumberOfSettlements armenia > 9
and I_NumberOfSettlements armenia < 13
console_command add_money armenia, 1800
end_monitor
monitor_event SettlementTurnStart FactionType armenia
and not FactionIsLocal
and I_NumberOfSettlements armenia > 12
and I_NumberOfSettlements armenia < 16
console_command add_money armenia, 1200
end_monitor
monitor_event SettlementTurnStart FactionType armenia
and not FactionIsLocal
and I_NumberOfSettlements armenia > 15
console_command add_money armenia, -1200
end_monitor
monitor_event SettlementTurnStart FactionType dacia
and not FactionIsLocal
and I_NumberOfSettlements dacia < 4
console_command add_money dacia, 3600
end_monitor
monitor_event SettlementTurnStart FactionType dacia
and not FactionIsLocal
and I_NumberOfSettlements dacia > 3
and I_NumberOfSettlements dacia < 7
console_command add_money dacia, 3000
end_monitor
monitor_event SettlementTurnStart FactionType dacia
and not FactionIsLocal
and I_NumberOfSettlements dacia > 6
and I_NumberOfSettlements dacia < 10
console_command add_money dacia, 2400
end_monitor
monitor_event SettlementTurnStart FactionType dacia
and not FactionIsLocal
and I_NumberOfSettlements dacia > 9
and I_NumberOfSettlements dacia < 13
console_command add_money dacia, 1800
end_monitor
monitor_event SettlementTurnStart FactionType dacia
and not FactionIsLocal
and I_NumberOfSettlements dacia > 12
and I_NumberOfSettlements dacia < 16
console_command add_money dacia, 1200
end_monitor
monitor_event SettlementTurnStart FactionType dacia
and not FactionIsLocal
and I_NumberOfSettlements dacia > 15
console_command add_money dacia, -1200
end_monitor
monitor_event SettlementTurnStart FactionType scythia
and not FactionIsLocal
and I_NumberOfSettlements scythia < 4
console_command add_money scythia, 3600
end_monitor
monitor_event SettlementTurnStart FactionType scythia
and not FactionIsLocal
and I_NumberOfSettlements scythia > 3
and I_NumberOfSettlements scythia < 7
console_command add_money scythia, 3000
end_monitor
monitor_event SettlementTurnStart FactionType scythia
and not FactionIsLocal
and I_NumberOfSettlements scythia > 6
and I_NumberOfSettlements scythia < 10
console_command add_money scythia, 2400
end_monitor
monitor_event SettlementTurnStart FactionType scythia
and not FactionIsLocal
and I_NumberOfSettlements scythia > 9
and I_NumberOfSettlements scythia < 13
console_command add_money scythia, 1800
end_monitor
monitor_event SettlementTurnStart FactionType scythia
and not FactionIsLocal
and I_NumberOfSettlements scythia > 12
and I_NumberOfSettlements scythia < 16
console_command add_money scythia, 1200
end_monitor
monitor_event SettlementTurnStart FactionType scythia
and not FactionIsLocal
and I_NumberOfSettlements scythia > 15
console_command add_money scythia, -1200
end_monitor
monitor_event SettlementTurnStart FactionType spain
and not FactionIsLocal
and I_NumberOfSettlements spain < 4
console_command add_money spain, 3600
end_monitor
monitor_event SettlementTurnStart FactionType spain
and not FactionIsLocal
and I_NumberOfSettlements spain > 3
and I_NumberOfSettlements spain < 7
console_command add_money spain, 3000
end_monitor
monitor_event SettlementTurnStart FactionType spain
and not FactionIsLocal
and I_NumberOfSettlements spain > 6
and I_NumberOfSettlements spain < 10
console_command add_money spain, 2400
end_monitor
monitor_event SettlementTurnStart FactionType spain
and not FactionIsLocal
and I_NumberOfSettlements spain > 9
and I_NumberOfSettlements spain < 13
console_command add_money spain, 1800
end_monitor
monitor_event SettlementTurnStart FactionType spain
and not FactionIsLocal
and I_NumberOfSettlements spain > 12
and I_NumberOfSettlements spain < 16
console_command add_money spain, 1200
end_monitor
monitor_event SettlementTurnStart FactionType spain
and not FactionIsLocal
and I_NumberOfSettlements spain > 15
console_command add_money spain, -1200
end_monitor
monitor_event SettlementTurnStart FactionType thrace
and not FactionIsLocal
and I_NumberOfSettlements thrace < 4
console_command add_money thrace, 3600
end_monitor
monitor_event SettlementTurnStart FactionType thrace
and not FactionIsLocal
and I_NumberOfSettlements thrace > 3
and I_NumberOfSettlements thrace < 7
console_command add_money thrace, 3000
end_monitor
monitor_event SettlementTurnStart FactionType thrace
and not FactionIsLocal
and I_NumberOfSettlements thrace > 6
and I_NumberOfSettlements thrace < 10
console_command add_money thrace, 2400
end_monitor
monitor_event SettlementTurnStart FactionType thrace
and not FactionIsLocal
and I_NumberOfSettlements thrace > 9
and I_NumberOfSettlements thrace < 13
console_command add_money thrace, 1800
end_monitor
monitor_event SettlementTurnStart FactionType thrace
and not FactionIsLocal
and I_NumberOfSettlements thrace > 12
and I_NumberOfSettlements thrace < 16
console_command add_money thrace, 1200
end_monitor
monitor_event SettlementTurnStart FactionType thrace
and not FactionIsLocal
and I_NumberOfSettlements thrace > 15
console_command add_money thrace, -1200
end_monitor
monitor_event SettlementTurnStart FactionType numidia
and not FactionIsLocal
and I_NumberOfSettlements numidia < 4
console_command add_money numidia, 3600
end_monitor
monitor_event SettlementTurnStart FactionType numidia
and not FactionIsLocal
and I_NumberOfSettlements numidia > 3
and I_NumberOfSettlements numidia < 7
console_command add_money numidia, 3000
end_monitor
monitor_event SettlementTurnStart FactionType numidia
and not FactionIsLocal
and I_NumberOfSettlements numidia > 6
and I_NumberOfSettlements numidia < 10
console_command add_money numidia, 2400
end_monitor
monitor_event SettlementTurnStart FactionType numidia
and not FactionIsLocal
and I_NumberOfSettlements numidia > 9
and I_NumberOfSettlements numidia < 13
console_command add_money numidia, 1800
end_monitor
monitor_event SettlementTurnStart FactionType numidia
and not FactionIsLocal
and I_NumberOfSettlements numidia > 12
and I_NumberOfSettlements numidia < 16
console_command add_money numidia, 1200
end_monitor
monitor_event SettlementTurnStart FactionType numidia
and not FactionIsLocal
and I_NumberOfSettlements numidia > 15
console_command add_money numidia, -1200
end_monitor
monitor_event SettlementTurnStart FactionType saba
and not FactionIsLocal
and I_NumberOfSettlements saba < 4
console_command add_money saba, 3600
end_monitor
monitor_event SettlementTurnStart FactionType saba
and not FactionIsLocal
and I_NumberOfSettlements saba > 3
and I_NumberOfSettlements saba < 7
console_command add_money saba, 3000
end_monitor
monitor_event SettlementTurnStart FactionType saba
and not FactionIsLocal
and I_NumberOfSettlements saba > 6
and I_NumberOfSettlements saba < 10
console_command add_money saba, 2400
end_monitor
monitor_event SettlementTurnStart FactionType saba
and not FactionIsLocal
and I_NumberOfSettlements saba > 9
and I_NumberOfSettlements saba < 13
console_command add_money saba, 1800
end_monitor
monitor_event SettlementTurnStart FactionType saba
and not FactionIsLocal
and I_NumberOfSettlements saba > 12
and I_NumberOfSettlements saba < 16
console_command add_money saba, 1200
end_monitor
monitor_event SettlementTurnStart FactionType saba
and not FactionIsLocal
and I_NumberOfSettlements saba > 15
console_command add_money saba, -1200
end_monitor
monitor_event SettlementTurnStart FactionType slave
and not FactionIsLocal
and I_NumberOfSettlements slave < 121
and I_NumberOfSettlements slave > 100
console_command add_money slave, 2400
end_monitor
monitor_event SettlementTurnStart FactionType slave
and not FactionIsLocal
and I_NumberOfSettlements slave < 101
and I_NumberOfSettlements slave > 80
console_command add_money slave, 3000
end_monitor
monitor_event SettlementTurnStart FactionType slave
and not FactionIsLocal
and I_NumberOfSettlements slave < 81
and I_NumberOfSettlements slave > 60
console_command add_money slave, 3600
end_monitor
monitor_event SettlementTurnStart FactionType slave
and not FactionIsLocal
and I_NumberOfSettlements slave < 61
and I_NumberOfSettlements slave > 40
console_command add_money slave, 4200
end_monitor
monitor_event SettlementTurnStart FactionType slave
and not FactionIsLocal
and I_NumberOfSettlements slave < 41
console_command add_money slave, 4800
end_monitor
Looking at Sheep's test run as well as mine and other's tests I can say that in EB Baktria expands so well because it has a lot of mines and no real threat to the north and none to the east and that's a big advantage. While the AS, if attacked from all directions can get and got destroyed in some of my campaigns that used the normal script with 1200 for everyone regardless of number of territories
The only way to nerf Bakria is by targeting them specifically in the script and that is not what I'd like to do, the EB team should do it.
Carthage is also doing well in Sheep's test but in a test of mine they got kicked out of Spain by the Lusitans so I think it's balanced out pretty good.
https://img178.imageshack.us/img178/...ressionmb4.jpg
The results of the latest testrun. Not promising at all. I've come to some conclusions I'm going to share though.
- In the early game the Ptolies have an advantage over the AS. If they both are on equal ground conserning financial aid the Ptolies are bound to win. Never have I seen the AS win if they are treated equally.
- Pahlava does not go for Seleukid provinces if the AI percieves it too strong. It will be more than happy to waste it's resources on unprofitable Steppe provinces instead. The longer the money keeps flowing for the Saka the longer the steppe wars will last.
- For the life of me, I can't figure out a way for the Saka to survive as anything other than a protectorate. The only way for Saka to manage greatness is at the expense of the Baktrians which is the one direction Saka is refusing to go.
- Nerfing the Carthies only postpones their rise to power. The Lusotana take a long time in conquering the Eleutheroi settlements. They are too passive until the Carthies start expanding and at that point too weak to stand up against the White Giant.
- The Getai are agressive but only to a point. They too need the threat of extinction to move. Usually in the form of a massive Koinon or Epirote expansion into Thrace. And by that time it's usually too late.
- The Pontics need a weakened AS in order to expand. They also need to control atleast Sinope, Trapezous and preferably Ani-Kamah and Mazaka.
- Macedon and Epeiros are survivors. They can be kicked out of their original homelands and will usually make a decent comeback at some point.
- Sweboz are slow but steady expanders and tend to survive either trough expansion or rebellion for a long time.
- The Sauromatae have the ambition to be great but fail to hold their provinces in the west due to repeated rebellions in favor of either the Sweboz, Aedui, Arverni or Koinon.
- The Aedui and Arverni are about equally matched with one coming up on top early in the game and the other gaining momentum later when other factions have entered the fray.
- Rome is a powerhouse, but only after the Polybian reforms. Until then they are pretty much confined to their peninsula and unless they manage to kick both the Epirotes and Carthage out they tend to loose the south quickly to either or both at times. Which slows down their expansion since periodically they have to refocus all their efforts to repacifying Italy.
- The Hai and Saba are slow to start but once they get rolling they tend to become mediocre empires at best.
- Baktria is like the Carthies. You can nerf them but they will bounce back eventually. And once they do, there is no stopping it.
- Koinon is the power of Hellas that always seems to get the upper hand at some point. I think the proximity of the cities they control and the wealth from seatrade and mining make them nearly unstoppable. Once they get going, that is. It dosen't help that the Epirotes usually are quite unprepared for a war with them when the Koinon finally decides to betray the Epirotes.
The last version of my script, while not as balanced was better than this one. Some things I will change but the next script I release will be the last one, I think. I'm going to download the Nisa mines fix and hope that does the trick for Pahlava.
Other than that there isn't much I can do. Except Introduce an additional money trigger. I noticed that the last two decades of the game, my treasury was way over 300 000 and I wasn't even the wealthiest. It seems the treasury cap only reduces money from the magic marker, but looks to me like the cumulative trade and mining income can surpass the reduction once it reaches a certain point. The only way to stop that is to introduce a new cap. Once that will seriously reduce the AI cashflow.
That's it for now. I'll have one more go at it and then I'll have a look at Redmeth's and Sheep's scripts. Those might be more intuitive than mine. Or then the factions act differently cause I don't play with BI.exe.
That could be something worth checking yes, as the ability of the AI to use boats to hassle someone abroad might contribute to something. Or maybe not.Quote:
Originally Posted by "The Errant"
Even then I think a result is just a result. I think there is a need to have more than 1 result to able to compare judgements or reach better conclusions. 10 tests with the Casse might bear different results each time for the factions.
It's something I'd like to test but unfortunately passing each turn in my computer takes an eternity.
I feel the same way. I try to test at LEAST twice before passing any judgement, mostly three times. My computer could handle it, but I don't have the patience to do 10 tests each time. At least in three you can start to see some general trends.Quote:
Originally Posted by Dan_Grr
https://img241.imageshack.us/img241/...ressionnl2.jpg
Another one. Forgot to take a pic in 250 B.C so it's missing from the set. Three dead factions this time. Saba, Lusotana and Baktria.
Baktrian nerfing worked somewhat. They were just unlucky to choose the wrong enemy. Going after the Ptolies. Good news though, their loss was the Sakas gain. First time I've seen AI controlled Saka expand in the right direction.
Carthies and Ptolies roughly equal. For a moment it looked like the AS was gaining the upper hand pushing the Ptolies south to Egypt proper. But then they got into war with Pontos and Koinon while trying for Egypt. That changed the tide and the Ptolies prevailed.
Neither Gallic faction moved on their own accord. They needed to move only when coming into contact with Rome and Sweboz.
Pahlava as usual going after useless and poor steppe provinces. Damn. The Lusotana and Getai completely passive until threatened. Not good. Not good at all. Sweboz had a strange expansion going on for a while until they solified to a decent empire.
Rome still too weak. It takes them an age to get out of Italy and by that time the Carthies are unstoppable. The Carthie economy is a monster. The seatrade in particular gives them an edge over everybody else. Scary.
Epeiros wasn't moving until late in the game. Koinon was it's usual powerhouse and the Sauromatae were good at the beginning but they just can't get past that crappy Steppe economy.
Great news! I actually saw a real life naval invasion without BI.exe. Our good friends the Macedonian cockroaches invaded and took Rhodos from the Koinon. Sweet.
Another good piece of news is the new treasury cap is actuall working better than the old one. All factions now have a treasury cap of 200 000 mnai and once that sum gets exceeded the script automatically reduces some 150 000 mnai from whatever faction that gets such an insane treasury. Works wonders in keeping things in check.
Bad news is I'm going to have to adjust the population bonuses for AI recruitment. The longer the game runs the larger the AI stacks get. And they are not few and far in between, either.
Anyway here is the script: http://www.axifile.com?6997843
Comments are as always welcome.
Well in my game the Pahlava is quite good, (but im only in 240, dont have time for plaing). they and bactria are going the right direction. But the AS, stands it ground somehow, sometime lose, sometime win, while making some gains in the Levant. But the Ptolies are not planing on giving up on those teritories either.
Im trying out your script Errand.
Congrats to you all,Sheep,The Errant and Redmeth.Great work :2thumbsup:
The Errant wrote:
It is a very good idea.Again,congrats.Quote:
Bad news is I'm going to have to adjust the population bonuses for AI recruitment
OK. Finished the modifications to the script. It took me over two hours just to halve the population bonuses for the AI factions. I'm never doing this manually again.
