-
Fixing the AI money script (preliminary tests)
All right folks, it's time we did something about the money script. The EB team is rightfully focused on adding new content to the mod, working up to EB 1.0 for us. But just because we are not officially on the team does not mean we can't help.
As it stands, every AI faction receives 1200 mnai every turn for every city they occupy. This works out well for the smaller factions, to keep them in the game longer. However, some factions are very large from the start and do not need as much of a boost, but use it to rampage across the map. The most obvious example of this is the Arche Seleukeia ("Silver Death"). Other factions are surrounded by rebel provinces and are able to feast on the independents until they get big and fat and nigh-unstoppable (*cough*Sweboz*cough*), at which point they don't need the bonus as much either. And likewise, the large factions could become smaller and need more help.
So what we need is a script that will help out the smaller factions but not the bigger ones (at least not as much), but which is flexible to account for the changing status of any particular faction.
Eminos64 wrote a nice bit of code in this post. However, it has received very little testing. Eminos hasn't posted for at least a month so I have taken the liberty of extending his code for all the factions and I plan to test it and post the results here. It may be that some of the factions will need tweaking and testing should reveal which factions do.
Everyone is also welcome to test this file and tweak it in their own ways. If you think you have something to contribute to a final product, please post what you did in this thread. It's also nice to see screenshots as visual evidence.
The EBBS_SCRIPT.txt file goes into the Rome - Total War\EB\Data\scripts\show_me folder.
Don't forget: Cool kids back up their files before modifying them!
UPDATE 4/28/07
A few days ago I updated Redmeth's script to his 0.4 version (which he says is stable). Also updated TheErrant's script to 0.4 (which he says still needs work... anyone willing to help would be appreciated). Here are the download links:
Redmeth script: http://rapidshare.com/files/27804675...CRIPT.TXT.html
TheErrant script: http://www.axifile.com/?1839807
Please see the next post for details.
UPDATE 4/24/07
I changed the slave faction bonus to 2700 in my version, on the advice of Redmeth. I also updated Redmeth's script to his latest (excellent) version. TheErrant's update was causing script failure so I wrote a note below to tell people not to use it until it is fixed... seems pretty easy so it shouldn't be long.
UPDATE 4/21/07
I added more alternative scripts for you to choose from. Right now there are several different approaches to this, and we are trying to figure which one of them, if any, is the best. So feel free to pick whichever one you think is the most promising and run with it. Keep in mind these are NOT finished products and are still being tested.
UPDATE 4/19/07
Large empires (particularly the AS) had been nuked excessively with the old code. To counteract this, I increased the bonus for larger empires (600 for 16-24 provinces) and added a smaller bonus (300mnai) for empires over 25 provinces. My hope is that this will keep the AS stable but not excessively powerful.
Here is the original modified EBBS_SCRIPT.txt file for download in case anyone is interested (thanks to TheErrant).
-
Re: Fixing the AI money script (preliminary tests)
These scripts should be spliced into EB\Data\scripts\show_me\EBBS_SCRIPT.txt. The scripts are named for their major developers, although they are all derived from the stepped bonus idea of Eminos64.
SHEEP'S SCRIPT 0.3 (simple stepped bonus)
This script replaces everything in Section 4b: City Income Bonus
Gives 1200 mnai to each faction per city per turn (pcpt) if the faction has 3 or less cities, 1000 pcpt if the faction has 4-8 cities, 800 pcpt if the faction has 9-15 cities, and 600 pcpt if the faction has 16-24 cities. Factions with more than 25 cities receive 300 pcpt. Slave faction's bonus increased to 2700 pcpt, to make sure they are still somewhat of a challenge.
Code:
monitor_event CharacterTurnStart FactionType egypt
and AgentType = admiral
and not FactionIsLocal
console_command add_money egypt, 1200
end_monitor
;Rome
monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid < 4
console_command add_money seleucid, 1200
end_monitor
monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid < 9
and I_NumberOfSettlements seleucid > 3
console_command add_money seleucid, 1000
end_monitor
monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid < 16
and I_NumberOfSettlements seleucid > 8
console_command add_money seleucid, 800
end_monitor
monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid < 25
and I_NumberOfSettlements seleucid > 15
console_command add_money seleucid, 600
end_monitor
monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid > 25
console_command add_money seleucid, 300
end_monitor
;Saka
monitor_event SettlementTurnStart FactionType pontus
and not FactionIsLocal
and I_NumberOfSettlements pontus < 4
console_command add_money pontus, 1200
end_monitor
monitor_event SettlementTurnStart FactionType pontus
and not FactionIsLocal
and I_NumberOfSettlements pontus < 9
and I_NumberOfSettlements pontus > 3
console_command add_money pontus, 1000
end_monitor
monitor_event SettlementTurnStart FactionType pontus
and not FactionIsLocal
and I_NumberOfSettlements pontus < 16
and I_NumberOfSettlements pontus > 8
console_command add_money pontus, 800
end_monitor
monitor_event SettlementTurnStart FactionType pontus
and not FactionIsLocal
and I_NumberOfSettlements pontus < 25
and I_NumberOfSettlements pontus > 15
console_command add_money pontus, 600
end_monitor
monitor_event SettlementTurnStart FactionType pontus
and not FactionIsLocal
and I_NumberOfSettlements pontus > 25
console_command add_money pontus, 300
end_monitor
;Arverni
monitor_event SettlementTurnStart FactionType scythia
and not FactionIsLocal
and I_NumberOfSettlements scythia < 4
console_command add_money scythia, 1200
end_monitor
monitor_event SettlementTurnStart FactionType scythia
and not FactionIsLocal
and I_NumberOfSettlements scythia < 9
and I_NumberOfSettlements scythia > 3
console_command add_money scythia, 1000
end_monitor
monitor_event SettlementTurnStart FactionType scythia
and not FactionIsLocal
and I_NumberOfSettlements scythia < 16
and I_NumberOfSettlements scythia > 8
console_command add_money scythia, 800
end_monitor
monitor_event SettlementTurnStart FactionType scythia
and not FactionIsLocal
and I_NumberOfSettlements scythia < 25
and I_NumberOfSettlements scythia > 15
console_command add_money scythia, 600
end_monitor
monitor_event SettlementTurnStart FactionType scythia
and not FactionIsLocal
and I_NumberOfSettlements scythia > 25
console_command add_money scythia, 300
end_monitor
;Saba
monitor_event SettlementTurnStart FactionType saba
and not FactionIsLocal
and I_NumberOfSettlements saba < 4
console_command add_money saba, 1200
end_monitor
monitor_event SettlementTurnStart FactionType saba
and not FactionIsLocal
and I_NumberOfSettlements saba < 9
and I_NumberOfSettlements saba > 3
console_command add_money saba, 1000
end_monitor
monitor_event SettlementTurnStart FactionType saba
and not FactionIsLocal
and I_NumberOfSettlements saba < 16
and I_NumberOfSettlements saba > 8
console_command add_money saba, 800
end_monitor
monitor_event SettlementTurnStart FactionType saba
and not FactionIsLocal
and I_NumberOfSettlements saba < 25
and I_NumberOfSettlements saba > 15
console_command add_money saba, 600
end_monitor
monitor_event SettlementTurnStart FactionType saba
and not FactionIsLocal
and I_NumberOfSettlements saba > 25
console_command add_money saba, 300
end_monitor
;Makedon
monitor_event SettlementTurnStart FactionType macedon
and not FactionIsLocal