If this dosen't work I'll return to the original values but add a time trigger for the first 50 years. So after 220 B.C the population bonuses will stop completely. By that time most settlements should have sufficient population adding infrastructure, such as granaries, roads and markets, to still produce enough surplus population that can be drafted into the military.
If the AI is still determined to empty their cities in order to fight a war, then let it. It's better than an endless and unrealistic war of attrition.
I might as well make a new campaign with those changes, do you have a link so I can try it out?
Here you go: http://www.axifile.com?4869948
I'm only at 250 B.C however so far I've seen a lot more agression from the AI. Useless stupid agression that gets the AI beaten by Eleutheroi but nevertheless, agression.
Baktria, Saka and Pahlava are at war with the AS. Saba is expanding with grace. Ptolies are eating up the Seleukids. Epeiros is fighting a war against Rome and the Carthies for control of southern Italy.
The Aedui are moving against the Arverni and the Sweboz have gotten a slow but steady start.
The Lusotana are trying to conquer in Iberia but are getting beaten back by the rebels and the Pontics are doing the same in Asia Minor but getting beaten back by the rebels.
Only the Getai are passive and content to sit by and watch others conquer the world.
The Sauromatae are also agressive but with little results it's not looking good. The Hai have taken one territory and are set on conquering more.
That's about it. I'll post screenies and more when I get to 200 B.C. Until then have fun with the new script.
edit. Damn this is a very good script. I'll post a little teaser pic so you have an idea what I'm talking about.
https://img113.imageshack.us/img113/...ressionet4.jpg
Hi.
I've been watching the development of this thread with some interest as you can understand. I've continued to try to refine my initial idea guided by some of your results (Sheep's, The Errant's and Redmeth's mostly, but at one point I was thinking of exactly the same thing as Gaias, i.e. scripts for recruitment and using unrecruitable units in order to force the stupid A.I to build things instead of using almost all of its money for those stack parades. I gave up quite soon though since I don't think there are commands for recruitment, at least I couldn't find any under those few minutes I spent searching in the manuals from CA). I've also used some new ideas I just had to test. I'm not finished yet, but I may be on the right track now, heading towards what I would like to see. I give you one of my latest test results below, but I will wait with "publishing" of the script until I'm satisfied with the results over multiple test runs.
I think there are two choices regarding the step factions:
1. Reduce the upkeeps in the EDU-file, which sounds plausible to me as a layman. After all, I can imagine the armour and equipment being expensive, but people living "of the lands" as nomads shouldn't be dependent on a "normal" civilized economy based on mnai's. They are not roman legionaries demanding a regular paycheck. It's quite likely that someone will correct me on this point, I'm not a historian, but that kind of reasoning sounds good in my ears.
2. The other route, which I've actually taken since I don't want two separate EDU's for the two cases where I play as e.g. Sauromatae and the case where I play against them, is to simply give them cash to "balance out" the upkeep. I've also used another idea, trusting your reports that the AI recruits first and only builds infrastructure if there are any money left. Therefore as an experiment, just for the step factions, I've given them money in "bursts". Then there simply must be some money left once in I while for buildings and infrastructure (hoping that they only put one unit in que per settlement), and
I think it works since I'm keeping them just below zero in between the bursts so they are not too deep in a "valley of debt". In between those money bursts they are as poor as before.
I think I can see a tendency for them to develop their poor settlements better than before, I'm not sure since I haven't looked in detail yet if it is due to them or the rebels that held the settlement before them. In their starting provinces its easy to check and I'll have a closer look next time.
One quite fun experiment I was using in the latest test was something I called "Saka Great Leader". Inspired by the fact that step factions has had some tremendous leaders, (Genghis etc. Alright that was centuries later but why not a great leader earlier, we don't want to copy history by the book, do we?), and also by irritation over the poor performance of the Saka Rauka in a lot of my tests I decided to incorporate a trigger that gives them one shot, one chance to create an empire, even if it will not last so long. It's simply a spawn army, (or rather something like three half stacks, one general per stack) emerging under certain conditions and this may not even happen when those conditions are fulfilled since the whole thing is determined by a random number. I must admit that I couldn't resist laughing when I saw the mess those guys created for the Parthians one time, and for the Baktrians in another test. The maps below are from the test where they emerged 234 BC and totally disrupted Pahlavian plans of expansion for a while, as you can see. The Pahlavians (is that correct? maybe I should say Parthians) recovered but I think they would have done even better later on if it wasn't for those damned units emerging in the far east coming to rescue their western brothers. That's all for now. Back to tests and refinements, but before that I think I can't let go of the the test you see below. Usually I stop at 200 BC but this time I think I'll continue for some decades in order to see if the Romans manages to hurt Karthadast badly (that would be great considering that their armies are terrible, mostly consisting of their elite units and that they have taken a big bite out of the once so mighty Ptolemaic empire, seems to be simply unstoppable and there are even more coming in as reinforcements, and that despite the fact that I've been quite mean to Karthadast in the script).
[IMG]https://img262.imageshack.us/img262/...0502ac2.th.png[/IMG]
Sounds like a great idea. Why just the steppe factions though? Wouldn't that help ALL factions behave better?Quote:
Originally Posted by Eminos64
Because I've looked closely on the faction progressions for some months now in all my tests, starting in another thread, and most factions don't have constant flat lines at zero (which often corresponds to a "debt valley" of varying severity). Among the worst are Sauromatae, Saka and to some extent Getai but not in the same league as the first two. After the mine fix the Pahlava are doing far better e.g.
There are other factions with problems but over time they at least have some intervals of time where they can make investments in infrastructure. For some factions I would never dream of giving them any "money bursts", Karthadast and Baktria e.g. (almost the opposite in fact, but thats to much directing of the game even for my taste.)
https://img256.imageshack.us/img256/...ressionoe4.jpg
Here are the results of my latest script. The file itself is on a link a couple of posts above this one. I will make a couple of minor changes on behalf of the Sabaeans and Pontics but that's it.
Apart from the Pontics, no faction has yet to be eliminated. The two strongest factions are the Ptolies and Carthies who are also at war.
Highlights of the game was the first and last Punic War that begun in 237 B.C and ended with the loss of Sicily to Rome. The Lusotana kicked out the Carthies from Iberia and the Getai kept the powerhouse of Koinon from massive expansion by creating their own empire that even extended to three regions in Asia Minor.
Pahlava has expanded nicely and Baktria is in check. Rome may still be a bit underpowered but it's better than having a Holy Roman Empire comprising of Italy and Germany.
In 226 B.C the Saka broke out of their reservation and proceeded to trash the Pahlava on several occasions. The Pahlava, feeling nomadic pressure in the north, and betrayed by their erstwhile allies the Baktrians, decided to take over some of the Baktrian holdings in Asia. Including Marakanda and Baktra itself.
The lowered population bonuses in the script has kept the size of armies in check. Full sized and strength stacks are rare but do pop up once in a while. Most common being single unit stacks led by captains and some half strength stacks led by family members. So no more AI stack parades with this script.
Expansion is slow and requires some patience from the human player. Blitzing will propably have you master of the world in 30 years, but where is the fun in that? If you want AI stack parades and attrition warfare use the vanilla EB script.
The script is not perfect. It is however the best balance I've managed to achieve. Try it. If you don't like it, try Redmeth's, Sheep's or some other modders variant.
Thanks to Eminos64, Sheep and Redmeth. You did a terrific job with the script. I'll play a real campaign with my script first and try yours later. Thanks for all the help and ideas. :2thumbsup:
Here is a download link for the final version of the script: http://www.axifile.com?6463893
Have fun playing!
Im going to try this, thanks.
So, are any people enjoying the changes made to the script, if you use or used it please post your thoughts and impressions on mine or the Errant's script.
Or are you against using it because it's not from the team?
And if any team members are reading this:
Would you include something like this in your future builds?
What would be the right angle from which to approach this problem?
I am currently using a script provided by The Errant. First test, the Eleutheroi had way too much income, crippling the European factions, which could not expand at all, as they had to fight full stacks. Only the Romans made a slight improvement from their starting position in 30 years.
But, the Seleucids and the Ptolemaioi remained balanced. Rarely I am in a game, in which Alexandreia is not controlled by the Seleucids in 260 BC, so that was a pleasant improvement. There was no Grey Death - rather a blue Death (me). I did not have to deal with a bazillion small armies, which was pleasant as well.
In the second test, I lowered the income of the Eleutheroi from 3500 to 2700. (slow player) Factions in Europe are somewhat expanding, but not at ridiculous speeds.
The steppe factions did not do much, in either game. In the first game, the Sauromatae managed to get in a war for Gava-Alanna, and succesfully wrest it from the control of the Saka. A first for me too.
So I am hoping that his latest script improves matters further. Judging by the screenie, I am quite optimistic.
I have one question, and perhaps the team can comment on that as well. As it seems that Central Europe iz the most affected by the additional money for the Eleutheroi, is that a reflection of the order in which the cities were created, or anything related to that? If so, changing the order of entry might be a way to increase the difficulty of conquering places, which were historically hard to conquer.
These scripts definitely add to the enjoyment of EB. :beam:
Now that I play with money script changes, I don't think I could ever go back, because fighting hordes of stacks every turn from a super cheating AI is not something that motivates me at all.
No,on contrary!I really like the script changes.Quoting Dan_Grr, I don't think I could ever go back.Quote:
Or are you against using it because it's not from the team?
Congratulations,keep the good work! ~:)
Could anyone explain to me, how to actually use Axifile? It keeps sending me back and forth between two screens, despite the fact that I have even resorted to use an unmoddified Internet EXplorer?
.
I am using THe Erant's script and it's fun.Stacks are not that infinite , but there is still some of them.
I am in 200 BC and just repelled 5 of them send on me (as Makedon) by Egypt , and now i got Carthage landing next to Epidarmnos with full stack and 2-3 more on the way.:help:
Rome is down to Marsilia, and Getai are huge, still managed to keep them in alliance...Others are doing fine, except HK and Epiros(they are gone, HK by me , Epiros by Carthage and Rome).I did have 30 years of peace for myself, till everyone decided that wants piece of me..
Only complaint that i have is, that it's looks that AI always manages to gang up on human player somehow soon or later.:furious3:
One faction starts war with you and everyone jumps in within 4-5 turns, even they were in very long alliance with you :wall:
Happened in every campaign that i played on VH/M, disregarding of script.:dizzy2:
That's hardconed. As far as the campaign AI is concerned the human player is abominable in the eyes of the Lord and needs to disappear off the face of the Earth.
I am currently downloading both The Errant's and Redmeth's scripts so I can test them both and see which I like best.
I was wondering though, are there any tests of these scripts where Roma has done well? I can't see one and I think that's probably an inaccuracy, considering this time-frame was primarily the rise of the Roman Republic. I have absolutely no modding skills and very little historical knowledge, but it just seems to me that Rome should be enjoying a little more success than they are in any of these scripts.
The problem with Rome is that the AI just doesn't use fleets often or well (even with the BI-exe) so Rome taking Iberia (without going through southern Gaul) or invading Carthage is something I have not seen.
This happened already in the Vanilla RTW. I think CA made the AI like that to compensate for the lack of any real intelligence, as factions ganging up on you will get you to think that this game is hard. Or something like that.Quote:
Originally Posted by mlp071
In my opinion this is a nuisance, completely unrealistic, and one of the most important, negative and annoying factors that put me off from Rome Total War altogether*. Essentially, diplomacy is a joke. But it's been this way since the game came out.
There a couple of ways to compensate for this: one is to wait eehmm maybe a couple of decades or so until games start coming out with an AI or until developers realize people want more than just shiny sparkling graphics;
OR
Use one of the money scripts on this thread and the Force Diplomacy mini-mod.
*I stopped playing several days ago, and before that, 2 year hiatus.
I'm glad you like the money scripts. They are there to improve the game. RTW sadly dosent' have a moddable AI. So there is nothing we (or anyone else short of a member CA) can actually do about the the human player being public enemy number one. What the money scripts are supposed to do is stop the AI from fielding an unlimited amount of stacks composed of elite units and stop the bribing of newly conquered settlements by the AI.Quote:
Originally Posted by Dan_Grr
Any additional imporovements conserning the AI will have to wait until EB 2.
´
In the meanwhile I hope you enjoy the money scripts and that they help you balance your game. I will get back to modding the money script once the next version of EB comes out. By that time other modders like the original "Guru" of the money script Eminos64 will have his own version out.
Try them all. And find the version YOU are most comfortable with. Don't be afraid to try your own if you can do it better.
Quote:
In the meanwhile I hope you enjoy the money scripts and that they help you balance your game. I will get back to modding the money script once the next version of EB comes out. By that time other modders like the original "Guru" of the money script Eminos64 will have his own version out.
Try them all. And find the version YOU are most comfortable with. Don't be afraid to try your own if you can do it better.
Thx The Errant. Gives me more energy to continue the tedious work. Feels quite close now to a release of my script. Not quite satisfied yet though. Have to do something about the alliance of AS and Khartadast that is simply too much for the Ptolies in most of my tests. I've also got a problem with the faction that controls all of Greece, whoever it'll be they tend to dominate too much in my opinion. Below are two campaigns run with slightly different scripts. Even though you have to run a couple of test runs with exactly the same script I think I can say that small changes have big impact on the performance of the different factions. I'm quite sure of that since I've also compared the results to my little data bank of all the tests I've done so far which is quite a lot by now. I think I'll keep my "Saka leader" thing. It really "spices up" things. Those that don't like the idea can simply remove section 4c in my script when I release it, or if they want it to happen in something like one out of twenty campaigns they can simply put the randompercentage to the corresponding value.
[IMG]https://img155.imageshack.us/img155/...0506cl0.th.png[/IMG]
[IMG]https://img337.imageshack.us/img337/...0508op1.th.png[/IMG]
This looks good
playing as the ptolies, I have had a very slow and painstaking war of attrition against the AS... but after 3000 odd battles they are still coming with tons elite stacks of mercenaries, and the frequency of the battles has meant the game progresses very slowly
2 questions
any instal instructions for Erants script, do I run the EB script now still?
can I use it with my current campaign (save game compat)?
thx for your efforts
Quote:
Originally Posted by The Errant
I wouldn't hold my breath on that.... All moders in MTW2 are recomending playing their modes on Medium settings, due to same issue with AI not holding alliances and ganging up on human player:thumbsdown:
Anyways , back to topic...I really like your mod so far Errant, i am in 196bc.Last 12 years are challenge , due to everyone jumping on me, but there are no constant flow of infinite elite stacks...
After that they are quiet till they get more, which takes them 10-15 turns at least.
It's more realistic, so far biggest numbers that i had to face is Qarthadastim and Ptolies, around 5..
Getai sent 3 at once, but that was it for now , since i got them into war with Sweboz(cost me dearly 80000+ mnai, but was usefull)
I will let those 2 teritorial juggernauts(both have huge empires) got to fight till they bleed each other out.Which reminds me, that is only loophole in all scripts, Getai & Sweboz have alot of rebels around , and most of rebel cities in north are lightly defended, so they tend to grow quite huge.Maybe that can be changed, will see how to work on that.
I can live with that break:2thumbsup: (if only don't have to fight on other side, lol)
Install instructions are easy. Just replace your EBBS script file (should be in Your RTW folder/EB/Data/scripts/show_me). My money script is the standard EB background script with modifications done to those sections that deal with AI population bonus and AI money bonus. Once you have replaced the file run EB and activate the background script normally at the beginning of the game. And whenever you load a save game too. It should be savegame compatible, but the full benefits don't really show up unless you've used it from the beginning of the campaign.Quote:
Originally Posted by Yunus Dogus
Also remeber to make a backup of the original background script.
About the Rebels. The RTW engine treats all the Rebels or Eleutheroi as one big faction with a shared treasury. To you they may look like a collection of independent petty kingdoms and city-states but they aren't really. In practical terms that means that those cities that border another AI or the human player are border cities. Since they are the most immediatly threatened they will also be the most heavily garrisoned. Often with a roving "fieldarmy" outside the settlement itself. Those northern cities don't have an immediate threat from another AI faction or the Human player. Hence the Rebel AI can concentrate on upgrading their infrastructure rather than use most of their population for recruiting garrisons.
I suppose I could place some reagional conditionals to spawn additional Eleutheroi armies to fight the AI invasion, but there is no guarantee they'll attack the AI or even stay in their cities, once their first, immobile garrison commanders die out. Anyway that is just a big maybe. I won't do any more tinkering with script until the next version of EB comes out.
There have been hints about a completely reworked Pahlava, so if they get a lot tougher, the current balance may fly right out the window. And that means back to being King of the Casse and tweaking out a new balance for the money script. *Shudders*
What, you got something against being the True King Of Britain ? :balloon2:
It reminds me a bit too much of my current location. Limbo. Try to imagine a place of white light, white ground, white sky. There is ground since you don't float but if you try to touch it with your hand you encounter nothing solid. Now add the fact there is nowhere to go and nothing to do. There is no up, down, left, right or anything else for that matter. I'm not even sure if it's air I'm breathing. Or am I breathing?Quote:
Originally Posted by Watchman
Don't move. Don't act. Don't think. Just click "End Turn" after "End Turn" and take the occasional screenshot. And then there are those wonderful occasional CTDs. If I could do it in my sleep, I would. Either that or I'll have to "loan" a monkey from the zoo to do it for me. Hmm.
*Goes off in direction of the zoo*
Ah. Burnout.
Errant, I'm not sure if you know this already, but you can get the AI to play completely without your intervention. Add a -ai switch to your command line and they'll go to work all by themselves. If you want to stop them to take a look around you can run the console command halt_ai and resume with run_ai. I may have remembered the actual commands wrong but the functions are there. Sure alleviates the boredom of clicking every 3 minutes. Also be sure to use the -ne switch so it's windowed and you can do other stuff on the computer while waiting.
Downside is, apparently you can never gain control of any faction once you've started the game with the ai switch, it'll be written to the savegame. Also, the faction you choose at game start will be unaffected by all bonuses due to the FactionIsLocal condition, I suggest choosing Casse as they have little effect on anyone else.
Is there any way to use that feature on an in-progress game? I can't seem to get it to work, but it'd be amazing if you could just... skip 80 years. What could be more fun than rescuing the empire that you established in the first place?
The -ai switch cannot be used on a game in progress, just like you cannot take control over a saved game that started with the switch.
just got a question regarding the scripts, though i´m not a big fan of the "fight 20 stacks every year" wich is mandatory if you fight the grey death with the normal script, im just worried that the AI wont put up a fight at all with theese scripts, since i want a bit of a challange from time to time. if thats not the case, it seems great, i really like the AI progression with the scripts, looks badass.~:pimp:
The Eleutheroi are more of a challenge and the factions still build units and they get enough money to pay for their upkeep they also build too (in my version of the script I kept the script very close to the normal one for 20 years in order for the factions to build their stuff) Check out the first page for more explanations on the different scripts.
The challenge is still there but after taking out 2-3 enemy stacks they'll be slower to rebuild them they won't just spawn another stack the next turn it will take them a few turns.
Sounds good redmeth, defintely going to try it, looks like you guys made some big improvments, i appreciate the time you guys spent on this, so us mere humans without modding skills can reap the benefit, thanks!
Unfortunately you will need to transplant the EBBS (modified or not) into the campaign_script.txt, as in the -ai game you cannot start the EBBS script. I'm not entirely sure how you do this, but my guess would be to copy all the bits inbetween the start and end script lines into the campaign_script at the end of the file (before the end script line) as is. But very good for churning off test games. Be wary of ctds though. It cannot save, so you'll need to be checking on things all the while, just in case it ends unexpectedly.Quote:
Originally Posted by bovi
Foot
Is the -ne a aditional comand like -ai, or does it replace the -nm
"-nm" is No Movies
Thx for the explenationQuote:
Originally Posted by MarcusAureliusAntoninus
Some very nice work going on here - kudos for that. :2thumbsup: When the EB Team was coming up with our last faction, it was an extremely tight vote between Saka and the Lugians of Central Europe. I'm not unhappy with Saka as a human player faction, but the AI rarely knows what to do with them. The Lugians on the other hand would have been tailor made to prevent these weird Central European empires of the Romans and Sweboz (among others).
Eminos64 - Since we can't create a new faction, perhaps we could simulate a powerful presence in the area, something tough enough to deter most of the usual invaders. Can you develop a script that adds 0-move, high powered ubergenerals to 4-5 of these provinces, once every 20 years or so? Test first for Eleutheroi ownership and if "yes", then plunk down a general. It would be interesting to see if this creates a tough Eleutheroi "buffer zone" that forces action back towards the coastlines and other historic areas of contention.
Good point... I completely forgot about enabling the script. I noticed that when I used halt_ai, if it halted on the turn of the faction I chose at game start, I could control stuff, but I don't think the advisor came up though. Anyway, when you halt the AI you can save the game.Quote:
Originally Posted by Foot
Is this for "Very Hard" settings, "Hard", or "Medium"?
The money script was made with VH in the tests and in mind, but it would also work for the rest but don't complain if you'll think the AI doesn't field enough armies to be challenging for you. It will still do ok but some people like it harder than others.
EDIT: I just updated my version with the new 0.81a2 patch and it replaces the script so if you want to keep using my or other money scripts don't forget to either edit the text file manually or download it again or just overwrite if you remember where it is on your HD.
@Redmeth:
where Your latest (with v2 Patch) money script can be downloaded from?
@The Errant:
I have a problem with downloading Your money script from the link You have provided ion the previous page - any idea, where could it be downloaded from?
http://rapidshare.com/files/31888420...CRIPT.TXT.html
Here it is but I'm pretty sure that the one on the first page works as well.
But anyway this one is based of the 0.81a2 version
Thanks! [it means that the first post is continuously updated to hold all the latest versions of the scripts...)
One more question: in order to make the script running should I replace BOTH scripts by your scripts or just one of them?
I mean the scripts that are located in: [my EB folder]\Eb\Data\scripts and [my EB folder]\Eb\Data\scripts\show_me
And shall the script be updated to work properly with the latest patch?
You have to put it in here EB\Data\scripts\show_me.
I don't know what file you have in Data/scripts/ my only script file is here EB\Data\scripts\show_me.
Look at the change list for 0.81a2 it is really small doesn't really change things gameplay-wise.
Here is a download link to rapidshare. I apologise that it has not been updated to the latest EB patch. But I'm currently tied up with another EB project that consumes most of my free time.Quote:
Originally Posted by Darth Stalin
http://rapidshare.com/files/31994218/EBBS_SCRIPT.TXT
Playing as Makedon with Sheep's script and Qarthadastim with Errant's, i noticed that one way, or another you end up fighting mercenary troops.
- in Qarthadastim game in 225, Ptolomies decided to attack me, sending 3 stacks to Lepkis.Other then Numidians, all other troops were Mercs. I noticed (with my spies) their troops on time and destroyed them with 2 of my total 3 armies .
Ptolies generals went back on the "tour " of 2 nearby provinces and came back 3 turns later with another 2 stacks of mercs... i destroyed those too, so they repeated same thing again...till i killed generals then new one showed up.
I am yet to fight any Ptolies unit other then mercs and Numidians. And they have cities overflowing with population (20+ k) and built up barracks to create elite units .
Arverni attacked me at same time as Ptolies (they are holding most of Italy and Gauls), and same thing, mercs , mercs and some Lugoae.
https://i196.photobucket.com/albums/...p071/Qarth.jpg
Same thing happened in Makedonian game.Pontus kept sending mercs only at me.
https://i196.photobucket.com/albums/aa60/mlp071/mak.jpg
year is 219 BC
when i checked Descr_mercenaries.txt , there are quite a few provinces that will give you half + stack of mercs every couple of turns.AI is going crazy buying all available ones and not making any of theirs , despite having all capabilities to do so.
I think that was the source of all the stacks that ex. Seleukids had in regular EB script (just in Drangiane , Babylonia ands Aria provinces they have 6 units available (each) to buy in first turn of the game, and then every 3-4 turns again). And there are some provinces in the north that when sweboz gets hold of them, he becomes juggernaut as well.
When i changed Descr_Mercenaries.txt to give less amount of mercs for 1/3 higher recruitment price and slowed down their respawn time for 3x,(tested using Redmeth's and regular EB scripts) ,this is what i got :
https://i196.photobucket.com/albums/...071/Test1a.jpg
year is 230 BC
If you look on this even some perrenial strugglers like Hayasdan and Saba are working their ways :)
Everyone was creating way more their units and they were not going into red.And even on regular EB script was the same situation, no infinite stacks available!
It appears to me that there is way to many mercs available in this game att.And it's killing AI economies....
Oh and one more thing ... when provices west of Olbia rebel against their owners (usually Sauromatae or Getai ) they turn into Sweboz provinces, not back into rebels..even though Sweboz never hold them before.
Most of those North European settlements have as their founding faction the Sweboz. That's why they rebel to them. They should go roughly half and half to either Eleutheroi or Sweboz. The Sweboz are the one faction that seems to be able to acheive a massive expansion simply trough rebellion. Another one is the Koinon but to a far smaller degree.
You made a good point about the mercenaries. They do show up a bit too often. Might have to change that in the next money script. But until then it's good to see you've managed to make a fix on your own.
Any other problems or issues with the scripts, do tell us. Feedback from the users is the only way we are ever going to know what needs improving.
Quote:
Originally Posted by The Errant
Nikeie (Nikomedia ) always goes to Getai , when rebels also.
Quote:
You made a good point about the mercenaries. They do show up a bit too often. Might have to change that in the next money script. But until then it's good to see you've managed to make a fix on your own.
On this one i am working on right now , feel free to use it and reshape it as you wish or anyone else...
HTML Code:;order of pools is from descr_regions
;some units are not entered yet into export_descr_units (as of 6.9) marked with a ?
pool Adiabene
regions Adiabene
unit eastern missile thanvare payahdag merc, exp 0 cost 1742 replenish 0.05 - 0.075 max 1 initial 0
pool Adurbadagan
regions Adurbadagan
unit eastern missile thanvare payahdag merc, exp 0 cost 1742 replenish 0.05 - 0.075 max 1 initial 0
unit steppe missile cavalry bydirag baexdzhyntae, exp 0 cost 4120 replenish 0.05 - 0.01 max 1 initial 0
pool Aemilia
regions Aemilia
unit celtic infantry enoci curoas merc, exp 0 cost 2721 replenish 0.08 - 0.095 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4224 replenish 0.06 - 0.01 max 1 initial 0
;; unit Imannae?, exp 0 cost 800 replenish 0.03 - 0.033 max 8 initial 2
pool Aghvan
regions Aghvan
pool Aitolia
regions Aitolia
unit greek cavalry hippeis thessalikoi merc, exp 0 cost 6878 replenish 0.03 - 0.06 max 1 initial 0
unit greek infantry misthophoroi hoplitai, exp 0 cost 3205 replenish 0.08 - 0.13 max 1 initial 0
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4411 replenish 0.09 - 0.14 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 2 cost 2980 replenish 0.06 - 0.1 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 2 cost 3210 replenish 0.08 - 0.12 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 4976 replenish 0.07 - 0.11 max 1 initial 0
unit hellenistic infantry hoplitai merc, exp 1 cost 2480 replenish 0.07 - 0.12 max 1 initial 0
pool Apulia
regions Apulia
unit samnite infantry swordsmen merc, exp 2 cost 4598 replenish 0.08 - 0.1 max 1 initial 0
unit samnite infantry spearmen merc, exp 0 cost 3367 replenish 0.09 - 0.012 max 1 initial 0
unit greek infantry misthophoroi hoplitai, exp 0 cost 3205 replenish 0.07 - 0.11 max 1 initial 0
;; unit Campanian Cavalry?, exp 2 cost 1500 replenish 0.06 - 0.08 max 1 initial 0
unit greek infantry lucanian spearmen merc, exp 2 cost 2420 replenish 0.07 - 0.09 max 1 initial 0
pool Aquitae
regions Aquitae
unit celtic infantry curoas, exp 0 cost 3311 replenish 0.1 - 0.11 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4224 replenish 0.1 - 0.13 max 1 initial 0
unit iberian infantry scutarii merc, exp 0 cost 4418 replenish 0.05 - 0.09 max 1 initial 0
;; unit Imannae?, exp 0 cost 800 replenish 0.03 - 0.033 max 1 initial 2
pool Arabia
regions Arabia
unit arabian infantry assilinmodarra merc, exp 0 cost 3525 replenish 0.06 - 0.08 max 1 initial 0
pool Arachosia
regions Arachosia
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4711 replenish 0.05 - 0.08 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.05 - 0.07 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.05 - 0.08 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 4976 replenish 0.05 - 0.07 max 1 initial 0
pool Aria
regions Aria
unit eastern missile eransahr arshtbara merc, exp 0 cost 1482 replenish 0.07 - 0.012 max 1 initial 0
;; unit SAKA ASPA SHIVATIR (Sakae Horse Archers)?, exp 0 cost 1300 replenish 0.09 - 0.012 max 1 initial 0
pool Armoriae
regions Armoriae
unit celtic infantry curoas, exp 1 cost 3311 replenish 0.06 - 0.1 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4224 replenish 0.07 - 0.11 max 1 initial 0
;; unit Imannae?, exp 0 cost 800 replenish 0.03 - 0.033 max 1 initial 2
pool Arvernotorg
regions Arvernotorg
unit celtic infantry curoas, exp 0 cost 3611 replenish 0.07 - 0.11 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.08 - 0.12 max 1 initial 0
unit germanic cavalry ridoharjoz mercenary, exp 0 cost 4570 replenish 0.07 - 0.1 max 1 initial 0
unit germanic infantry gastiz, exp 0 cost 5582 replenish 0.05 - 0.05 max 1 initial 0