and I_NumberOfSettlements macedon < 4
console_command add_money macedon, 1200
end_monitor
monitor_event SettlementTurnStart FactionType macedon
and not FactionIsLocal
and I_NumberOfSettlements macedon < 9
and I_NumberOfSettlements macedon > 3
console_command add_money macedon, 1000
end_monitor
monitor_event SettlementTurnStart FactionType macedon
and not FactionIsLocal
and I_NumberOfSettlements macedon < 16
and I_NumberOfSettlements macedon > 8
console_command add_money macedon, 800
end_monitor
monitor_event SettlementTurnStart FactionType macedon
and not FactionIsLocal
and I_NumberOfSettlements macedon < 25
and I_NumberOfSettlements macedon > 15
console_command add_money macedon, 600
end_monitor
monitor_event SettlementTurnStart FactionType macedon
and not FactionIsLocal
and I_NumberOfSettlements macedon > 25
console_command add_money macedon, 300
end_monitor
;Ptolemies
monitor_event SettlementTurnStart FactionType numidia
and not FactionIsLocal
and I_NumberOfSettlements numidia < 4
console_command add_money numidia, 1200
end_monitor
monitor_event SettlementTurnStart FactionType numidia
and not FactionIsLocal
and I_NumberOfSettlements numidia < 9
and I_NumberOfSettlements numidia > 3
console_command add_money numidia, 1000
end_monitor
monitor_event SettlementTurnStart FactionType numidia
and not FactionIsLocal
and I_NumberOfSettlements numidia < 16
and I_NumberOfSettlements numidia > 8
console_command add_money numidia, 800
end_monitor
monitor_event SettlementTurnStart FactionType numidia
and not FactionIsLocal
and I_NumberOfSettlements numidia < 25
and I_NumberOfSettlements numidia > 15
console_command add_money numidia, 600
end_monitor
monitor_event SettlementTurnStart FactionType numidia
and not FactionIsLocal
and I_NumberOfSettlements numidia > 25
console_command add_money numidia, 300
end_monitor
;Seleukids
monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_NumberOfSettlements romans_julii < 4
console_command add_money romans_julii, 1200
end_monitor
monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_NumberOfSettlements romans_julii < 9
and I_NumberOfSettlements romans_julii > 3
console_command add_money romans_julii, 1000
end_monitor
monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_NumberOfSettlements romans_julii < 16
and I_NumberOfSettlements romans_julii > 8
console_command add_money romans_julii, 800
end_monitor
monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_NumberOfSettlements romans_julii < 25
and I_NumberOfSettlements romans_julii > 15
console_command add_money romans_julii, 600
end_monitor
monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_NumberOfSettlements romans_julii > 25
console_command add_money romans_julii, 300
end_monitor
;Carthage
monitor_event SettlementTurnStart FactionType egypt
and not FactionIsLocal
and I_NumberOfSettlements egypt < 4
console_command add_money egypt, 1200
end_monitor
monitor_event SettlementTurnStart FactionType egypt
and not FactionIsLocal
and I_NumberOfSettlements egypt < 9
and I_NumberOfSettlements egypt > 3
console_command add_money egypt, 1000
end_monitor
monitor_event SettlementTurnStart FactionType egypt
and not FactionIsLocal
and I_NumberOfSettlements egypt < 16
and I_NumberOfSettlements egypt > 8
console_command add_money egypt, 800
end_monitor
monitor_event SettlementTurnStart FactionType egypt
and not FactionIsLocal
and I_NumberOfSettlements egypt < 25
and I_NumberOfSettlements egypt > 15
console_command add_money egypt, 600
end_monitor
monitor_event SettlementTurnStart FactionType egypt
and not FactionIsLocal
and I_NumberOfSettlements egypt > 25
console_command add_money egypt, 300
end_monitor
;Parthians
monitor_event SettlementTurnStart FactionType parthia
and not FactionIsLocal
and I_NumberOfSettlements parthia < 4
console_command add_money parthia, 1200
end_monitor
monitor_event SettlementTurnStart FactionType parthia
and not FactionIsLocal
and I_NumberOfSettlements parthia < 9
and I_NumberOfSettlements parthia > 3
console_command add_money parthia, 1000
end_monitor
monitor_event SettlementTurnStart FactionType parthia
and not FactionIsLocal
and I_NumberOfSettlements parthia < 16
and I_NumberOfSettlements parthia > 8
console_command add_money parthia, 800
end_monitor
monitor_event SettlementTurnStart FactionType parthia
and not FactionIsLocal
and I_NumberOfSettlements parthia < 25
and I_NumberOfSettlements parthia > 15
console_command add_money parthia, 600
end_monitor
monitor_event SettlementTurnStart FactionType parthia
and not FactionIsLocal
and I_NumberOfSettlements parthia > 25
console_command add_money parthia, 300
end_monitor
;Pontus
monitor_event SettlementTurnStart FactionType carthage
and not FactionIsLocal
and I_NumberOfSettlements carthage < 4
console_command add_money carthage, 1200
end_monitor
monitor_event SettlementTurnStart FactionType carthage
and not FactionIsLocal
and I_NumberOfSettlements carthage < 9
and I_NumberOfSettlements carthage > 3
console_command add_money carthage, 1000
end_monitor
monitor_event SettlementTurnStart FactionType carthage
and not FactionIsLocal
and I_NumberOfSettlements carthage < 16
and I_NumberOfSettlements carthage > 8
console_command add_money carthage, 800
end_monitor
monitor_event SettlementTurnStart FactionType carthage
and not FactionIsLocal
and I_NumberOfSettlements carthage < 25
and I_NumberOfSettlements carthage > 15
console_command add_money carthage, 600
end_monitor
monitor_event SettlementTurnStart FactionType carthage
and not FactionIsLocal
and I_NumberOfSettlements carthage > 25
console_command add_money carthage, 300
end_monitor
;Aedui
monitor_event SettlementTurnStart FactionType gauls
and not FactionIsLocal
and I_NumberOfSettlements gauls < 4
console_command add_money gauls, 1200
end_monitor
monitor_event SettlementTurnStart FactionType gauls
and not FactionIsLocal
and I_NumberOfSettlements gauls < 9
and I_NumberOfSettlements gauls > 3
console_command add_money gauls, 1000
end_monitor
monitor_event SettlementTurnStart FactionType gauls
and not FactionIsLocal
and I_NumberOfSettlements gauls < 16
and I_NumberOfSettlements gauls > 8
console_command add_money gauls, 800
end_monitor
monitor_event SettlementTurnStart FactionType gauls
and not FactionIsLocal
and I_NumberOfSettlements gauls < 25
and I_NumberOfSettlements gauls > 15
console_command add_money gauls, 600
end_monitor
monitor_event SettlementTurnStart FactionType gauls
and not FactionIsLocal
and I_NumberOfSettlements gauls > 25
console_command add_money gauls, 300
end_monitor
;Sweboz
monitor_event SettlementTurnStart FactionType germans
and not FactionIsLocal
and I_NumberOfSettlements germans < 4
console_command add_money germans, 1200
end_monitor
monitor_event SettlementTurnStart FactionType germans
and not FactionIsLocal
and I_NumberOfSettlements germans < 9
and I_NumberOfSettlements germans > 3
console_command add_money germans, 1000
end_monitor
monitor_event SettlementTurnStart FactionType germans
and not FactionIsLocal
and I_NumberOfSettlements germans < 16
and I_NumberOfSettlements germans > 8
console_command add_money germans, 800
end_monitor
monitor_event SettlementTurnStart FactionType germans
and not FactionIsLocal
and I_NumberOfSettlements germans < 25
and I_NumberOfSettlements germans > 15
console_command add_money germans, 600
end_monitor
monitor_event SettlementTurnStart FactionType germans
and not FactionIsLocal
and I_NumberOfSettlements germans > 25
console_command add_money germans, 300
end_monitor
;Casse
monitor_event SettlementTurnStart FactionType britons
and not FactionIsLocal
and I_NumberOfSettlements britons < 4
console_command add_money britons, 1200
end_monitor
monitor_event SettlementTurnStart FactionType britons
and not FactionIsLocal
and I_NumberOfSettlements britons < 9
and I_NumberOfSettlements britons > 3
console_command add_money britons, 1000
end_monitor
monitor_event SettlementTurnStart FactionType britons
and not FactionIsLocal