;; unit Imannae?, exp 0 cost 800 replenish 0.03 - 0.033 max 1 initial 2
pool Assyrie
regions Assyrie
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.7 - 0.1 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.07 - 0.1 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.08 - 0.11 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.08 - 0.11 max 1 initial 0
pool Astauene
regions Astauene
unit steppe missile cavalry bydirag baexdzhyntae, exp 0 cost 3120 replenish 0.03 - 0.5 max 1 initial 0
unit eastern missile thanvare payahdag merc, exp 0 cost 1942 replenish 0.05 - 0.07 max 1 initial 0
;; unit SAKA ASPA SHIVATIR (Sakae Horse Archers)?, exp 0 cost 1400 replenish 0.1 - 0.12 max 1 initial 0
pool Asturia
regions Asturia
unit celtic infantry curoas, exp 0 cost 3311 replenish 0.05 - 0.07 max 1 initial 0
unit iberian infantry scutarii merc, exp 0 cost 4418 replenish 0.05 - 0.11 max 1 initial 0
pool Attike
regions Attike
;; unit greek infantry hoplitai korinthioi, exp 0 cost 3206 replenish 0.05 - 0.07 max 1 initial 0
unit greek cavalry hippeis thessalikoi merc, exp 0 cost 6678 replenish 0.05 - 0.06 max 1 initial 0
unit greek infantry misthophoroi hoplitai, exp 0 cost 3205 replenish 0.1 - 0.13 max 1 initial 0
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.07 - 0.1 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.07 - 0.11 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.09 - 0.13 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.07 - 0.11 max 1 initial 0
unit hellenistic infantry hoplitai merc, exp 0 cost 24880 replenish 0.07 - 0.11 max 1 initial 0
unit hellenistic missile cretan archers merc, exp 1 cost 1880 replenish 0.07 - 0.1 max 1 initial 0
pool Augila
regions Augila
pool Babylonia
regions Babylonia
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.09 - 0.14 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.08 - 0.11 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.08 - 0.12 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 3976 replenish 0.7 - 0.11 max 1 initial 0
unit eastern infantry babylonian heavy infantry, exp 0 cost 2021 replenish 0.05 - 0.08 max 1 initial 0
;; unit HALLATAMTI THANVARE (Elymaean Archers)?, exp 0 cost 1400 replenish 0.1 - 0.13 max 1 initial 0
;; unit HALLATAMTI USTARI (Elymaean Usabari) (camel riders)?, exp 0 cost 1400 replenish 0.014 - 0.02 max 1 initial 0
pool Baktria
regions Baktria
unit steppe missile cavalry bydirag baexdzhyntae, exp 0 cost 4120 replenish 0.02 - 0.05 max 1 initial 0
unit eastern missile eransahr arshtbara merc, exp 0 cost 1482 replenish 0.07 - 0.12 max 1 initial 0
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.07 - 0.1 max 1 initial 0
unit steppe skirmisher cavalry daha rog baexdzhyn aefsad, exp 0 cost 1906 replenish 0.05 - 0.08 max 1 initial 0
;; unit SAKA ASPA SHIVATIR (Sakae Horse Archers)?, exp 0 cost 1400 replenish 0.01 - 0.016 max 1 initial 0
pool Baleares
regions Baleares
unit iberian missile balearic slinger mercenary, exp 1 cost 1900 replenish 0.09 - 0.12 max 1 initial 0
pool Bastarnolandam
regions Bastarnolandam
unit steppe missile cavalry bydirag baexdzhyntae, exp 0 cost 4120 replenish 0.07 - 0.1 max 1 initial 0
unit steppe missile cavalry sauromatae fat aexsdzhytae, exp 0 cost 4849 replenish 0.07 - 0.12 max 1 initial 0
unit germanic cavalry ridoharjoz mercenary, exp 0 cost 4570 replenish 0.08 - 0.12 max 1 initial 0
unit germanic infantry gastiz, exp 0 cost 5782 replenish 0.05 - 0.05 max 1 initial 0
pool Bastetania
regions Bastetania
unit iberian infantry scutarii merc, exp 0 cost 4418 replenish 0.08 - 0.12 max 1 initial 0
unit iberian missile balearic slinger mercenary, exp 0 cost 1966 replenish 0.09 - 0.12 max 1 initial 0
pool Batromorgan
regions Batromorgan
unit celtic infantry curoas, exp 0 cost 3311 replenish 0.07 - 0.11 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.07 - 0.12 max 1 initial 0
;; unit Imannae?, exp 0 cost 800 replenish 0.03 - 0.033 max 1 initial 2
pool Bellovacaea_Belgae
regions Bellovacaea_Belgae
unit celtic infantry curoas, exp 0 cost 3311 replenish 0.07 - 0.11 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.06 - 0.12 max 1 initial 0
unit germanic cavalry ridoharjoz mercenary, exp 0 cost 4570 replenish 0.013 - 0.12 max 1 initial 0
unit germanic infantry gastiz, exp 0 cost 5782 replenish 0.05 - 0.05 max 1 initial 0
;; unit Imannae?, exp 0 cost 800 replenish 0.03 - 0.033 max 1 initial 2
pool Bithynia
regions Bithynia
unit celtic infantry enoci curoas merc, exp 0 cost 2921 replenish 0.07 - 0.11 max 1 initial 0
unit galatian infantry kluddolon, exp 0 cost 2480 replenish 0.09 - 0.13 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.07 - 0.12 max 1 initial 0
unit greek infantry misthophoroi hoplitai, exp 0 cost 3205 replenish 0.06 - 0.09 max 1 initial 0
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.07 - 0.12 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.06 - 0.1 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.12 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.06 - 0.11 max 1 initial 0
unit hellenistic cavalry prodromoithrakioi merc, exp 0 cost 5250 replenish 0.02 - 0.07 max 1 initial 0
unit dacian missile peltastaithrakioi merc, exp 0 cost 2800 replenish 0.06 - 0.12 max 1 initial 0
unit celtic infantry galatiantindanotae mercenary, exp 0 cost 5775 replenish 0.02 - 0.05 max 1 initial 0
unit hellenistic cavalry thrakioi hippeis merc, exp 0 cost 4510 replenish 0.06 - 0.09 max 1 initial 0
;; unit Imannae?, exp 1 cost 1150 replenish 0.02 - 0.024 max 1 initial 1
pool Bosporion_Tyrranesis
regions Bosporion_Tyrranesis
unit steppe missile cavalry bydirag baexdzhyntae, exp 0 cost 4120 replenish 0.07 - 0.11 max 1 initial 0
unit hellenistic infantry doryphoroi pontikoi, exp 0 cost 3350 replenish 0.08 - 0.12 max 1 initial 0
unit steppe missile cavalry sauromatae fat aexsdzhytae, exp 0 cost 4849 replenish 0.07 - 0.1 max 1 initial 0
unit hellenistic infantry hoplitai merc, exp 0 cost 2980 replenish 0.06 - 0.11 max 1 initial 0
pool Brettia
regions Brettia
unit samnite infantry swordsmen merc, exp 0 cost 4598 replenish 0.05 - 0.1 max 1 initial 0
unit samnite infantry spearmen merc, exp 0 cost 3367 replenish 0.09 - 0.12 max 1 initial 0
unit greek infantry misthophoroi hoplitai, exp 0 cost 3205 replenish 0.07 - 0.12 max 1 initial 0
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.08 - 0.1 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.07 - 0.11 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.08 - 0.12 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.08 - 0.11 max 1 initial 0
;; unit Campanian Cavalry?, exp 2 cost 1500 replenish 0.015 - 0.016 max 1 initial 0
unit greek infantry lucanian spearmen merc, exp 2 cost 2420 replenish 0.07 - 0.09 max 1 initial 0
pool Brigantiae
regions Brigantiae
unit celtic skirmisher balroae, exp 0 cost 2368 replenish 0.1 - 0.15 max 1 initial 1
;; unit Imannae?, exp 0 cost 1050 replenish 0.03 - 0.035 max 1 initial 2
pool Budinije
regions Budinije
unit steppe missile cavalry bydirag baexdzhyntae, exp 0 cost 4120 replenish 0.06 - 0.09 max 1 initial 0
unit steppe missile cavalry skuda baexdzhyntae, exp 0 cost 4676 replenish 0.05 - 0.7 max 1 initial 0
unit steppe missile cavalry sauromatae fat aexsdzhytae, exp 0 cost 4849 replenish 0.07 - 0.1 max 1 initial 0
pool Byzacena
regions Byzacena
unit greek infantry misthophoroi hoplitai, exp 0 cost 3205 replenish 0.05 - 0.07 max 1 initial 0
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.05 - 0.06 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.05 - 0.06 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.05 - 0.07 max 1 initial 0
pool Caledryn
regions Caledryn
unit celtic skirmisher balroae, exp 0 cost 2368 replenish 0.12 - 0.17 max 1 initial 2
;; unit Imannae?, exp 0 cost 1100 replenish 0.02 - 0.024 max 1 initial 1
pool Campania
regions Campania
unit samnite infantry swordsmen merc, exp 0 cost 4598 replenish 0.08 - 0.1 max 1 initial 0
unit samnite infantry spearmen merc, exp 0 cost 3367 replenish 0.09 - 0.12 max 1 initial 0
unit greek infantry misthophoroi hoplitai, exp 0 cost 3205 replenish 0.06 - 0.09 max 1 initial 0
;; unit Campanian Cavalry?, exp 2 cost 1500 replenish 0.07 - 0.08 max 1 initial 0
unit greek infantry lucanian spearmen merc, exp 1 cost 1820 replenish 0.07 - 0.09 max 1 initial 0
pool Cantabria
regions Cantabria
unit celtic infantry curoas, exp 0 cost 3311 replenish 0.05 - 0.07 max 1 initial 0
unit iberian infantry scutarii merc, exp 0 cost 4418 replenish 0.07 - 0.11 max 1 initial 0
pool Carpetania
regions Carpetania
unit iberian infantry scutarii merc, exp 0 cost 4418 replenish 0.07 - 0.11 max 1 initial 0
unit iberian infantry scortamavera merc, exp 0 cost 6682 replenish 0.06 - 0.09 max 1 initial 0
pool Cassemorg
regions Cassemorg
unit celtic infantry enoci curoas merc, exp 1 cost 2721 replenish 0.08 - 0.1 max 1 initial 0
unit celtic infantry curoas, exp 0 cost 3311 replenish 0.06 - 0.09 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.06 - 0.08 max 1 initial 0
;; unit Atcucalawre?, exp 1 cost 2400 replenish 0.005 - 0.007 max 1 initial 0
;; unit Imannae?, exp 0 cost 1150 replenish 0.03 - 0.035 max 1 initial 0
pool Celtiberia
regions Celtiberia
unit iberian infantry scutarii merc, exp 0 cost 4418 replenish 0.07 - 0.011 max 1 initial 0
pool Charax_Spasinou
regions Charax_Spasinou
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.07 - 0.11 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.06 - 0.10 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.1 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.07 - 0.1 max 1 initial 0
unit eastern infantry babylonian heavy infantry, exp 0 cost 2021 replenish 0.05 - 0.08 max 1 initial 0
;; unit HALLATAMTI THANVARE (Elymaean Archers)?, exp 0 cost 1400 replenish 0.1 - 0.12 max 1 initial 0
;; unit HALLATAMTI USTARI (Elymaean Usabari) (camel riders)?, exp 0 cost 1400 replenish 0.1 - 0.12 max 1 initial 0
pool Chersonesos_Thraikia
regions Chersonesos_Thraikia
unit celtic infantry enoci curoas merc, exp 0 cost 2721 replenish 0.06 - 0.11 max 1 initial 0
unit galatian infantry kluddolon, exp 0 cost 2480 replenish 0.09 - 0.13 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.07 - 0.12 max 1 initial 0
unit greek infantry misthophoroi hoplitai, exp 0 cost 3205 replenish 0.06 - 0.09 max 1 initial 0
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.07 - 0.012 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.06 - 0.07 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.12 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.06 - 0.09 max 1 initial 0
unit hellenistic cavalry prodromoithrakioi merc, exp 0 cost 6002 replenish 0.02 - 0.07 max 1 initial 0
unit dacian missile peltastaithrakioi merc, exp 0 cost 2800 replenish 0.06 - 0.12 max 1 initial 0
;; unit Imannae?, exp 1 cost 850 replenish 0.02 - 0.024 max 1 initial 1
unit hellenistic infantry doryphoroi pontikoi, exp 0 cost 3350 replenish 0.07 - 0.10 max 1 initial 0
unit hellenistic infantry hoplitai merc, exp 0 cost 2680 replenish 0.06 - 0.11 max 1 initial 0
unit hellenistic cavalry thrakioi hippeis merc, exp 0 cost 3910 replenish 0.06 - 0.09 max 1 initial 0
pool Erythraia
regions Erythraia
pool Corieltauvae
regions Corieltauvae
unit celtic infantry enoci curoas merc, exp 0 cost 2721 replenish 0.08 - 0.11 max 1 initial 0
unit celtic skirmisher balroae, exp 0 cost 2368 replenish 0.06 - 0.14 max 1 initial 0
;; unit Atcucalawre?, exp 1 cost 2400 replenish 0.005 - 0.007 max 1 initial 0
;; unit Imannae?, exp 0 cost 1150 replenish 0.03 - 0.035 max 1 initial 2
pool Cornovae
regions Cornovae
unit celtic infantry enoci curoas merc, exp 1 cost 2721 replenish 0.08 - 0.1 max 1 initial 0
unit celtic infantry curoas, exp 0 cost 3311 replenish 0.06 - 0.09 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.06 - 0.08 max 1 initial 0
;; unit Atcucalawre?, exp 1 cost 2400 replenish 0.005 - 0.007 max 1 initial 0
;; unit Imannae?, exp 0 cost 1150 replenish 0.03 - 0.035 max 1 initial 2
pool Coutinoe
regions Coutinoe
unit celtic infantry enoci curoas merc, exp 1 cost 2721 replenish 0.08 - 0.1 max 1 initial 0
unit celtic infantry curoas, exp 0 cost 3311 replenish 0.06 - 0.09 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.06 - 0.08 max 1 initial 0
;; unit Imannae?, exp 0 cost 800 replenish 0.02 - 0.022 max 1 initial 1
pool Cruddain
regions Cruddain
;; unit Atcucalawre?, exp 1 cost 3300 replenish 0.0025 - 0.003 max 1 initial 0
;; unit Imannae?, exp 0 cost 1200 replenish 0.01 - 0.013 max 1 initial 0
pool Cydamae
regions Cydamae
pool Cambriae
regions Cambriae
unit celtic infantry curoas, exp 0 cost 3311 replenish 0.05 - 0.07 max 1 initial 0
unit celtic skirmisher balroae, exp 0 cost 2368 replenish 0.07 - 0.15 max 1 initial 0
;; unit Atcucalawre?, exp 1 cost 3300 replenish 0.0025 - 0.003 max 1 initial 0
;; unit Imannae?, exp 0 cost 1150 replenish 0.03 - 0.035 max 1 initial 2
pool Dahyu_Alanna
regions Dahyu_Alanna
unit steppe missile cavalry yancai uaezdaettae, exp 0 cost 8333 replenish 0.02 - 0.05 max 1 initial 0
unit steppe skirmisher cavalry daha rog baexdzhyn aefsad, exp 0 cost 2006 replenish 0.05 - 0.08 max 1 initial 0
;; unit SAKA ASPA SHIVATIR (Sakae Horse Archers)?, exp 0 cost 1400 replenish 0.01 - 0.014 max 1 initial 0
pool Dahyu_Aursa
regions Dahyu_Aursa
;; unit SAKA ASPA SHIVATIR (Sakae Horse Archers)?, exp 0 cost 1400 replenish 0.1 - 0.12 max 1 initial 0
pool Dahyu_Daha
regions Dahyu_Daha
unit steppe missile cavalry bydirag baexdzhyntae, exp 0 cost 4120 replenish 0.1 - 0.12 max 1 initial 0
unit steppe skirmisher cavalry daha rog baexdzhyn aefsad, exp 1 cost 2006 replenish 0.07 - 0.11 max 1 initial 0
;; unit SAKA ASPA SHIVATIR (Sakae Horse Archers)?, exp 0 cost 1400 replenish 0.019 - 0.025 max 1 initial 0
pool Dahyu_Haomavarga
regions Dahyu_Haomavarga
unit eastern missile eransahr arshtbara merc, exp 0 cost 1582 replenish 0.05 - 0.07 max 1 initial 0
;; unit SAKA ASPA SHIVATIR (Sakae Horse Archers)?, exp 0 cost 1400 replenish 0.01 - 0.016 max 1 initial 0
pool Dahyu_Mazsakata
regions Dahyu_Mazsakata
unit steppe missile cavalry bydirag baexdzhyntae, exp 0 cost 4120 replenish 0.05 - 0.1 max 1 initial 0
unit steppe skirmisher cavalry daha rog baexdzhyn aefsad, exp 0 cost 2006 replenish 0.05 - 0.08 max 1 initial 0
;; unit SAKA ASPA SHIVATIR (Sakae Horse Archers)?, exp 0 cost 1400 replenish 0.019 - 0.026 max 1 initial 0
pool Dahyu_Roxsalanna
regions Dahyu_Roxsalanna
pool Dahyu_Siraca
regions Dahyu_Siraca
pool Dahyu_Thissakata
regions Dahyu_Thissakata
pool Dahyu_Yazyga
regions Dahyu_Yazyga
pool Dahyu_Yugra
regions Dahyu_Yugra
pool Dalmatia
regions Dalmatia
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.06 - 0.010 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.12 max 1 initial 0
pool Dardanoia
regions Dardanoia
unit greek infantry misthophoroi hoplitai, exp 0 cost 3205 replenish 0.06 - 0.09 max 1 initial 0
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.07 - 0.12 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.06 - 0.12 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.12 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.6 - 0.11 max 1 initial 0
unit hellenistic cavalry prodromoithrakioi merc, exp 0 cost 6200 replenish 0.02 - 0.07 max 1 initial 0
unit dacian missile peltastaithrakioi merc, exp 1 cost 3100 replenish 0.07 - 0.12 max 1 initial 0
unit hellenistic cavalry thrakioi hippeis merc, exp 0 cost 4350 replenish 0.06 - 0.09 max 1 initial 0
pool Dayuan
regions Dayuan
unit eastern missile eransahr arshtbara merc, exp 0 cost 1482 replenish 0.05 - 0.1 max 1 initial 0
unit steppe skirmisher cavalry daha rog baexdzhyn aefsad, exp 0 cost 2006 replenish 0.05 - 0.08 max 1 initial 0
;; unit SAKA ASPA SHIVATIR (Sakae Horse Archers)?, exp 0 cost 1400 replenish 0.07 - 0.1 max 2 initial 0
pool Delta_Neilou
regions Delta_Neilou
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.09 - 0.14 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.07 - 0.11 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.08 - 0.12 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.07 - 0.11 max 1 initial 0
unit hellenistic missile cretan archers merc, exp 1 cost 2080 replenish 0.06 - 0.1 max 1 initial 0
pool Diamat
regions Diamat
pool Drangiane
regions Drangiane
unit eastern missile eransahr arshtbara merc, exp 0 cost 1482 replenish 0.07 - 0.12 max 1 initial 0
;; unit SAKA ASPA SHIVATIR (Sakae Horse Archers)?, exp 0 cost 1400 replenish 0.07 - 0.1 max 1 initial 0
pool Edetania
regions Edetania
unit iberian infantry scutarii merc, exp 0 cost 4418 replenish 0.08 - 0.12 max 1 initial 0
unit greek infantry misthophoroi hoplitai, exp 0 cost 3205 replenish 0.06 - 0.09 max 1 initial 0
unit iberian missile balearic slinger mercenary, exp 0 cost 2066 replenish 0.09 - 0.012 max 1 initial 0
pool Egrisi
regions Egrisi
unit steppe missile cavalry bydirag baexdzhyntae, exp 0 cost 4120 replenish 0.02 - 0.05 max 1 initial 0
pool Elimya
regions Elimya
unit greek infantry misthophoroi hoplitai, exp 0 cost 3205 replenish 0.06 - 0.09 max 1 initial 0
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.07 - 0.12 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.06 - 0.11 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.12 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.06 - 0.11 max 1 initial 0
pool Elymais
regions Elymais
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.07 - 0.12 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.06 - 0.1 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.12 max 2 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.06 - 0.11 max 1 initial 0
;; unit HALLATAMTI THANVARE (Elymaean Archers)?, exp 0 cost 1400 replenish 0.035 - 0.04 max 1 initial 3
;; unit HALLATAMTI USTARI (Elymaean Usabari) (camel riders)?, exp 0 cost 1400 replenish 0.035 - 0.04 max 1 initial 2
pool Epeiros
regions Epeiros
unit greek infantry misthophoroi hoplitai, exp 0 cost 3205 replenish 0.06 - 0.09 max 1 initial 0
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.07 - 0.12 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.06 - 0.11 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.12 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.06 - 0.12 max 1 initial 0
unit hellenistic infantry hoplitai merc, exp 0 cost 2480 replenish 0.06 - 0.11 max 1 initial 0
unit hellenistic missile cretan archers merc, exp 1 cost 2040 replenish 0.07 - 0.1 max 1 initial 0
pool Erain
regions Erain
unit celtic infantry curoas, exp 0 cost 3311 replenish 0.05 - 0.07 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.06 - 0.08 max 1 initial 0
;; unit Atcucalawre?, exp 1 cost 3400 replenish 0.11 - 0.15 max 1 initial 0
;; unit Imannae?, exp 0 cost 1400 replenish 0.01 - 0.013 max 1 initial 0
pool Eravacouw
regions Eravacouw
unit celtic infantry enoci curoas merc, exp 1 cost 2721 replenish 0.06 - 0.12 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.07 - 0.1 max 1 initial 0
;; unit Imannae?, exp 0 cost 900 replenish 0.02 - 0.022 max 1 initial 1
pool Etruria
regions Etruria
unit celtic infantry enoci curoas merc, exp 0 cost 2721 replenish 0.06 - 0.1 max 1 initial 0
;; unit Campanian Cavalry?, exp 2 cost 1500 replenish 0.015 - 0.016 max 1 initial 0
unit greek infantry lucanian spearmen merc, exp 0 cost 2800 replenish 0.05 - 0.07 max 1 initial 0
pool Euboia
regions Euboia
;; unit greek infantry hoplitai korinthioi, exp 0 cost 3206 replenish 0.05 - 0.07 max 1 initial 0
unit greek infantry misthophoroi hoplitai, exp 0 cost 3205 replenish 0.09 - 0.013 max 1 initial 0
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.07 - 0.1 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.06 - 0.10 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.12 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.06 - 0.11 max 1 initial 0
unit hellenistic infantry hoplitai merc, exp 0 cost 2480 replenish 0.07 - 0.12 max 1 initial 0
pool Gabiene
regions Gabiene
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.05 - 0.06 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.04 - 0.06 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.05 - 0.07 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.1 - 0.11 max 1 initial 0
;; unit HALLATAMTI THANVARE (Elymaean Archers)?, exp 0 cost 1400 replenish 0.01 - 0.015 max 1 initial 0
;; unit HALLATAMTI USTARI (Elymaean Usabari) (camel riders)?, exp 0 cost 1400 replenish 0.015 - 0.02 max 1 initial 0
pool Gaetulia
regions Gaetulia
pool Galaecia
regions Galaecia
unit celtic infantry curoas, exp 0 cost 3311 replenish 0.05 - 0.07 max 1 initial 0
unit iberian infantry scutarii merc, exp 0 cost 4418 replenish 0.05 - 0.11 max 1 initial 0
pool Galatia
regions Galatia
unit celtic infantry enoci curoas merc, exp 0 cost 2721 replenish 0.07 - 0.010 max 1 initial 0
unit galatian infantry kluddolon, exp 0 cost 2480 replenish 0.09 - 0.12 max 1 initial 2
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.06 - 0.09 max 1 initial 0
unit celtic infantry galatiantindanotae mercenary, exp 0 cost 5475 replenish 0.02 - 0.05 max 1 initial 0
;; unit Imannae?, exp 1 cost 1150 replenish 0.02 - 0.024 max 6 initial 1
pool Gandhara
regions Gandhara
pool Gedrosia
regions Gedrosia
pool Gerrhaia_Arabia
regions Gerrhaia_Arabia
pool Getia
regions Getia
unit steppe missile cavalry bydirag baexdzhyntae, exp 0 cost 4120 replenish 0.07 - 0.1 max 1 initial 0
unit steppe missile cavalry sauromatae fat aexsdzhytae, exp 0 cost 4849 replenish 0.08 - 0.1 max 1 initial 0
pool Getia_Koile
regions Getia_Koile
pool Greseoallra
regions Greseoallra
unit celtic infantry enoci curoas merc, exp 0 cost 2721 replenish 0.06 - 0.08 max 1 initial 0
unit celtic infantry curoas, exp 0 cost 3311 replenish 0.07 - 0.1 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.07 - 0.1 max 1 initial 0
unit greek infantry misthophoroi hoplitai, exp 0 cost 3205 replenish 0.06 - 0.07 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.06 - 0.07 max 1 initial 0
unit iberian missile balearic slinger mercenary, exp 0 cost 2066 replenish 0.08 - 0.11 max 1 initial 0
unit hellenistic infantry massiloi hoplitai merc, exp 0 cost 3310 replenish 0.08 - 0.11 max 1 initial 0
;; unit Imannae?, exp 0 cost 900 replenish 0.3 - 0.33 max 1 initial 2
pool Habukolandam
regions Habukolandam
unit germanic cavalry ridoharjoz mercenary, exp 0 cost 4570 replenish 0.06 - 0.1 max 1 initial 0
unit germanic infantry gastiz, exp 0 cost 5782 replenish 0.05 - 0.05 max 1 initial 0
pool Hadramaut
regions Hadramaut
unit arabian infantry assilinmodarra merc, exp 0 cost 3425 replenish 0.06 - 0.08 max 1 initial 0
pool Hattolandam
regions Hattolandam
unit germanic cavalry ridoharjoz mercenary, exp 0 cost 4570 replenish 0.06 - 0.1 max 1 initial 0
unit germanic infantry gastiz, exp 0 cost 5782 replenish 0.05 - 0.05 max 1 initial 0
pool Hayasdan
regions Hayasdan
pool Helvetis
regions Helvetis
unit celtic infantry enoci curoas merc, exp 0 cost 2721 replenish 0.07 - 0.12 max 1 initial 0
unit celtic infantry curoas, exp 0 cost 3311 replenish 0.06 - 0.1 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.07 - 0.11 max 1 initial 0
unit germanic cavalry ridoharjoz mercenary, exp 0 cost 4570 replenish 0.08 - 0.12 max 1 initial 0
;; unit Imannae?, exp 0 cost 900 replenish 0.03 - 0.033 max 1 initial 2
pool Heptanomis
regions Heptanomis
pool Heruskolandam
regions Heruskolandam
unit germanic cavalry ridoharjoz mercenary, exp 0 cost 4570 replenish 0.1 - 0.2 max 1 initial 2
unit germanic infantry gastiz, exp 0 cost 5782 replenish 0.05 - 0.05 max 1 initial 0
pool Hyrkania
regions Hyrkania
pool Illyria_Hellenike
regions Illyria_Hellenike
unit greek infantry misthophoroi hoplitai, exp 0 cost 3205 replenish 0.05 - 0.08 max 1 initial 0
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.07 - 0.11 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.06 - 0.1 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.1 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.06 - 0.1 max 1 initial 0
pool Insubramrog
regions Insubramrog
unit celtic infantry enoci curoas merc, exp 0 cost 2721 replenish 0.07 - 0.1 max 1 initial 1
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.06 - 0.11 max 1 initial 1
;; unit Imannae?, exp 0 cost 900 replenish 0.3 - 0.033 max 1 initial 2
pool Ioudaia
regions Ioudaia
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.08 - 0.12 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.07 - 0.10 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.12 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.07 - 0.1 max 1 initial 0
pool Kalabria
regions Kalabria
unit samnite infantry swordsmen merc, exp 2 cost 4598 replenish 0.08 - 0.1 max 1 initial 0
unit samnite infantry spearmen merc, exp 0 cost 3367 replenish 0.08 - 0.11 max 1 initial 0
unit greek infantry misthophoroi hoplitai, exp 0 cost 3205 replenish 0.07 - 0.11 max 1 initial 0
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.07 - 0.8 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.1 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.06 - 0.08 max 1 initial 0
unit hellenistic infantry hoplitai merc, exp 0 cost 2780 replenish 0.06 - 0.11 max 1 initial 0
;; unit Campanian Cavalry?, exp 2 cost 1500 replenish 0.07 - 0.08 max 1 initial 0
unit greek infantry lucanian spearmen merc, exp 2 cost 2520 replenish 0.07 - 0.09 max 1 initial 0
pool Kangha
regions Kangha
;; unit SAKA ASPA SHIVATIR (Sakae Horse Archers)?, exp 0 cost 1400 replenish 0.012 - 0.033 max 1 initial 1
pool Kappadokia
regions Kappadokia
unit celtic infantry enoci curoas merc, exp 0 cost 2721 replenish 0.06 - 0.11 max 1 initial 0
unit galatian infantry kluddolon, exp 0 cost 2480 replenish 0.09 - 0.13 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.07 - 0.12 max 1 initial 0
unit celtic infantry galatiantindanotae mercenary, exp 0 cost 5400 replenish 0.02 - 0.05 max 1 initial 0
;; unit Imannae?, exp 1 cost 1150 replenish 0.02 - 0.024 max 1 initial 1
pool Kappadokia_Pontika
regions Kappadokia_Pontika
unit celtic infantry enoci curoas merc, exp 0 cost 2721 replenish 0.06 - 0.011 max 1 initial 0
unit galatian infantry kluddolon, exp 0 cost 2780 replenish 0.09 - 0.013 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.07 - 0.12 max 1 initial 0
unit hellenistic infantry doryphoroi pontikoi, exp 0 cost 3350 replenish 0.1 - 0.12 max 1 initial 0
unit celtic infantry galatiantindanotae mercenary, exp 0 cost 5700 replenish 0.02 - 0.05 max 1 initial 0
;; unit Imannae?, exp 1 cost 1150 replenish 0.02 - 0.024 max 1 initial 1
pool Karia
regions Karia
unit celtic infantry enoci curoas merc, exp 0 cost 2721 replenish 0.06 - 0.11 max 1 initial 0
unit galatian infantry kluddolon, exp 0 cost 2480 replenish 0.09 - 0.13 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.07 - 0.12 max 1 initial 0
unit greek infantry misthophoroi hoplitai, exp 0 cost 3205 replenish 0.1 - 0.15 max 1 initial 0
unit greek cavalry hippeis thessalikoi merc, exp 0 cost 6478 replenish 0.05 - 0.05 max 1 initial 0
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.08 - 0.12 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.07 - 0.1 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.11 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.07 - 0.10 max 1 initial 0
unit hellenistic infantry hoplitai merc, exp 0 cost 2480 replenish 0.06 - 0.11 max 1 initial 0
;; unit Imannae?, exp 1 cost 1200 replenish 0.01 - 0.015 max 1 initial 0
unit hellenistic missile cretan archers merc, exp 0 cost 2080 replenish 0.05 - 0.09 max 1 initial 0
pool Karmania
regions Karmania
pool Kartli
regions Kartli
unit steppe missile cavalry bydirag baexdzhyntae, exp 0 cost 4120 replenish 0.005 - 0.1 max 1 initial 0
pool Khoarene
regions Khoarene
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.08 - 0.012 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.07 - 0.1 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.11 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.07 - 0.1 max 1 initial 0
;; unit SAKA ASPA SHIVATIR (Sakae Horse Archers)?, exp 0 cost 1400 replenish 0.05 - 0.07 max 1 initial 0
;; unit HALLATAMTI THANVARE (Elymaean Archers)?, exp 0 cost 1400 replenish 0.05 - 0.07 max 1 initial 0
;; unit HALLATAMTI USTARI (Elymaean Usabari) (camel riders)?, exp 0 cost 1400 replenish 0.014 - 0.02 max 0 initial 0
pool Khwarazm
regions Khwarazm
unit steppe missile cavalry bydirag baexdzhyntae, exp 0 cost 4120 replenish 0.05 - 0.09 max 1 initial 0
unit eastern missile thanvare payahdag merc, exp 0 cost 1842 replenish 0.02 - 0.05 max 1 initial 0
unit steppe skirmisher cavalry daha rog baexdzhyn aefsad, exp 0 cost 2006 replenish 0.05 - 0.08 max 1 initial 0
;; unit SAKA ASPA SHIVATIR (Sakae Horse Archers)?, exp 0 cost 1400 replenish 0.01 - 0.016 max 1 initial 0
pool Kilikia
regions Kilikia
unit celtic infantry enoci curoas merc, exp 0 cost 2721 replenish 0.06 - 0.11 max 1 initial 0
unit galatian infantry kluddolon, exp 0 cost 2480 replenish 0.09 - 0.13 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.07 - 0.12 max 1 initial 0
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.08 - 0.12 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.07 - 0.1 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.11 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.07 - 0.10 max 1 initial 0
;; unit Imannae?, exp 1 cost 1200 replenish 0.01 - 0.015 max 1 initial 0
pool Kimbrolandam
regions Kimbrolandam
unit germanic cavalry ridoharjoz mercenary, exp 0 cost 4670 replenish 0.12 - 0.15 max 1 initial 2
unit germanic infantry gastiz, exp 0 cost 5782 replenish 0.05 - 0.05 max 1 initial 0
pool Korsim
regions Korsim
unit greek infantry misthophoroi hoplitai, exp 0 cost 3205 replenish 0.06 - 0.07 max 1 initial 0
unit iberian missile balearic slinger mercenary, exp 0 cost 2066 replenish 0.09 - 0.012 max 1 initial 0
pool Krete
regions Krete
;; unit greek infantry hoplitai korinthioi, exp 0 cost 3206 replenish 0.01 - 0.015 max 1 initial 0
unit greek infantry misthophoroi hoplitai, exp 0 cost 3205 replenish 0.09 - 0.13 max 1 initial 0
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.07 - 0.1 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.06 - 0.1 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.12 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 4676 replenish 0.02 - 0.04 max 1 initial 0
unit hellenistic infantry hoplitai merc, exp 0 cost 2780 replenish 0.06 - 0.11 max 1 initial 0