and I_NumberOfSettlements britons < 16
and I_NumberOfSettlements britons > 8
console_command add_money britons, 800
end_monitor
monitor_event SettlementTurnStart FactionType britons
and not FactionIsLocal
and I_NumberOfSettlements britons < 25
and I_NumberOfSettlements britons > 15
console_command add_money britons, 600
end_monitor
monitor_event SettlementTurnStart FactionType britons
and not FactionIsLocal
and I_NumberOfSettlements britons > 25
console_command add_money britons, 300
end_monitor
;Armenia
monitor_event SettlementTurnStart FactionType romans_scipii
and not FactionIsLocal
and I_NumberOfSettlements romans_scipii < 4
console_command add_money romans_scipii, 1200
end_monitor
monitor_event SettlementTurnStart FactionType romans_scipii
and not FactionIsLocal
and I_NumberOfSettlements romans_scipii < 9
and I_NumberOfSettlements romans_scipii > 3
console_command add_money romans_scipii, 1000
end_monitor
monitor_event SettlementTurnStart FactionType romans_scipii
and not FactionIsLocal
and I_NumberOfSettlements romans_scipii < 16
and I_NumberOfSettlements romans_scipii > 8
console_command add_money romans_scipii, 800
end_monitor
monitor_event SettlementTurnStart FactionType romans_scipii
and not FactionIsLocal
and I_NumberOfSettlements romans_scipii < 25
and I_NumberOfSettlements romans_scipii > 15
console_command add_money romans_scipii, 600
end_monitor
monitor_event SettlementTurnStart FactionType romans_scipii
and not FactionIsLocal
and I_NumberOfSettlements romans_scipii > 25
console_command add_money romans_scipii, 300
end_monitor
;Getai
monitor_event SettlementTurnStart FactionType dacia
and not FactionIsLocal
and I_NumberOfSettlements dacia < 4
console_command add_money dacia, 1200
end_monitor
monitor_event SettlementTurnStart FactionType dacia
and not FactionIsLocal
and I_NumberOfSettlements dacia < 9
and I_NumberOfSettlements dacia > 3
console_command add_money dacia, 1000
end_monitor
monitor_event SettlementTurnStart FactionType dacia
and not FactionIsLocal
and I_NumberOfSettlements dacia < 16
and I_NumberOfSettlements dacia > 8
console_command add_money dacia, 800
end_monitor
monitor_event SettlementTurnStart FactionType dacia
and not FactionIsLocal
and I_NumberOfSettlements dacia < 25
and I_NumberOfSettlements dacia > 15
console_command add_money dacia, 600
end_monitor
monitor_event SettlementTurnStart FactionType dacia
and not FactionIsLocal
and I_NumberOfSettlements dacia > 25
console_command add_money dacia, 300
end_monitor
;Greeks
monitor_event SettlementTurnStart FactionType greek_cities
and not FactionIsLocal
and I_NumberOfSettlements greek_cities < 4
console_command add_money greek_cities, 1200
end_monitor
monitor_event SettlementTurnStart FactionType greek_cities
and not FactionIsLocal
and I_NumberOfSettlements greek_cities < 9
and I_NumberOfSettlements greek_cities > 3
console_command add_money greek_cities, 1000
end_monitor
monitor_event SettlementTurnStart FactionType greek_cities
and not FactionIsLocal
and I_NumberOfSettlements greek_cities < 16
and I_NumberOfSettlements greek_cities > 8
console_command add_money greek_cities, 800
end_monitor
monitor_event SettlementTurnStart FactionType greek_cities
and not FactionIsLocal
and I_NumberOfSettlements greek_cities < 25
and I_NumberOfSettlements greek_cities > 15
console_command add_money greek_cities, 600
end_monitor
monitor_event SettlementTurnStart FactionType greek_cities
and not FactionIsLocal
and I_NumberOfSettlements greek_cities > 25
console_command add_money greek_cities, 300
end_monitor
;Baktria
monitor_event SettlementTurnStart FactionType romans_brutii
and not FactionIsLocal
and I_NumberOfSettlements romans_brutii < 4
console_command add_money romans_brutii, 1200
end_monitor
monitor_event SettlementTurnStart FactionType romans_brutii
and not FactionIsLocal
and I_NumberOfSettlements romans_brutii < 9
and I_NumberOfSettlements romans_brutii > 3
console_command add_money romans_brutii, 1000
end_monitor
monitor_event SettlementTurnStart FactionType romans_brutii
and not FactionIsLocal
and I_NumberOfSettlements romans_brutii < 16
and I_NumberOfSettlements romans_brutii > 8
console_command add_money romans_brutii, 800
end_monitor
monitor_event SettlementTurnStart FactionType romans_brutii
and not FactionIsLocal
and I_NumberOfSettlements romans_brutii < 25
and I_NumberOfSettlements romans_brutii > 15
console_command add_money romans_brutii, 600
end_monitor
monitor_event SettlementTurnStart FactionType romans_brutii
and not FactionIsLocal
and I_NumberOfSettlements romans_brutii > 25
console_command add_money romans_brutii, 300
end_monitor
;Sarmatians
monitor_event SettlementTurnStart FactionType armenia
and not FactionIsLocal
and I_NumberOfSettlements armenia < 4
console_command add_money armenia, 1200
end_monitor
monitor_event SettlementTurnStart FactionType armenia
and not FactionIsLocal
and I_NumberOfSettlements armenia < 9
and I_NumberOfSettlements armenia > 3
console_command add_money armenia, 1000
end_monitor
monitor_event SettlementTurnStart FactionType armenia
and not FactionIsLocal
and I_NumberOfSettlements armenia < 16
and I_NumberOfSettlements armenia > 8
console_command add_money armenia, 800
end_monitor
monitor_event SettlementTurnStart FactionType armenia
and not FactionIsLocal
and I_NumberOfSettlements armenia < 25
and I_NumberOfSettlements armenia > 15
console_command add_money armenia, 600
end_monitor
monitor_event SettlementTurnStart FactionType armenia
and not FactionIsLocal
and I_NumberOfSettlements armenia > 25
console_command add_money armenia, 300
end_monitor
;Lusotanians
monitor_event SettlementTurnStart FactionType spain
and not FactionIsLocal
and I_NumberOfSettlements spain < 4
console_command add_money spain, 1200
end_monitor
monitor_event SettlementTurnStart FactionType spain
and not FactionIsLocal
and I_NumberOfSettlements spain < 9
and I_NumberOfSettlements spain > 3
console_command add_money spain, 1000
end_monitor
monitor_event SettlementTurnStart FactionType spain
and not FactionIsLocal
and I_NumberOfSettlements spain < 16
and I_NumberOfSettlements spain > 8
console_command add_money spain, 800
end_monitor
monitor_event SettlementTurnStart FactionType spain
and not FactionIsLocal
and I_NumberOfSettlements spain < 25
and I_NumberOfSettlements spain > 15
console_command add_money spain, 600
end_monitor
monitor_event SettlementTurnStart FactionType spain
and not FactionIsLocal
and I_NumberOfSettlements spain > 25
console_command add_money spain, 300
end_monitor
;Epirus
monitor_event SettlementTurnStart FactionType thrace
and not FactionIsLocal
and I_NumberOfSettlements thrace < 4
console_command add_money thrace, 1200
end_monitor
monitor_event SettlementTurnStart FactionType thrace
and not FactionIsLocal
and I_NumberOfSettlements thrace < 9
and I_NumberOfSettlements thrace > 3
console_command add_money thrace, 1000
end_monitor
monitor_event SettlementTurnStart FactionType thrace
and not FactionIsLocal
and I_NumberOfSettlements thrace < 16
and I_NumberOfSettlements thrace > 8
console_command add_money thrace, 800
end_monitor
monitor_event SettlementTurnStart FactionType thrace
and not FactionIsLocal
and I_NumberOfSettlements thrace < 25
and I_NumberOfSettlements thrace > 15
console_command add_money thrace, 600
end_monitor
monitor_event SettlementTurnStart FactionType thrace
and not FactionIsLocal
and I_NumberOfSettlements thrace > 25
console_command add_money thrace, 300
end_monitor
monitor_event SettlementTurnStart FactionType slave
and not FactionIsLocal
console_command add_money slave, 2700
end_monitor
THEERRANT'S SCRIPT 0.4 (faction-specific stepped bonuses with treasury caps)
Developer's statement:
"I got tired of the endless hordes of Seleukid elites coming my way. Stack after miserable stack in wave after wave. It made the game tedious and unrealistic. I wasn't the only one. On a thread dealing with this Eminos64 was the first one to voice the idea of an equalizing script.