unit hellenistic missile cretan archers merc, exp 2 cost 1520 replenish 0.08 - 0.12 max 1 initial 2
pool Kush
regions Kush
pool Kypros
regions Kypros
unit greek infantry misthophoroi hoplitai, exp 0 cost 3205 replenish 0.07 - 0.1 max 1 initial 0
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.07 - 0.11 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.06 - 0.10 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.12 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.06 - 0.11 max 1 initial 0
unit hellenistic infantry hoplitai merc, exp 0 cost 2780 replenish 0.06 - 0.11 max 1 initial 0
unit hellenistic missile cretan archers merc, exp 0 cost 2130 replenish 0.05 - 0.09 max 1 initial 0
pool Kyrenaia
regions Kyrenaia
unit greek infantry misthophoroi hoplitai, exp 0 cost 3205 replenish 0.08 - 0.11 max 1 initial 0
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.07 - 0.1 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.06 - 0.1 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.12 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.06 - 0.11 max 1 initial 0
pool Lacetania
regions Lacetania
unit celtic infantry curoas, exp 0 cost 3311 replenish 0.03 - 0.05 max 1 initial 0
unit iberian infantry scutarii merc, exp 0 cost 4418 replenish 0.09 - 0.12 max 1 initial 0
unit greek infantry misthophoroi hoplitai, exp 0 cost 3205 replenish 0.06 - 0.1 max 1 initial 0
unit iberian missile balearic slinger mercenary, exp 0 cost 2066 replenish 0.09 - 0.12 max 1 initial 0
unit hellenistic infantry massiloi hoplitai merc, exp 0 cost 3310 replenish 0.05 - 0.07 max 1 initial 0
pool Lakonike
regions Lakonike
unit greek infantry misthophoroi hoplitai, exp 0 cost 3205 replenish 0.08 - 0.11 max 1 initial 0
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.07 - 0.1 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.6 - 0.11 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.12 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.06 - 0.11 max 1 initial 0
unit hellenistic infantry hoplitai merc, exp 2 cost 2780 replenish 0.06 - 0.11 max 1 initial 0
unit hellenistic missile cretan archers merc, exp 1 cost 2080 replenish 0.06 - 0.1 max 1 initial 0
pool Latium
regions Latium
unit germanic cavalry ridoharjoz mercenary, exp 0 cost 4670 replenish 0.1 - 0.015 max 1 initial 2
unit germanic infantry gastiz, exp 0 cost 5782 replenish 0.05 - 0.05 max 1 initial 0
pool Latium2
regions Latium2
unit germanic cavalry ridoharjoz mercenary, exp 0 cost 4670 replenish 0.06 - 0.012 max 1 initial 0
unit samnite infantry swordsmen merc, exp 0 cost 4298 replenish 0.08 - 0.1 max 1 initial 0
unit samnite infantry spearmen merc, exp 0 cost 3367 replenish 0.09 - 0.11 max 1 initial 0
;; unit Campanian Cavalry?, exp 2 cost 1500 replenish 0.07 - 0.08 max 1 initial 0
unit greek infantry lucanian spearmen merc, exp 0 cost 1980 replenish 0.07 - 0.08 max 1 initial 0
pool Lemorisae
regions Lemorisae
unit celtic infantry curoas, exp 0 cost 3311 replenish 0.06 - 0.1 max 1 initial 1
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.07 - 0.09 max 1 initial 1
;; unit Imannae?, exp 0 cost 900 replenish 0.03 - 0.033 max 1 initial 2
pool Lesbos
regions Lesbos
;; unit greek infantry hoplitai korinthioi, exp 0 cost 3206 replenish 0.05 - 0.07 max 1 initial 0
unit greek infantry misthophoroi hoplitai, exp 0 cost 3205 replenish 0.08 - 0.11 max 1 initial 0
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.07 - 0.1 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.06 - 0.1 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.12 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.06 - 0.11 max 1 initial 0
unit hellenistic infantry hoplitai merc, exp 0 cost 2780 replenish 0.06 - 0.11 max 1 initial 0
unit hellenistic missile cretan archers merc, exp 0 cost 2080 replenish 0.05 - 0.08 max 1 initial 0
pool Libye
regions Libye
pool Liguria
regions Liguria
unit celtic infantry enoci curoas merc, exp 0 cost 2721 replenish 0.015 - 0.02 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.013 - 0.018 max 1 initial 0
;; unit Imannae?, exp 0 cost 900 replenish 0.03 - 0.033 max 1 initial 2
pool Lugonesis
regions Lugonesis
unit celtic infantry enoci curoas merc, exp 0 cost 2721 replenish 0.08 - 0.01 max 1 initial 0
unit celtic infantry curoas, exp 0 cost 3311 replenish 0.06 - 0.09 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.07 - 0.1 max 1 initial 0
;; unit Imannae?, exp 0 cost 900 replenish 0.03 - 0.033 max 1 initial 2
pool Lugouw
regions Lugouw
unit celtic infantry curoas, exp 0 cost 3311 replenish 0.05 - 0.07 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.06 - 0.09 max 1 initial 0
unit germanic cavalry ridoharjoz mercenary, exp 0 cost 4570 replenish 0.07 - 0.08 max 1 initial 0
unit germanic infantry gastiz, exp 0 cost 5782 replenish 0.05 - 0.05 max 1 initial 0
;; unit Imannae?, exp 0 cost 900 replenish 0.02 - 0.022 max 8 initial 1
pool Lusitania
regions Lusitania
unit iberian infantry scortamavera merc, exp 1 cost 5782 replenish 0.06 - 0.09 max 1 initial 0
pool Lydia
regions Lydia
unit celtic infantry enoci curoas merc, exp 0 cost 2721 replenish 0.06 - 0.11 max 1 initial 0
unit galatian infantry kluddolon, exp 0 cost 2480 replenish 0.09 - 0.13 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.07 - 0.12 max 1 initial 0
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.08 - 0.12 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.07 - 0.10 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.11 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.07 - 0.11 max 1 initial 0
unit greek cavalry hippeis thessalikoi merc, exp 0 cost 6478 replenish 0.02 - 0.05 max 1 initial 0
unit hellenistic infantry hoplitai merc, exp 0 cost 2480 replenish 0.06 - 0.11 max 1 initial 0
unit hellenistic missile cretan archers merc, exp 0 cost 2080 replenish 0.06 - 0.09 max 1 initial 0
pool Maeotis
regions Maeotis
unit steppe missile cavalry bydirag baexdzhyntae, exp 0 cost 4120 replenish 0.07 - 0.1 max 1 initial 0
unit hellenistic infantry doryphoroi pontikoi, exp 0 cost 3350 replenish 0.07 - 0.08 max 1 initial 0
unit steppe missile cavalry sauromatae fat aexsdzhytae, exp 0 cost 4849 replenish 0.06 - 0.09 max 1 initial 0
pool Main
regions Main
unit arabian infantry assilinmodarra merc, exp 0 cost 3525 replenish 0.06 - 0.08 max 1 initial 0
pool Makedonia
regions Makedonia
unit greek infantry misthophoroi hoplitai, exp 0 cost 3205 replenish 0.06 - 0.1 max 1 initial 0
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.08 - 0.12 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.07 - 0.1 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.11 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.07 - 0.01 max 1 initial 0
unit greek cavalry hippeis thessalikoi merc, exp 0 cost 6478 replenish 0.02 - 0.05 max 1 initial 0
unit celtic infantry enoci curoas merc, exp 0 cost 2721 replenish 0.06 - 0.11 max 1 initial 0
unit galatian infantry kluddolon, exp 0 cost 2480 replenish 0.09 - 0.13 max 1 initial 0
unit hellenistic cavalry prodromoithrakioi merc, exp 1 cost 6000 replenish 0.02 - 0.07 max 1 initial 0
unit dacian missile peltastaithrakioi merc, exp 0 cost 3200 replenish 0.05 - 0.11 max 1 initial 0
unit hellenistic infantry hoplitai merc, exp 0 cost 2680 replenish 0.06 - 0.11 max 1 initial 0
unit hellenistic missile cretan archers merc, exp 1 cost 2080 replenish 0.06 - 0.1 max 1 initial 0
pool Maketa
regions Maketa
unit arabian infantry assilinmodarra merc, exp 0 cost 3525 replenish 0.06 - 0.08 max 1 initial 0
pool Margiana
regions Margiana
unit steppe missile cavalry bydirag baexdzhyntae, exp 0 cost 4120 replenish 0.05 - 0.07 max 1 initial 0
unit eastern missile eransahr arshtbara merc, exp 0 cost 1482 replenish 0.05 - 0.1 max 1 initial 0
unit steppe skirmisher cavalry daha rog baexdzhyn aefsad, exp 0 cost 2006 replenish 0.05 - 0.08 max 1 initial 0
;; unit SAKA ASPA SHIVATIR (Sakae Horse Archers)?, exp 0 cost 1400 replenish 0.07 - 0.1 max 1 initial 1
pool Marmarike
regions Marmarike
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.08 - 0.12 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.07 - 0.1 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.11 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.07 - 0.10 max 1 initial 0
pool Mashiliem
regions Mashiliem
pool Mauretania
regions Mauretania
pool Mauretania_Massaesili
regions Mauretania_Massaesili
pool Mauretania_Tingitana
regions Mauretania_Tingitana
pool Media
regions Media
unit eastern missile thanvare payahdag merc, exp 0 cost 1842 replenish 0.05 - 0.09 max 1 initial 0
;; unit HALLATAMTI THANVARE (Elymaean Archers)?, exp 0 cost 1400 replenish 0.1 - 0.12 max 1 initial 0
pool Mikra_Skythia
regions Mikra_Skythia
unit steppe missile cavalry bydirag baexdzhyntae, exp 0 cost 4120 replenish 0.08 - 0.1 max 1 initial 0
unit hellenistic cavalry prodromoithrakioi merc, exp 2 cost 5809 replenish 0.02 - 0.07 max 1 initial 0
unit dacian missile peltastaithrakioi merc, exp 1 cost 2700 replenish 0.09 - 0.12 max 1 initial 0
unit hellenistic infantry doryphoroi pontikoi, exp 0 cost 3350 replenish 0.05 - 0.05 max 1 initial 0
unit steppe missile cavalry sauromatae fat aexsdzhytae, exp 0 cost 4849 replenish 0.1 - 0.12 max 1 initial 2
unit hellenistic infantry hoplitai merc, exp 0 cost 2880 replenish 0.06 - 0.11 max 1 initial 0
unit hellenistic cavalry thrakioi hippeis merc, exp 1 cost 3910 replenish 0.06 - 0.09 max 1 initial 0
pool Mrogaedu
regions Mrogaedu
unit germanic cavalry ridoharjoz mercenary, exp 0 cost 4570 replenish 0.06 - 0.08 max 1 initial 0
unit germanic infantry gastiz, exp 0 cost 5782 replenish 0.05 - 0.05 max 1 initial 0
pool Mrogaule
regions Mrogaule
unit celtic infantry curoas, exp 0 cost 3311 replenish 0.06 - 0.08 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.07 - 0.08 max 1 initial 0
;; unit Imannae?, exp 0 cost 900 replenish 0.03 - 0.033 max 8 initial 2
pool Mrogbonna
regions Mrogbonna
unit celtic infantry enoci curoas merc, exp 0 cost 2721 replenish 0.07 - 0.08 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.07 - 0.08 max 1 initial 0
unit germanic cavalry ridoharjoz mercenary, exp 0 cost 4570 replenish 0.06 - 0.08 max 1 initial 0
unit germanic infantry gastiz, exp 0 cost 5782 replenish 0.05 - 0.05 max 1 initial 0
;; unit Imannae?, exp 0 cost 900 replenish 0.03 - 0.033 max 1 initial 2
pool Mysia
regions Mysia
unit celtic infantry enoci curoas merc, exp 0 cost 2721 replenish 0.07 - 0.11 max 1 initial 0
unit galatian infantry kluddolon, exp 0 cost 2480 replenish 0.09 - 0.13 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.07 - 0.12 max 1 initial 0
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.08 - 0.12 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.07 - 0.1 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.11 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.07 - 0.01 max 1 initial 0
unit greek cavalry hippeis thessalikoi merc, exp 0 cost 6478 replenish 0.02 - 0.05 max 1 initial 0
unit hellenistic infantry hoplitai merc, exp 0 cost 2480 replenish 0.06 - 0.11 max 1 initial 0
;; unit Imannae?, exp 1 cost 1200 replenish 0.05 - 0.07 max 1 initial 0
unit hellenistic missile cretan archers merc, exp 0 cost 2080 replenish 0.05 - 0.09 max 1 initial 0
pool Nabataia
regions Nabataia
pool Nervaea_Belgae
regions Nervaea_Belgae
unit celtic infantry curoas, exp 0 cost 3311 replenish 0.07 - 0.11 max 1 initial 0
unit germanic cavalry ridoharjoz mercenary, exp 0 cost 4670 replenish 0.06 - 0.12 max 1 initial 0
unit germanic infantry gastiz, exp 0 cost 5782 replenish 0.05 - 0.05 max 1 initial 0
pool Neurije
regions Neurije
unit germanic cavalry ridoharjoz mercenary, exp 0 cost 4570 replenish 0.06 - 0.12 max 1 initial 0
unit steppe missile cavalry bydirag baexdzhyntae, exp 0 cost 3920 replenish 0.06 - 0.1 max 1 initial 0
unit steppe missile cavalry sauromatae fat aexsdzhytae, exp 0 cost 4849 replenish 0.03 - 0.1 max 1 initial 0
pool Noricae
regions Noricae
unit celtic infantry enoci curoas merc, exp 0 cost 2721 replenish 0.07 - 0.08 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.07 - 0.08 max 1 initial 0
unit germanic cavalry ridoharjoz mercenary, exp 0 cost 4570 replenish 0.06 - 0.12 max 1 initial 0
;; unit Imannae?, exp 0 cost 900 replenish 0.15 - 0.16 max 1 initial 2
pool Numidia
regions Numidia
pool Oasis_Megale
regions Oasis_Megale
pool Odrysai
regions Odrysai
unit celtic infantry enoci curoas merc, exp 0 cost 2721 replenish 0.06 - 0.11 max 1 initial 0
unit galatian infantry kluddolon, exp 0 cost 2480 replenish 0.09 - 0.013 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.07 - 0.012 max 1 initial 0
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.08 - 0.12 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.07 - 0.1 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.11 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.07 - 0.1 max 1 initial 0
;; unit Imannae?, exp 1 cost 1250 replenish 0.02 - 0.024 max 1 initial 1
unit hellenistic cavalry prodromoithrakioi merc, exp 1 cost 5700 replenish 0.02 - 0.07 max 1 initial 0
unit dacian missile peltastaithrakioi merc, exp 1 cost 2300 replenish 0.09 - 0.12 max 1 initial 2
unit hellenistic cavalry thrakioi hippeis merc, exp 1 cost 3910 replenish 0.07 - 0.1 max 1 initial 0
pool Pamphylia
regions Pamphylia
unit celtic infantry enoci curoas merc, exp 0 cost 2721 replenish 0.06 - 0.11 max 1 initial 0
unit galatian infantry kluddolon, exp 0 cost 2480 replenish 0.09 - 0.13 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.07 - 0.12 max 1 initial 0
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4711 replenish 0.08 - 0.12 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.07 - 0.1 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.11 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.07 - 0.10 max 1 initial 0
;; unit Imannae?, exp 1 cost 1200 replenish 0.05 - 0.07 max 1 initial 0
pool Pannonia
regions Pannonia
unit celtic infantry enoci curoas merc, exp 0 cost 2721 replenish 0.06 - 0.09 max 1 initial 0
unit celtic infantry curoas, exp 0 cost 3311 replenish 0.05 - 0.08 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.06 - 0.08 max 1 initial 0
unit steppe missile cavalry bydirag baexdzhyntae, exp 0 cost 4120 replenish 0.06 - 0.07 max 1 initial 0
unit germanic cavalry ridoharjoz mercenary, exp 0 cost 4570 replenish 0.06 - 0.08 max 1 initial 0
;; unit Imannae?, exp 0 cost 900 replenish 0.1 - 0.11 max 1 initial 1
pool Pannonia_Illyrica
regions Pannonia_Illyrica
pool Paphlagonia
regions Paphlagonia
unit hellenistic infantry doryphoroi pontikoi, exp 0 cost 3350 replenish 0.06 - 0.09 max 1 initial 0
pool Paropamisadai
regions Paropamisadai
unit steppe missile cavalry bydirag baexdzhyntae, exp 0 cost 4120 replenish 0.02 - 0.05 max 1 initial 0
unit eastern missile eransahr arshtbara merc, exp 0 cost 1482 replenish 0.07 - 0.012 max 1 initial 0
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.07 - 0.1 max 1 initial 0
pool Parthava
regions Parthava
;; unit SAKA ASPA SHIVATIR (Sakae Horse Archers)?, exp 0 cost 1400 replenish 0.019 - 0.024 max 1 initial 0
pool Peloponnesos
regions Peloponnesos
;; unit greek infantry hoplitai korinthioi, exp 0 cost 3206 replenish 0.05 - 0.07 max 1 initial 0
unit greek cavalry hippeis thessalikoi merc, exp 0 cost 6478 replenish 0.05 - 0.06 max 1 initial 0
unit greek infantry misthophoroi hoplitai, exp 0 cost 3205 replenish 0.1 - 0.11 max 1 initial 0
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.07 - 0.1 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.07 - 0.11 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.09 - 0.13 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.07 - 0.11 max 1 initial 0
unit hellenistic infantry hoplitai merc, exp 1 cost 2680 replenish 0.06 - 0.11 max 1 initial 0
unit hellenistic missile cretan archers merc, exp 0 cost 2080 replenish 0.05 - 0.09 max 1 initial 0
pool Persis
regions Persis
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.7 - 0.9 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.1 - 0.14 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.1 - 0.16 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.1 - 0.12 max 1 initial 0
unit eastern missile thanvare payahdag merc, exp 0 cost 1842 replenish 0.01 - 0.015 max 1 initial 0
;; unit HALLATAMTI THANVARE (Elymaean Archers)?, exp 0 cost 1400 replenish 0.03 - 0.035 max 1 initial 0
;; unit HALLATAMTI USTARI (Elymaean Usabari) (camel riders)?, exp 0 cost 1400 replenish 0.03 - 0.034 max 1 initial 0
pool Phasania
regions Phasania
pool Phoenicia
regions Phoenicia
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.07 - 0.1 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.06 - 0.08 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.1 max 1 initial 0
pool Phrygia
regions Phrygia
unit celtic infantry enoci curoas merc, exp 0 cost 2721 replenish 0.06 - 0.11 max 1 initial 0
unit galatian infantry kluddolon, exp 0 cost 2480 replenish 0.09 - 0.13 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.07 - 0.12 max 1 initial 0
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.08 - 0.12 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.07 - 0.1 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.11 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.07 - 0.10 max 1 initial 0
unit celtic infantry galatiantindanotae mercenary, exp 0 cost 5700 replenish 0.02 - 0.05 max 1 initial 0
;; unit Imannae?, exp 1 cost 850 replenish 0.02 - 0.024 max 6 initial 1
pool Pokr_Hayk
regions Pokr_Hayk
pool Pontos_Paralios
regions Pontos_Paralios
unit steppe missile cavalry bydirag baexdzhyntae, exp 0 cost 4120 replenish 0.06 - 0.07 max 1 initial 0
unit hellenistic infantry doryphoroi pontikoi, exp 0 cost 3350 replenish 0.06 - 0.09 max 1 initial 0
pool Qataban
regions Qataban
unit arabian infantry assilinmodarra merc, exp 0 cost 3425 replenish 0.06 - 0.08 max 1 initial 0
pool Rhaetia
regions Rhaetia
unit germanic cavalry ridoharjoz mercenary, exp 0 cost 4570 replenish 0.06 - 0.07 max 1 initial 0
pool Rhodos
regions Rhodos
;; unit greek infantry hoplitai korinthioi, exp 0 cost 3206 replenish 0.05 - 0.07 max 1 initial 0
unit greek infantry misthophoroi hoplitai, exp 0 cost 3205 replenish 0.08 - 0.11 max 1 initial 0
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.07 - 0.1 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3280 replenish 0.06 - 0.1 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.12 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.06 - 0.11 max 1 initial 0
unit hellenistic infantry hoplitai merc, exp 0 cost 2680 replenish 0.06 - 0.11 max 1 initial 0
unit hellenistic missile cretan archers merc, exp 1 cost 1680 replenish 0.07 - 0.11 max 1 initial 0
pool Rugolandam
regions Rugolandam
unit germanic cavalry ridoharjoz mercenary, exp 0 cost 4570 replenish 0.08 - 0.11 max 1 initial 0
unit germanic infantry gastiz, exp 0 cost 5782 replenish 0.05 - 0.05 max 1 initial 0
pool Saba
regions Saba
unit arabian infantry assilinmodarra merc, exp 0 cost 3425 replenish 0.06 - 0.08 max 1 initial 0
pool Sahara
regions Sahara
pool Saka_Yabgu
regions Saka_Yabgu
;; unit SAKA ASPA SHIVATIR (Sakae Horse Archers)?, exp 0 cost 1400 replenish 0.1 - 0.12 max 1 initial 0
pool Sapmi
regions Sapmi
pool Sardin
regions Sardin
unit iberian missile balearic slinger mercenary, exp 0 cost 2066 replenish 0.09 - 0.12 max 1 initial 0
pool Sattagydia
regions Sattagydia
unit steppe missile cavalry bydirag baexdzhyntae, exp 0 cost 4120 replenish 0.02 - 0.05 max 1 initial 0
unit eastern missile eransahr arshtbara merc, exp 0 cost 1482 replenish 0.07 - 0.12 max 1 initial 0
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.05 - 0.09 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.1 - 0.11 max 1 initial 0
pool Scorcouw
regions Scorcouw
unit celtic infantry enoci curoas merc, exp 0 cost 2721 replenish 0.1 - 0.13 max 1 initial 0
unit celtic infantry curoas, exp 0 cost 3311 replenish 0.07 - 0.11 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.07 - 0.12 max 1 initial 0
;; unit Imannae?, exp 0 cost 900 replenish 0.1 - 0.11 max 1 initial 0
pool Seliun_Gentis
regions Seliun_Gentis
pool Sembu_Gentys
regions Sembu_Gentys
pool Sequallra
regions Sequallra
unit celtic infantry curoas, exp 0 cost 3311 replenish 0.06 - 0.08 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.07 - 0.08 max 1 initial 0
unit germanic cavalry ridoharjoz mercenary, exp 0 cost 4570 replenish 0.05 - 0.07 max 1 initial 0
;; unit Imannae?, exp 0 cost 900 replenish 0.03 - 0.033 max 1 initial 2
pool Sicilia
regions Sicilia
unit greek infantry misthophoroi hoplitai, exp 0 cost 3205 replenish 0.08 - 0.11 max 1 initial 0
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.07 - 0.1 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.06 - 0.1 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.12 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.06 - 0.11 max 1 initial 0
unit hellenistic infantry hoplitai merc, exp 0 cost 2780 replenish 0.06 - 0.11 max 1 initial 0
pool Silengolandam
regions Silengolandam
unit germanic cavalry ridoharjoz mercenary, exp 0 cost 4570 replenish 0.08 - 0.11 max 1 initial 0
unit germanic infantry gastiz, exp 0 cost 5782 replenish 0.05 - 0.05 max 1 initial 0
pool Sinai
regions Sinai
pool Sind
regions Sind
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.07 - 0.1 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.06 - 0.1 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.12 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.06 - 0.11 max 1 initial 0
pool Skandza
regions Skandza
unit germanic cavalry ridoharjoz mercenary, exp 0 cost 4570 replenish 0.08 - 0.11 max 1 initial 0
unit germanic infantry gastiz, exp 0 cost 5782 replenish 0.05 - 0.05 max 1 initial 0
pool Skythia
regions Skythia
unit steppe missile cavalry bydirag baexdzhyntae, exp 0 cost 4120 replenish 0.07 - 0.1 max 1 initial 0
unit hellenistic infantry doryphoroi pontikoi, exp 0 cost 3350 replenish 0.07 - 0.08 max 1 initial 0
unit steppe missile cavalry sauromatae fat aexsdzhytae, exp 0 cost 4849 replenish 0.06 - 0.09 max 1 initial 0
unit steppe missile cavalry skuda baexdzhyntae, exp 0 cost 4676 replenish 0.05 - 0.1 max 1 initial 0
unit hellenistic infantry hoplitai merc, exp 0 cost 2880 replenish 0.06 - 0.11 max 1 initial 0
pool Sogdiane
regions Sogdiane
unit eastern missile eransahr arshtbara merc, exp 0 cost 1482 replenish 0.05 - 0.07 max 1 initial 0
unit steppe skirmisher cavalry daha rog baexdzhyn aefsad, exp 0 cost 2006 replenish 0.05 - 0.08 max 1 initial 0
;; unit SAKA ASPA SHIVATIR (Sakae Horse Archers)?, exp 0 cost 1400 replenish 0.07 - 0.1 max 1 initial 0
pool Sophene
regions Sophene
pool Swebolandam
regions Swebolandam
unit germanic cavalry ridoharjoz mercenary, exp 0 cost 4570 replenish 0.08 - 0.11 max 1 initial 0
unit germanic infantry gastiz, exp 0 cost 5782 replenish 0.05 - 0.05 max 1 initial 0
pool Syria
regions Syria
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.07 - 0.1 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.06 - 0.11 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.12 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.06 - 0.11 max 1 initial 0
unit hellenistic missile cretan archers merc, exp 1 cost 2080 replenish 0.06 - 0.1 max 1 initial 0
pool Syria_Koile
regions Syria_Koile
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.07 - 0.1 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.06 - 0.10 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.12 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.06 - 0.11 max 1 initial 0
pool Tadmor
regions Tadmor
pool Taurike_Chersonesos
regions Taurike_Chersonesos
unit steppe missile cavalry bydirag baexdzhyntae, exp 0 cost 4120 replenish 0.07 - 0.1 max 1 initial 0
unit hellenistic infantry doryphoroi pontikoi, exp 0 cost 3350 replenish 0.07 - 0.08 max 2 initial 0
unit steppe missile cavalry sauromatae fat aexsdzhytae, exp 0 cost 4849 replenish 0.06 - 0.09 max 1 initial 0
unit steppe missile cavalry skuda baexdzhyntae, exp 0 cost 4676 replenish 0.05 - 0.1 max 1 initial 0
unit hellenistic infantry hoplitai merc, exp 0 cost 2880 replenish 0.06 - 0.11 max 1 initial 0
pool Thebais
regions Thebais
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.07 - 0.1 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.6 - 0.10 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.7 - 0.12 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.06 - 0.11 max 1 initial 0
pool Thessalia
regions Thessalia
unit greek cavalry hippeis thessalikoi merc, exp 0 cost 6478 replenish 0.05 - 0.08 max 1 initial 0
unit greek infantry misthophoroi hoplitai, exp 0 cost 3205 replenish 0.07 - 0.09 max 1 initial 0
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.07 - 0.1 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.06 - 0.10 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.12 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.06 - 0.11 max 1 initial 0
unit hellenistic infantry hoplitai merc, exp 0 cost 2880 replenish 0.06 - 0.11 max 1 initial 0
unit hellenistic missile cretan archers merc, exp 0 cost 2080 replenish 0.05 - 0.08 max 1 initial 0
pool Thraikia_Hypertera
regions Thraikia_Hypertera
unit hellenistic cavalry prodromoithrakioi merc, exp 1 cost 5720 replenish 0.02 - 0.07 max 1 initial 0
unit dacian missile peltastaithrakioi merc, exp 2 cost 2300 replenish 0.09 - 0.12 max 1 initial 2
unit hellenistic cavalry thrakioi hippeis merc, exp 1 cost 3910 replenish 0.07 - 0.1 max 1 initial 0
pool Venedu_Tauta
regions Venedu_Tauta
unit germanic cavalry ridoharjoz mercenary, exp 0 cost 4570 replenish 0.08 - 0.11 max 1 initial 0
unit germanic infantry gastiz, exp 0 cost 5782 replenish 0.05 - 0.05 max 1 initial 0
pool Triakontaschoinos
regions Triakontaschoinos
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.07 - 0.1 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.06 - 0.10 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.12 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.06 - 0.11 max 1 initial 0
pool Trinakrie
regions Trinakrie
unit greek infantry misthophoroi hoplitai, exp 0 cost 3205 replenish 0.07 - 0.09 max 1 initial 0
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.07 - 0.1 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.06 - 0.1 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.12 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.06 - 0.11 max 1 initial 0
unit hellenistic infantry hoplitai merc, exp 0 cost 2880 replenish 0.06 - 0.11 max 1 initial 0
unit hellenistic missile cretan archers merc, exp 0 cost 2080 replenish 0.04 - 0.07 max 1 initial 0
pool Syrthim
regions Syrthim
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.07 - 0.1 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.06 - 0.11 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.12 max 2 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.06 - 0.11 max 1 initial 0
pool Turdetania
regions Turdetania
unit iberian infantry scutarii merc, exp 0 cost 4418 replenish 0.07 - 0.10 max 1 initial 0
unit iberian missile balearic slinger mercenary, exp 0 cost 2066 replenish 0.07 - 0.1 max 1 initial 0
unit iberian infantry scortamavera merc, exp 0 cost 5782 replenish 0.06 - 0.09 max 1 initial 0
pool Turdulia
regions Turdulia
unit iberian infantry scortamavera merc, exp 0 cost 5782 replenish 0.06 - 0.09 max 1 initial 0
pool Umbria
regions Umbria
unit celtic infantry enoci curoas merc, exp 0 cost 2721 replenish 0.06 - 0.08 max 1 initial 0
unit samnite infantry swordsmen merc, exp 0 cost 4598 replenish 0.05 - 0.07 max 1 initial 0
unit samnite infantry spearmen merc, exp 0 cost 3467 replenish 0.06 - 0.08 max 1 initial 0
;; unit Campanian Cavalry?, exp 2 cost 1500 replenish 0.07 - 0.08 max 1 initial 0
unit greek infantry lucanian spearmen merc, exp 0 cost 2780 replenish 0.04 - 0.06 max 1 initial 0
pool Venetia
regions Venetia
unit celtic infantry enoci curoas merc, exp 0 cost 2721 replenish 0.08 - 0.1 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.07 - 0.01 max 1 initial 0
unit germanic cavalry ridoharjoz mercenary, exp 0 cost 4570 replenish 0.06 - 0.07 max 1 initial 0
;; unit Imannae?, exp 0 cost 1200 replenish 0.15 - 0.16 max 1 initial 2
pool Vindelicos
regions Vindelicos
unit celtic infantry curoas, exp 0 cost 3311 replenish 0.06 - 0.08 max 1 initial 0
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.07 - 0.08 max 1 initial 0
unit germanic cavalry ridoharjoz mercenary, exp 0 cost 4570 replenish 0.05 - 0.07 max 1 initial 0
unit celtic infantry enoci curoas merc, exp 0 cost 2721 replenish 0.06 - 0.08 max 1 initial 0
;; unit Imannae?, exp 0 cost 900 replenish 0.15 - 0.16 max 1 initial 2
pool Volcallra
regions Volcallra
unit celtic infantry curoas, exp 0 cost 2511 replenish 0.1 - 0.15 max 1 initial 3
unit celtic skirmisher cavalry curepos, exp 0 cost 4324 replenish 0.1 - 0.15 max 1 initial 2
unit iberian infantry scutarii merc, exp 0 cost 4418 replenish 0.05 - 0.11 max 1 initial 0
unit iberian missile balearic slinger mercenary, exp 0 cost 2066 replenish 0.09 - 0.12 max 1 initial 0
unit hellenistic infantry massiloi hoplitai merc, exp 0 cost 3510 replenish 0.06 - 0.08 max 1 initial 0
;; unit Imannae?, exp 0 cost 900 replenish 0.15 - 0.16 max 1 initial 2
pool Sai_Yavuga
regions Sai_Yavuga
;; unit SAKA ASPA SHIVATIR (Sakae Horse Archers)?, exp 0 cost 1400 replenish 0.02 - 0.04 max 1 initial 0
pool Xiyu
regions Xiyu
;; unit SAKA ASPA SHIVATIR (Sakae Horse Archers)?, exp 0 cost 1400 replenish 0.05 - 0.08 max 1 initial 0
pool Zeugitana
regions Zeugitana
unit greek infantry misthophoroi hoplitai, exp 0 cost 3205 replenish 0.07 - 0.09 max 1 initial 0
unit hellenistic infantry misthophoroi phalangitai, exp 0 cost 4611 replenish 0.07 - 0.1 max 1 initial 0
unit hellenistic infantry thureophoroi mercenary, exp 0 cost 3180 replenish 0.06 - 0.11 max 1 initial 0
unit greek skirmisher peltastai mercenary, exp 0 cost 3210 replenish 0.07 - 0.12 max 1 initial 0
unit greek cavalry mistophoroi hippeis, exp 0 cost 5276 replenish 0.06 - 0.11 max 1 initial 0
unit iberian infantry scutarii merc, exp 0 cost 4418 replenish 0.05 - 0.11 max 1 initial 0
unit iberian missile balearic slinger mercenary, exp 0 cost 2450 replenish 0.07 - 0.1 max 1 initial 0
pool Zufar
regions Zufar
unit arabian infantry assilinmodarra merc, exp 0 cost 3525 replenish 0.06 - 0.08 max 1 initial 0
On this one i :
- disabled all mercenaries for starting turn.