When Sheep made that script into reality for all the factions I couldn't resist the temptation to try and improve it.
My two goals were simple. Stop the endless stacks and keep as many factions alive and powerful enough to provide a challenge and above all, variety in both your enemies and their tactics.
That's what EB is about. Conquering the world, or atleast part of it, and rewriting history in your image.
I wanted to make sure that the player is not just facing a few huge empires with vast resources but also smaller factions with unique challenges to overcome.
The variety of adversaries will help keep the players interest going, for far longer than fighting the same enemy for about 1160 turns.
I've done my best. The board is set. The pieces are moving. All that remains is for YOU. The Player. To decide how to rewrite history during this game."
This script replaces everything in Section 4: Money Assistance
Difficult Start Bonus now includes factions with up to 4 cities (up from 3). Different factions will receive this bonus for different amounts of time.
Empire builders (Rome, Saba, Makedon, Ptolemies, Seleukids, Carthage, KH, Baktria, Epirus): Difficult start bonus for 20 turns (5 years). Treasury cap reduces treasury by 30000 mnai if it exceeds 100000 at the beginning of the turn. Gives 1200 mnai pcpt for 5 or less cities, 1000 pcpt for 6-11 cities, 800 pcpt for 12-19 cities, 500 pcpt for 20-29 cities. No bonus for 30 or more cities.
Armenia: Difficult start bonus for 40 turns (10 years). Bankruptcy protection gives 5000 mnai if the treasury goes below -3000 at the beginning of the turn. No treasury cap. Gives 1200 mnai pcpt for 5 or less cities, 1000 pcpt for 6-11 cities, 800 pcpt for 12-19 cities, 500 pcpt for 20-29 cities. No bonus for 30 or more cities.
Barbarians (Arverni, Aedui, Sweboz, Casse, Lusotannan): Difficult start bonus for 40 turns (10 years). Bankruptcy protection gives 5000 mnai if the treasury goes below -3000 at the beginning of the turn. No treasury limit. Gives 1200 mnai pcpt for 3 or less cities, 1000 pcpt for 4-8 cities, 800 pcpt for 9-15 cities, 500 pcpt for 16-24 cities. No bonus for 25 or more cities.
Pontus, Getai: Difficult start bonus for 40 turns (10 years). Bankruptcy protection gives 5000 mnai if the treasury goes below -3000 at the beginning of the turn. No treasury limit. Gives 1600 mnai pcpt for 3 or less cities, 1200 pcpt for 4-8 cities, 1000 pcpt for 9-15 cities, 800 pcpt for 16-24 cities. No bonus for 25 or more cities.
Steppe tribes (Saka, Parthia, Sarmatians): Difficult start bonus for 60 turns (10 years). Bankruptcy protection gives 5000 mnai if the treasury goes below -3000 at the beginning of the turn. No treasury limit. Gives 1800 mnai pcpt for 5 or less cities, 1400 pcpt for 6-11 cities, 1200 pcpt for 12-19 cities, 1000 pcpt for 20-29 cities. No bonus for more than 30 cities.
Slave faction's bonus increased to 2750 pcpt, to make sure they are still somewhat of a challenge. Carthage's fleet bonus reduced to 600 per fleet per turn.
Code:
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;Section 4: Money Assistance
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;Section 4a: Difficult Start Help
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
monitor_event FactionTurnStart FactionType romans_julii
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements romans_julii < 5
and I_TurnNumber < 20
console_command add_money romans_julii, 6000
end_monitor
monitor_event FactionTurnStart FactionType romans_scipii
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements romans_scipii < 5
and I_TurnNumber < 40
console_command add_money romans_scipii, 6000
end_monitor
monitor_event FactionTurnStart FactionType romans_brutii
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements romans_brutii < 5
and I_TurnNumber < 20
console_command add_money romans_brutii, 6000
end_monitor
monitor_event FactionTurnStart FactionType egypt
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements egypt < 5
and I_TurnNumber < 20
console_command add_money egypt, 6000
end_monitor
monitor_event FactionTurnStart FactionType seleucid
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements seleucid < 5
and I_TurnNumber < 20
console_command add_money seleucid, 6000
end_monitor
monitor_event FactionTurnStart FactionType carthage
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements carthage < 5
and I_TurnNumber < 40
console_command add_money carthage, 6000
end_monitor
monitor_event FactionTurnStart FactionType parthia
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements parthia < 5
and I_TurnNumber < 60
console_command add_money parthia, 6000
end_monitor
monitor_event FactionTurnStart FactionType gauls
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements gauls < 5
and I_TurnNumber < 40
console_command add_money gauls, 6000
end_monitor
monitor_event FactionTurnStart FactionType germans
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements germans < 5
and I_TurnNumber < 40
console_command add_money germans, 6000
end_monitor
monitor_event FactionTurnStart FactionType britons
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements britons < 5
and I_TurnNumber < 40
console_command add_money britons, 6000
end_monitor
monitor_event FactionTurnStart FactionType greek_cities
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements greek_cities < 5
and I_TurnNumber < 20
console_command add_money greek_cities, 6000
end_monitor
monitor_event FactionTurnStart FactionType macedon
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements macedon < 5
and I_TurnNumber < 20
console_command add_money macedon, 6000
end_monitor
monitor_event FactionTurnStart FactionType pontus
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements pontus < 5
and I_TurnNumber < 60
console_command add_money pontus, 6000
end_monitor
monitor_event FactionTurnStart FactionType armenia
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements armenia < 5
and I_TurnNumber < 60
console_command add_money armenia, 6000
end_monitor
monitor_event FactionTurnStart FactionType dacia
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements dacia < 5
and I_TurnNumber < 40
console_command add_money dacia, 6000
end_monitor
monitor_event FactionTurnStart FactionType scythia
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements scythia < 5
and I_TurnNumber < 40
console_command add_money scythia, 6000
end_monitor
monitor_event FactionTurnStart FactionType spain
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements spain < 5
and I_TurnNumber < 40
console_command add_money spain, 6000
end_monitor
monitor_event FactionTurnStart FactionType thrace
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements thrace < 5
and I_TurnNumber < 20
console_command add_money thrace, 6000
end_monitor
monitor_event FactionTurnStart FactionType numidia
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements numidia < 5
and I_TurnNumber < 40
console_command add_money numidia, 6000
end_monitor