- they are respawning on 2x longer rate( will see is that to often or not )
- price for recruitment is 1/3 higher from original, and when they spawn they will spawn 1 unit each , not like 3 phalangititai and so on(prevents buying like whole stack in one turn).
Only sugestion, maybe , would be to increase money to rebels since they don't get mercs to buy (they were doing that and not recruiting them first several turns ), so they are still somewhat challenge .
reason behind disabling them (trying to) on start turn is ...
ex..Makedon have quite big army in begining , but really bad economy .
So they will attack Sparta, Athenai first turn.KH will push them away from Sparta , due to 2 high star generals.(AI calculates battle by # of stars , not army composition)
Then KH and Epiros will buy those mercs in Peloponesis (like 7-8 of them ) and Epir in Dardainoia (6-7 ) plus Ambrakia region same ...
so you get Maks with no money ,barely more then half stack against 2-3 stacks of KH and Epir with money .Odds are that 9 of 10 times they are done.
This way it keeps it equal ground for both.At least that what i am hoping to achieve....
Same goes with Baktria situation between Saka and Seleukia, and Aeudi with Arverni...They all get deadly blow due to mercs available in first turn and they almost never recover after that.
Good idea merc availability could use some restraining as they are far too many especially in N Macedonia and around the Hellespont you can recruit quite a few stacks in those provinces with enough money.
And those very Gallic armies that the Romans use because the AI is unable to keep bringing troops from the homeland are very annoying.
You know what I've found that alleviates the merc problem is, that I've changed recruitment time from 1 to 0 for all infantry in game. I think I left some super elite troops at one though but cant recall which ones I left at one if I did at all. I left horses and others where they were.
So I generally see pretty even stacks sent against me with maybe only one or two mercs in a stack of twenty.
Quote:
Originally Posted by zmoney
Do they manage to get enough armies to be challenge you ? That is my concern about AI's non-competent behavior.
Are you using any money script ?
I would love to get rid of them completely, but i don't think that AI can cope with that :no:
I was watching today Seleukid general literaly getting old waiting for mercs to spawn near Side, so he can buy them and attack the town, it was sad that he got grey waiting ...
In my Qarthadast game, Arverni have no problem bringing Samnite infantry all the way to Vellika. I think it's just that AI is lazy since he has loads of mercs available in nearby provinces.Quote:
Originally Posted by Redmeth
Well i finally gave up of trying to keep all merc units , and tried Zmoney's suggestion with some changes.
Basicaly i kept only archers, cavalry and some unique units for certain provinces (like in Masillia), with delayed spawn , no mercs in begining and 1/3 higher prices.
Using Redmeth's script, i got very promising test results so far , as i am trying it with Baktria (to see is it still challenging aganst Seleukids).
https://i196.photobucket.com/albums/...071/bak256.jpg
It looks that everyone is expanding nicely, even perrenial underperformers (Aeudui, Getia ....)
Seleukids attacked me in 258, sending 1 stack against my 3/4 stack, and i managed to get Margiane province by 256.Their first waves are starting type of units (Pantodapoi Phalangitai, Arshtbara), but i am starting to see some elites now(Klerouchikoi), as they are moving 5+stacks towards me...For my 2 x 3/4 stacks that is possible challenge considering that i have no better units then they do, and still have to watch over my shoulder for Pahlava.
For Seleukia's that sounds pretty realistic army size, and i can see that they got maybe extra 2-3 more stacks watching around their teritory.
Diplomacy is pleasent suprise so far Pahlava and Saka didn't backstab me and they kept alliance with me.
I think Redmeth's money script is working great , no spamming infinite stack yet, and lack of mercs appears to force AI to recruit his own troops.
One more nice thing is that SPQR is expanding towards Sicily and Iberia( for once ) , with 3+ stacks that i can see,plus they already had their Polybian reform.
yay :2thumbsup:
I have to say all 3 of you guys did great job with these money scripts :yes:
One change that I think it's interesting is to increase by 3 the experience level of the mercenary units.Quote:
Originally Posted by mlp071
Not only this enhances their "battle experience" (let's say that only the best are eligible for recruitment by the nation's leaders, the others went to the minor nobles and don't appear in the game...) but also gives back some balance to the fact that they are more rare and expensive.
So, now mercenaries come with experience levels between 3 and 5.
Watching with interest!
I have always felt that there were WAY too many Mercenaries available in most regions, but didn't realise how this was also killing the AIs effectiveness, since it always recruited them in preference to its own troops.
Good work at pinpointing the problem.
Will be happy to use an updated set of mercs and scripts when they are posted.
Cheers,
Hunter
Started my own thread, since it looks to me that Mercenary problem is way more complicated then i expected.
https://forums.totalwar.org/vb/showt...36#post1551836
there are some scripts there available
thank you guys for letting me post here so far
Yep...*waits patiently" :)Quote:
Will be happy to use an updated set of mercs and scripts when they are posted.
Hi! This post was in the wrong thread, so I copied it to the right one:
After reading several comments about the money script, I went back to starting point and began testing with EB standard EDU file, redmeth's money script and mlp071's latest merc file.
I noticed that around 250 BC, most factions were bankrupted and unable to buy more troops. This happened because they had high upkeep costs (Macedonia had around 15K Mnai of army upkeep while Saka had around 10K) and the helping money was not enough to balance the accounts.
If the AI could replenish the troops, this could be easier. But as it is, they have lots of stacks which in fact are half-empty and don't pose a real threat.
So, I guess we'll have to pump more money into the system as time passes by, in order to cover the upkeep costs and allow them to recruit full units to renew their stacks.
IMO, we'll have to "set" a general value of army upkeep and construction effort costs, for each faction, along the time.
For example, we could say that the Romans should have:
- around 50K Mnai at anytime up to year 242BC
- around 100K Mnai at anytime between 239BC and 120BC
- around 200K Mnai at anytime between 119BC and the end of the game
Of course, it will require some programming in EBBS to give or remove money from the Treasury, to keep it at the desired level.
With this logic, we could allow Baktria and Parthia's armies to grow faster than Seleukeia's, when this last empire started to crumble. And allow the Greeks to be a bit more powerful than Macedon as time passes by, while cutting Epeiros' treasury towards the end of its "lifetime" and allow it to be conquered by its neighbours. To be truthful to History, the Romans should have far more money than its neighbours, because by the end of the game they should have about 1/3 of the EB territory.
I haven't had the time to study this logic and obtain the values that will allow for (tentative) historical results, but I'm really convinced that with a careful balance of the factions' Treasuries, we can reach results that approach History.
I give an example to what I'm making with Parthia. Until 248BC they were a minor power in the region; after that and until 176BC they grew to a major power; after that and until well into the 3rd century AD (lets consider the end of the game), they swallowed Seleukeia and became even bigger.
Considering that, at the start of the game they spend a little more than 4K Mnai with their 4 Generals and 11 units, I believe that they'll need around 40K per turn in order to survive but keeping a low profile in the region. After that, they'll get 80K to start growing faster and when reaching 175BC, I give them a very high boost in their treasure, so they will rampage through Seleukeia.
Of course, this strategy must be concerted with Baktria, Seleukeia and the Romans' Treasuries in those periods, and that's the hardest part of the story....
I'll give you more news asap.
Code:;Parthians - parthia (272BC to 248BC) - 20K-40K
monitor_event FactionTurnStart FactionType parthia
and Treasury > 100000
and I_TurnNumber < 101
console_command add_money parthia, -80000
end_monitor
monitor_event FactionTurnStart FactionType parthia
and Treasury > 80000
and Treasury < 100001
and I_TurnNumber < 101
console_command add_money parthia, -60000
end_monitor
monitor_event FactionTurnStart FactionType parthia
and Treasury > 60000
and Treasury < 80001
and I_TurnNumber < 101
console_command add_money parthia, -40000
end_monitor
monitor_event FactionTurnStart FactionType parthia
and Treasury > 40000
and Treasury < 60001
and I_TurnNumber < 101
console_command add_money parthia, -20000
end_monitor
monitor_event FactionTurnStart FactionType parthia
and Treasury > 0
and Treasury < 20000
and I_TurnNumber < 101
console_command add_money parthia, 20000
end_monitor
monitor_event FactionTurnStart FactionType parthia
and Treasury < 1
and I_TurnNumber < 101
console_command add_money parthia, 40000
end_monitor
;Parthians - parthia (247BC to 176BC) - 50K-80K
monitor_event FactionTurnStart FactionType parthia
and Treasury > 140000
and I_TurnNumber > 100
and I_TurnNumber < 389
console_command add_money parthia, -90000
end_monitor
monitor_event FactionTurnStart FactionType parthia
and Treasury > 110000
and Treasury < 140001
and I_TurnNumber > 100
and I_TurnNumber < 389
console_command add_money parthia, -60000
end_monitor
monitor_event FactionTurnStart FactionType parthia
and Treasury > 80000
and Treasury < 110001
and I_TurnNumber > 100
and I_TurnNumber < 389
console_command add_money parthia, -30000
end_monitor
monitor_event FactionTurnStart FactionType parthia
and Treasury > 20000
and Treasury < 50001
and I_TurnNumber > 100
and I_TurnNumber < 389
console_command add_money parthia, 30000
end_monitor
monitor_event FactionTurnStart FactionType parthia
and Treasury < 20001
and I_TurnNumber > 100
and I_TurnNumber < 389
console_command add_money parthia, 60000
end_monitor
;Parthians - parthia (after 175BC) - 120K-150K
monitor_event FactionTurnStart FactionType parthia
and Treasury > 200000
and I_TurnNumber > 388
console_command add_money parthia, -100000
end_monitor
monitor_event FactionTurnStart FactionType parthia
and Treasury > 170000
and Treasury < 200001
and I_TurnNumber > 388
console_command add_money parthia, -50000
end_monitor
monitor_event FactionTurnStart FactionType parthia
and Treasury > 140000
and Treasury < 170001
and I_TurnNumber > 388
console_command add_money parthia, -20000
end_monitor
monitor_event FactionTurnStart FactionType parthia
and Treasury > 100000
and Treasury < 140001
and I_TurnNumber > 388
console_command add_money parthia, 20000
end_monitor
monitor_event FactionTurnStart FactionType parthia
and Treasury > 100000
and Treasury < 140001
and I_TurnNumber > 388
console_command add_money parthia, 20000
end_monitor
monitor_event FactionTurnStart FactionType parthia
and Treasury > 70000
and Treasury < 100001
and I_TurnNumber > 388
console_command add_money parthia, 50000
end_monitor
monitor_event FactionTurnStart FactionType parthia
and Treasury > 40000
and Treasury < 70001
and I_TurnNumber > 388
console_command add_money parthia, 80000
end_monitor
monitor_event FactionTurnStart FactionType parthia
and Treasury > 10000
and Treasury < 40001
and I_TurnNumber > 388
console_command add_money parthia, 110000
end_monitor
monitor_event FactionTurnStart FactionType parthia
and Treasury < 10001
and I_TurnNumber > 388
console_command add_money parthia, 140000
end_monitor
I think I understand your approach, interesting but the late game money seem too much.
Think about you're playing against a faction in the late game and you beat their troops you raid some towns, blockade their ports and you still can't bankrupt them or make a dent in their treasury and they just keep coming at you with fresh troops and mercs and by then their empire will be pretty big so you just can't siege all their cities. Even if you limit the merc availability there's still gonna be some available.
Try and put yourself in the place of a player fighting them not just looking at the way the factions expand and army compositions.
Too bad there's no and Treasury < ArmyUpkeep-10000 or something similar, damn it why so few variables....:wall:
Have you tried putting in something like add_money Romans_julii -2000 in the EB_SCRIPT.txt? I've entered a negative number in the console before and it worked so....:juggle2:Quote:
Originally Posted by Redmeth
Generaly, AI has plenty of units later in the game.It is more dependent from size of teritory that it's holding and economy then in earlier stage of the game, but still it is good enough.
We can't expect faction that holds 3-4 provinces to field army that will give us extreme challenge(Small countries IRL don't have huge armies either). If you, human player, by then have like 10+ provinces, you will fairly easy overrun smaller factions, which is realistic.
Yes, they will have 3 stacks maybe , but with 3-4 provinces and less mercs , it wll hurt them tremendously if when they lose 1 or more.Now bigger factions, like 15+ provinces (later in the game should be 3-4-5 of them at least), will have possibility to recover from lose of 1,2,3 armies, but will take them some time, instead of just buying 2-3 stacks of merc in 1-2 turns.
So it will hurt bigger factions too,will not destroy them but they will need time to regroup.Instead of throwing another 3-4 stacks on human next turn.It makes it more realistic, at least for me.
Thats what money scripts and merc file are intend to do. To give player some options late in the game ,instead fighting unlimited hordes of AI armies.
I would suggest you to try all 3 money scripts first , probably you will find one that will be to your liking.They all have diferent approach to same issue, and i found them good.Trying to get ballance in script between factions is awfully hard and time consuming.
You can also get yourself same money cap, in script. That way you will be hurting financially too.I usually do that and it works great for me. Every soldier that i lose can hurt me quite bit that way, plus i am limited to smaller armies then :yes:
If you end up not liking any of them, then you should get into making my own or reworking existing ones.
In my Sauromatae campaign the Seleucids had at the height of their power I kid you not ~40 provinces so if they keep receiving 100000 or more just cause their treasury dips below a certain number each turn, it's Stack Parade '07.