monitor_event FactionTurnStart FactionType saba
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements saba < 5
and I_TurnNumber < 20
console_command add_money saba, 6000
end_monitor
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;Section 4b: City Income Bonus
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
monitor_event CharacterTurnStart FactionType egypt
and AgentType = admiral
and not FactionIsLocal
console_command add_money egypt, 600
end_monitor
;Rome
monitor_event FactionTurnStart FactionType seleucid
and Treasury > 100000
console_command add_money seleucid, -30000
end_monitor
monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid < 6
console_command add_money seleucid, 1200
end_monitor
monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid < 12
and I_NumberOfSettlements seleucid > 5
console_command add_money seleucid, 1000
end_monitor
monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid < 20
and I_NumberOfSettlements seleucid > 11
console_command add_money seleucid, 800
end_monitor
monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid < 30
and I_NumberOfSettlements seleucid > 19
console_command add_money seleucid, 500
end_monitor
;Saka
monitor_event SettlementTurnStart FactionType pontus
and not FactionIsLocal
and Treasury < -3000
console_command add_money pontus, 5000
end_monitor
monitor_event SettlementTurnStart FactionType pontus
and not FactionIsLocal
and I_NumberOfSettlements pontus < 6
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 > 5
console_command add_money pontus, 1400
end_monitor
monitor_event SettlementTurnStart FactionType pontus
and not FactionIsLocal
and I_NumberOfSettlements pontus < 20
and I_NumberOfSettlements pontus > 11
console_command add_money pontus, 1200
end_monitor
monitor_event SettlementTurnStart FactionType pontus
and not FactionIsLocal
and I_NumberOfSettlements pontus < 30
and I_NumberOfSettlements pontus > 19
console_command add_money pontus, 1000
end_monitor
;Arverni
monitor_event SettlementTurnStart FactionType scythia
and not FactionIsLocal
and Treasury < -3000
console_command add_money scythia, 5000
end_monitor
monitor_event SettlementTurnStart FactionType scythia
and not FactionIsLocal
and I_NumberOfSettlements scythia < 4
console_command add_money scythia, 1200
end_monitor
monitor_event SettlementTurnStart FactionType scythia
and not FactionIsLocal
and I_NumberOfSettlements scythia < 9
and I_NumberOfSettlements scythia > 3
console_command add_money scythia, 1000
end_monitor
monitor_event SettlementTurnStart FactionType scythia
and not FactionIsLocal
and I_NumberOfSettlements scythia < 16
and I_NumberOfSettlements scythia > 8
console_command add_money scythia, 800
end_monitor
monitor_event SettlementTurnStart FactionType scythia
and not FactionIsLocal
and I_NumberOfSettlements scythia < 25
and I_NumberOfSettlements scythia > 15
console_command add_money scythia, 500
end_monitor
;Saba
monitor_event FactionTurnStart FactionType saba
and Treasury > 100000
console_command add_money saba, -30000
end_monitor
monitor_event SettlementTurnStart FactionType saba
and not FactionIsLocal
and I_NumberOfSettlements saba < 6
console_command add_money saba, 1200
end_monitor
monitor_event SettlementTurnStart FactionType saba
and not FactionIsLocal
and I_NumberOfSettlements saba < 12
and I_NumberOfSettlements saba > 5
console_command add_money saba, 1000
end_monitor
monitor_event SettlementTurnStart FactionType saba
and not FactionIsLocal
and I_NumberOfSettlements saba < 20
and I_NumberOfSettlements saba > 11
console_command add_money saba, 800
end_monitor
monitor_event SettlementTurnStart FactionType saba
and not FactionIsLocal
and I_NumberOfSettlements saba < 30
and I_NumberOfSettlements saba > 19
console_command add_money saba, 500
end_monitor
;Makedon
monitor_event FactionTurnStart FactionType macedon
and Treasury > 80000
console_command add_money macedon, -30000
end_monitor
monitor_event SettlementTurnStart FactionType macedon
and not FactionIsLocal
and I_NumberOfSettlements macedon < 6
console_command add_money macedon, 1200
end_monitor
monitor_event SettlementTurnStart FactionType macedon
and not FactionIsLocal
and I_NumberOfSettlements macedon < 12
and I_NumberOfSettlements macedon > 5
console_command add_money macedon, 1000
end_monitor
monitor_event SettlementTurnStart FactionType macedon
and not FactionIsLocal
and I_NumberOfSettlements macedon < 20
and I_NumberOfSettlements macedon > 11
console_command add_money macedon, 800
end_monitor
monitor_event SettlementTurnStart FactionType macedon
and not FactionIsLocal
and I_NumberOfSettlements macedon < 30
and I_NumberOfSettlements macedon > 19
console_command add_money macedon, 500
end_monitor
;Ptolemies
monitor_event FactionTurnStart FactionType numidia
and Treasury > 80000
console_command add_money numidia, -30000
end_monitor
monitor_event SettlementTurnStart FactionType numidia
and not FactionIsLocal
and I_NumberOfSettlements numidia < 6
console_command add_money numidia, 1200
end_monitor
monitor_event SettlementTurnStart FactionType numidia
and not FactionIsLocal
and I_NumberOfSettlements numidia < 12
and I_NumberOfSettlements numidia > 5
console_command add_money numidia, 1000
end_monitor
monitor_event SettlementTurnStart FactionType numidia
and not FactionIsLocal
and I_NumberOfSettlements numidia < 20
and I_NumberOfSettlements numidia > 11
console_command add_money numidia, 800
end_monitor
monitor_event SettlementTurnStart FactionType numidia
and not FactionIsLocal
and I_NumberOfSettlements numidia < 30
and I_NumberOfSettlements numidia > 19
console_command add_money numidia, 500
end_monitor
;Arche Seleukeia
monitor_event FactionTurnStart FactionType romans_julii
and Treasury > 80000
console_command add_money romans_julii, -30000
end_monitor
monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_NumberOfSettlements romans_julii < 6
console_command add_money romans_julii, 1200
end_monitor
monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_NumberOfSettlements romans_julii < 12
and I_NumberOfSettlements romans_julii > 5
console_command add_money romans_julii, 1000
end_monitor
monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_NumberOfSettlements romans_julii < 20
and I_NumberOfSettlements romans_julii > 11
console_command add_money romans_julii, 800
end_monitor
monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_NumberOfSettlements romans_julii < 30
and I_NumberOfSettlements romans_julii > 19
console_command add_money romans_julii, 500
end_monitor
;Carthage
monitor_event FactionTurnStart FactionType egypt
and Treasury > 80000
console_command add_money egypt, -30000
end_monitor
monitor_event SettlementTurnStart FactionType egypt
and not FactionIsLocal
and I_NumberOfSettlements egypt < 6
console_command add_money egypt, 1200
end_monitor
monitor_event SettlementTurnStart FactionType egypt
and not FactionIsLocal
and I_NumberOfSettlements egypt < 12
and I_NumberOfSettlements egypt > 5
console_command add_money egypt, 1000
end_monitor
monitor_event SettlementTurnStart FactionType egypt
and not FactionIsLocal
and I_NumberOfSettlements egypt < 20
and I_NumberOfSettlements egypt > 11
console_command add_money egypt, 800
end_monitor
monitor_event SettlementTurnStart FactionType egypt
and not FactionIsLocal
and I_NumberOfSettlements egypt < 30
and I_NumberOfSettlements egypt > 19
console_command add_money egypt, 500
end_monitor
;Parthians
monitor_event SettlementTurnStart FactionType parthia
and not FactionIsLocal
and Treasury < -3000
console_command add_money parthia, 5000
end_monitor
monitor_event SettlementTurnStart FactionType parthia
and not FactionIsLocal
and I_NumberOfSettlements parthia < 6
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 > 5
console_command add_money parthia, 1400
end_monitor
monitor_event SettlementTurnStart FactionType parthia
and not FactionIsLocal
and I_NumberOfSettlements parthia < 20
and I_NumberOfSettlements parthia > 11
console_command add_money parthia, 1200
end_monitor
monitor_event SettlementTurnStart FactionType parthia
and not FactionIsLocal
and I_NumberOfSettlements parthia < 30
and I_NumberOfSettlements parthia > 19
console_command add_money parthia, 1000
end_monitor
;Pontus
monitor_event SettlementTurnStart FactionType carthage
and not FactionIsLocal
and Treasury < -3000
console_command add_money carthage, 5000
end_monitor
monitor_event SettlementTurnStart FactionType carthage
and not FactionIsLocal
and I_NumberOfSettlements carthage < 4
console_command add_money carthage, 1600
end_monitor
monitor_event SettlementTurnStart FactionType carthage
and not FactionIsLocal
and I_NumberOfSettlements carthage < 9
and I_NumberOfSettlements carthage > 3
console_command add_money carthage, 1200
end_monitor
monitor_event SettlementTurnStart FactionType carthage
and not FactionIsLocal
and I_NumberOfSettlements carthage < 16
and I_NumberOfSettlements carthage > 8
console_command add_money carthage, 1000
end_monitor
monitor_event SettlementTurnStart FactionType carthage
and not FactionIsLocal
and I_NumberOfSettlements carthage < 25
and I_NumberOfSettlements carthage > 15
console_command add_money carthage, 800
end_monitor
;Aedui
monitor_event SettlementTurnStart FactionType gauls
and not FactionIsLocal
and Treasury < -3000
console_command add_money gauls, 5000
end_monitor
monitor_event SettlementTurnStart FactionType gauls
and not FactionIsLocal
and I_NumberOfSettlements gauls < 4
console_command add_money gauls, 1200
end_monitor
monitor_event SettlementTurnStart FactionType gauls
and not FactionIsLocal
and I_NumberOfSettlements gauls < 9
and I_NumberOfSettlements gauls > 3
console_command add_money gauls, 1000
end_monitor
monitor_event SettlementTurnStart FactionType gauls
and not FactionIsLocal
and I_NumberOfSettlements gauls < 16
and I_NumberOfSettlements gauls > 8
console_command add_money gauls, 800
end_monitor
monitor_event SettlementTurnStart FactionType gauls
and not FactionIsLocal
and I_NumberOfSettlements gauls < 25
and I_NumberOfSettlements gauls > 15
console_command add_money gauls, 500
end_monitor
;Sweboz
monitor_event SettlementTurnStart FactionType germans
and not FactionIsLocal
and Treasury < -3000
console_command add_money germans, 5000
end_monitor
monitor_event SettlementTurnStart FactionType germans
and not FactionIsLocal
and I_NumberOfSettlements germans < 4
console_command add_money germans, 1200
end_monitor
monitor_event SettlementTurnStart FactionType germans
and not FactionIsLocal
and I_NumberOfSettlements germans < 9
and I_NumberOfSettlements germans > 3
console_command add_money germans, 1000
end_monitor
monitor_event SettlementTurnStart FactionType germans
and not FactionIsLocal
and I_NumberOfSettlements germans < 16
and I_NumberOfSettlements germans > 8
console_command add_money germans, 800
end_monitor
monitor_event SettlementTurnStart FactionType germans
and not FactionIsLocal
and I_NumberOfSettlements germans < 25
and I_NumberOfSettlements germans > 15
console_command add_money germans, 500
end_monitor
;Casse
monitor_event SettlementTurnStart FactionType britons
and not FactionIsLocal
and Treasury < -3000
console_command add_money britons, 5000
end_monitor
monitor_event SettlementTurnStart FactionType britons
and not FactionIsLocal
and I_NumberOfSettlements britons < 4
console_command add_money britons, 1200
end_monitor
monitor_event SettlementTurnStart FactionType britons
and not FactionIsLocal
and I_NumberOfSettlements britons < 9
and I_NumberOfSettlements britons > 3
console_command add_money britons, 1000
end_monitor
monitor_event SettlementTurnStart FactionType britons
and not FactionIsLocal
and I_NumberOfSettlements britons < 16
and I_NumberOfSettlements britons > 8
console_command add_money britons, 800
end_monitor
monitor_event SettlementTurnStart FactionType britons
and not FactionIsLocal
and I_NumberOfSettlements britons < 25
and I_NumberOfSettlements britons > 15
console_command add_money britons, 500
end_monitor
;Hayasdan
monitor_event SettlementTurnStart FactionType romans_scipii
and not FactionIsLocal
and Treasury < -3000
console_command add_money romans_scipii, 5000
end_monitor
monitor_event SettlementTurnStart FactionType romans_scipii
and not FactionIsLocal
and I_NumberOfSettlements romans_scipii < 6
console_command add_money romans_scipii, 1200
end_monitor
monitor_event SettlementTurnStart FactionType romans_scipii
and not FactionIsLocal
and I_NumberOfSettlements romans_scipii < 12
and I_NumberOfSettlements romans_scipii > 5
console_command add_money romans_scipii, 1000
end_monitor
monitor_event SettlementTurnStart FactionType romans_scipii
and not FactionIsLocal
and I_NumberOfSettlements romans_scipii < 20
and I_NumberOfSettlements romans_scipii > 11
console_command add_money romans_scipii, 800
end_monitor
monitor_event SettlementTurnStart FactionType romans_scipii
and not FactionIsLocal
and I_NumberOfSettlements romans_scipii < 30
and I_NumberOfSettlements romans_scipii > 19
console_command add_money romans_scipii, 500
end_monitor
;Getai
monitor_event SettlementTurnStart FactionType dacia
and not FactionIsLocal
and Treasury < -3000
console_command add_money dacia, 5000
end_monitor
monitor_event SettlementTurnStart FactionType dacia
and not FactionIsLocal
and I_NumberOfSettlements dacia < 4
console_command add_money dacia, 1600
end_monitor
monitor_event SettlementTurnStart FactionType dacia
and not FactionIsLocal
and I_NumberOfSettlements dacia < 9
and I_NumberOfSettlements dacia > 3
console_command add_money dacia, 1200
end_monitor
monitor_event SettlementTurnStart FactionType dacia
and not FactionIsLocal
and I_NumberOfSettlements dacia < 16
and I_NumberOfSettlements dacia > 8
console_command add_money dacia, 1000
end_monitor
monitor_event SettlementTurnStart FactionType dacia
and not FactionIsLocal
and I_NumberOfSettlements dacia < 25
and I_NumberOfSettlements dacia > 15
console_command add_money dacia, 800
end_monitor
;Koinon Hellenon
monitor_event FactionTurnStart FactionType greek_cities
and Treasury > 80000
console_command add_money greek_cities, -30000
end_monitor
monitor_event SettlementTurnStart FactionType greek_cities
and not FactionIsLocal
and I_NumberOfSettlements greek_cities < 6
console_command add_money greek_cities, 1200
end_monitor
monitor_event SettlementTurnStart FactionType greek_cities
and not FactionIsLocal
and I_NumberOfSettlements greek_cities < 12
and I_NumberOfSettlements greek_cities > 5
console_command add_money greek_cities, 1000
end_monitor
monitor_event SettlementTurnStart FactionType greek_cities
and not FactionIsLocal
and I_NumberOfSettlements greek_cities < 20
and I_NumberOfSettlements greek_cities > 11
console_command add_money greek_cities, 800
end_monitor
monitor_event SettlementTurnStart FactionType greek_cities
and not FactionIsLocal
and I_NumberOfSettlements greek_cities < 30
and I_NumberOfSettlements greek_cities > 19
console_command add_money greek_cities, 500
end_monitor
;Baktria
monitor_event FactionTurnStart FactionType romans_brutii
and Treasury > 80000
console_command add_money romans_brutii, -30000
end_monitor
monitor_event SettlementTurnStart FactionType romans_brutii
and not FactionIsLocal
and I_NumberOfSettlements romans_brutii < 4
console_command add_money romans_brutii, 1200
end_monitor
monitor_event SettlementTurnStart FactionType romans_brutii
and not FactionIsLocal
and I_NumberOfSettlements romans_brutii < 9
and I_NumberOfSettlements romans_brutii > 3
console_command add_money romans_brutii, 1000
end_monitor
monitor_event SettlementTurnStart FactionType romans_brutii
and not FactionIsLocal
and I_NumberOfSettlements romans_brutii < 16
and I_NumberOfSettlements romans_brutii > 8
console_command add_money romans_brutii, 800
end_monitor
monitor_event SettlementTurnStart FactionType romans_brutii
and not FactionIsLocal
and I_NumberOfSettlements romans_brutii < 25
and I_NumberOfSettlements romans_brutii > 15
console_command add_money romans_brutii, 500
end_monitor
;Sarmatians
monitor_event SettlementTurnStart FactionType armenia
and not FactionIsLocal
and Treasury < -3000
console_command add_money armenia, 5000
end_monitor
monitor_event SettlementTurnStart FactionType armenia
and not FactionIsLocal
and I_NumberOfSettlements armenia < 6
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 > 5
console_command add_money armenia, 1400
end_monitor
monitor_event SettlementTurnStart FactionType armenia
and not FactionIsLocal
and I_NumberOfSettlements armenia < 20
and I_NumberOfSettlements armenia > 11
console_command add_money armenia, 1200
end_monitor
monitor_event SettlementTurnStart FactionType armenia
and not FactionIsLocal
and I_NumberOfSettlements armenia < 30
and I_NumberOfSettlements armenia > 19
console_command add_money armenia, 1000
end_monitor
;Lusotannan
monitor_event SettlementTurnStart FactionType spain
and not FactionIsLocal
and Treasury < -3000
console_command add_money spain, 5000
end_monitor
monitor_event SettlementTurnStart FactionType spain
and not FactionIsLocal
and I_NumberOfSettlements spain < 4
console_command add_money spain, 1200
end_monitor
monitor_event SettlementTurnStart FactionType spain
and not FactionIsLocal
and I_NumberOfSettlements spain < 9
and I_NumberOfSettlements spain > 3
console_command add_money spain, 1000
end_monitor
monitor_event SettlementTurnStart FactionType spain
and not FactionIsLocal
and I_NumberOfSettlements spain < 16
and I_NumberOfSettlements spain > 8
console_command add_money spain, 800
end_monitor
monitor_event SettlementTurnStart FactionType spain
and not FactionIsLocal
and I_NumberOfSettlements spain < 25
and I_NumberOfSettlements spain > 15
console_command add_money spain, 500
end_monitor
;Epeiros
monitor_event FactionTurnStart FactionType thrace
and Treasury > 80000
console_command add_money thrace, -30000
end_monitor
monitor_event SettlementTurnStart FactionType thrace
and not FactionIsLocal
and I_NumberOfSettlements thrace < 6
console_command add_money thrace, 1200
end_monitor
monitor_event SettlementTurnStart FactionType thrace
and not FactionIsLocal
and I_NumberOfSettlements thrace < 12
and I_NumberOfSettlements thrace > 5
console_command add_money thrace, 1000
end_monitor
monitor_event SettlementTurnStart FactionType thrace
and not FactionIsLocal
and I_NumberOfSettlements thrace < 20
and I_NumberOfSettlements thrace > 11
console_command add_money thrace, 800
end_monitor
monitor_event SettlementTurnStart FactionType thrace
and not FactionIsLocal
and I_NumberOfSettlements thrace < 30
and I_NumberOfSettlements thrace > 19
console_command add_money thrace, 500
end_monitor
monitor_event SettlementTurnStart FactionType slave
and not FactionIsLocal
console_command add_money slave, 2750
end_monitor
REDMETH'S SCRIPT 0.4 (flat bonus leading to stepped bonus after 20 turns
Developer's statement:
"My script tries to keep things the way the team intended, some factions are poorer some richer, some more advanced some less and my script does not try to balance them into equally powerful factions.
The Eleutheroi are balanced at 2850 per turn and in the first few years or so they may seem to stall and the factions conquer a few neighboring provinces, after that they produce their own roads ports and other buildings and start getting stronger and building troops to garrison their settlements stalling the factions from over-expanding too early. (more realistic)
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 for 10 years) and encourage them to build their own infrastructure (20 years of flat 1200 bonus for all) and after that making sure they don't simply flood the map with stacks and bore you when you're fighting them but not turning them into pushovers (the stepped bonus).
The 100.000 cutoff point is made so that introducing my script in an ongoing campaign where some factions are very rich will let those factions be on their own without more bonuses. But as it is a few factions will get that rich.
Thank you for reading this and for testing my script.
And thanks to Eminos64 & Sheep for starting this and to The Errant, Gaias and Ower for their interest and work also."
This script is considered stable by its developer. It replaces everything in Section 4: Money Assistance
Increases the difficult start bonus to 40 turns (10 years) for each faction with four or less cities (up from three or less).
Gives a flat bonus of 1200 mnai pcpt to every faction for the first 80 turns (20 years) to build up their infrastructure and conquer some initial territories, with a cutoff point if the faction's treasury is higher than 100000 mnai at the beginning of the turn.
Stepped function takes effect on the 81st turn, with a cutoff point if the faction's treasury is higher than 100000 mnai at the beginning of the turn. Gives 1200 mnai to each faction pcpt if the faction has 3 or less cities, 1050 pcpt if the faction has 4-8 cities, 850 pcpt if the faction has 9-15 cities, 650 pcpt if the faction has 16-24 cities, 450 pcpt if the faction has 25-34 cities, and 300 pcpt if the faction has 35 or more cities.
Slave faction's bonus increased to 2850 pcpt, to make sure they are still somewhat of a challenge. Carthage's fleet bonus reduced to 600 per fleet per turn.
Code:
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;Section 4: Money Assistance
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;Section 4a: Difficult Start Help
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
monitor_event FactionTurnStart FactionType romans_julii
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements romans_julii < 5
and I_TurnNumber < 40
console_command add_money romans_julii, 6000
end_monitor
monitor_event FactionTurnStart FactionType romans_scipii
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements romans_scipii < 5
and I_TurnNumber < 40
console_command add_money romans_scipii, 6000
end_monitor
monitor_event FactionTurnStart FactionType romans_brutii
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements romans_brutii < 5
and I_TurnNumber < 40
console_command add_money romans_brutii, 6000
end_monitor
monitor_event FactionTurnStart FactionType egypt
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements egypt < 5
and I_TurnNumber < 40
console_command add_money egypt, 6000
end_monitor
monitor_event FactionTurnStart FactionType seleucid
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements seleucid < 5
and I_TurnNumber < 40
console_command add_money seleucid, 6000
end_monitor
monitor_event FactionTurnStart FactionType carthage
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements carthage < 5
and I_TurnNumber < 40
console_command add_money carthage, 6000
end_monitor
monitor_event FactionTurnStart FactionType parthia
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements parthia < 5
and I_TurnNumber < 40
console_command add_money parthia, 6000
end_monitor
monitor_event FactionTurnStart FactionType gauls
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements gauls < 5
and I_TurnNumber < 40
console_command add_money gauls, 6000
end_monitor
monitor_event FactionTurnStart FactionType germans
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements germans < 5
and I_TurnNumber < 40
console_command add_money germans, 6000
end_monitor
monitor_event FactionTurnStart FactionType britons
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements britons < 5
and I_TurnNumber < 40
console_command add_money britons, 6000
end_monitor
monitor_event FactionTurnStart FactionType greek_cities
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements greek_cities < 5
and I_TurnNumber < 40
console_command add_money greek_cities, 6000
end_monitor
monitor_event FactionTurnStart FactionType macedon
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements macedon < 5
and I_TurnNumber < 40
console_command add_money macedon, 6000
end_monitor
monitor_event FactionTurnStart FactionType pontus
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements pontus < 5
and I_TurnNumber < 40
console_command add_money pontus, 6000
end_monitor
monitor_event FactionTurnStart FactionType armenia
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements armenia < 5
and I_TurnNumber < 40
console_command add_money armenia, 6000
end_monitor
monitor_event FactionTurnStart FactionType dacia
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements dacia < 5
and I_TurnNumber < 40
console_command add_money dacia, 6000
end_monitor
monitor_event FactionTurnStart FactionType scythia
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements scythia < 5
and I_TurnNumber < 40
console_command add_money scythia, 6000
end_monitor
monitor_event FactionTurnStart FactionType spain
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements spain < 5
and I_TurnNumber < 40
console_command add_money spain, 6000
end_monitor
monitor_event FactionTurnStart FactionType thrace
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements thrace < 5
and I_TurnNumber < 40
console_command add_money thrace, 6000
end_monitor
monitor_event FactionTurnStart FactionType numidia
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements numidia < 5
and I_TurnNumber < 40
console_command add_money numidia, 6000
end_monitor
monitor_event FactionTurnStart FactionType saba
and not FactionIsLocal
and Treasury < 3000
and I_NumberOfSettlements saba < 5
and I_TurnNumber < 40
console_command add_money saba, 6000
end_monitor
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;Section 4b: City Income Bonus
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
monitor_event CharacterTurnStart FactionType egypt
and AgentType = admiral
and not FactionIsLocal
console_command add_money egypt, 600
end_monitor
;Rome
monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_TurnNumber < 81
and Treasury < 100000
console_command add_money seleucid, 1200
end_monitor
monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid < 4
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money seleucid, 1200
end_monitor
monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid < 9
and I_NumberOfSettlements seleucid > 3
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money seleucid, 1050
end_monitor
monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid < 16
and I_NumberOfSettlements seleucid > 8
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money seleucid, 850
end_monitor
monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid < 25
and I_NumberOfSettlements seleucid > 15
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money seleucid, 650
end_monitor
monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid < 35
and I_NumberOfSettlements seleucid > 24
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money seleucid, 450
end_monitor
monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid > 34
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money seleucid, 300
end_monitor
;Saka
monitor_event SettlementTurnStart FactionType pontus
and not FactionIsLocal
and I_TurnNumber < 81
and Treasury < 100000
console_command add_money pontus, 1200
end_monitor
monitor_event SettlementTurnStart FactionType pontus
and not FactionIsLocal
and I_NumberOfSettlements pontus < 4
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money pontus, 1200
end_monitor
monitor_event SettlementTurnStart FactionType pontus
and not FactionIsLocal
and I_NumberOfSettlements pontus < 9
and I_NumberOfSettlements pontus > 3
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money pontus, 1050
end_monitor
monitor_event SettlementTurnStart FactionType pontus
and not FactionIsLocal
and I_NumberOfSettlements pontus < 16
and I_NumberOfSettlements pontus > 8
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money pontus, 850
end_monitor
monitor_event SettlementTurnStart FactionType pontus
and not FactionIsLocal
and I_NumberOfSettlements pontus < 25
and I_NumberOfSettlements pontus > 15
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money pontus, 650
end_monitor
monitor_event SettlementTurnStart FactionType pontus
and not FactionIsLocal
and I_NumberOfSettlements pontus < 35
and I_NumberOfSettlements pontus > 24
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money pontus, 450
end_monitor
monitor_event SettlementTurnStart FactionType pontus
and not FactionIsLocal
and I_NumberOfSettlements pontus > 34
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money pontus, 300
end_monitor
;Arverni
monitor_event SettlementTurnStart FactionType scythia
and not FactionIsLocal
and I_TurnNumber < 81
and Treasury < 100000
console_command add_money scythia, 1200
end_monitor
monitor_event SettlementTurnStart FactionType scythia
and not FactionIsLocal
and I_NumberOfSettlements scythia < 4
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money scythia, 1200
end_monitor
monitor_event SettlementTurnStart FactionType scythia
and not FactionIsLocal
and I_NumberOfSettlements scythia < 9
and I_NumberOfSettlements scythia > 3
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money scythia, 1050
end_monitor
monitor_event SettlementTurnStart FactionType scythia
and not FactionIsLocal
and I_NumberOfSettlements scythia < 16
and I_NumberOfSettlements scythia > 8
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money scythia, 850
end_monitor
monitor_event SettlementTurnStart FactionType scythia
and not FactionIsLocal
and I_NumberOfSettlements scythia < 25
and I_NumberOfSettlements scythia > 15
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money scythia, 650
end_monitor
monitor_event SettlementTurnStart FactionType scythia
and not FactionIsLocal
and I_NumberOfSettlements scythia < 35
and I_NumberOfSettlements scythia > 24
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money scythia, 450
end_monitor
monitor_event SettlementTurnStart FactionType scythia
and not FactionIsLocal
and I_NumberOfSettlements scythia > 34
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money scythia, 300
end_monitor
;Saba
monitor_event SettlementTurnStart FactionType saba
and not FactionIsLocal
and I_TurnNumber < 81
and Treasury < 100000
console_command add_money saba, 1200
end_monitor
monitor_event SettlementTurnStart FactionType saba
and not FactionIsLocal
and I_NumberOfSettlements saba < 4
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money saba, 1200
end_monitor
monitor_event SettlementTurnStart FactionType saba
and not FactionIsLocal
and I_NumberOfSettlements saba < 9
and I_NumberOfSettlements saba > 3
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money saba, 1050
end_monitor
monitor_event SettlementTurnStart FactionType saba
and not FactionIsLocal
and I_NumberOfSettlements saba < 16
and I_NumberOfSettlements saba > 8
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money saba, 850
end_monitor
monitor_event SettlementTurnStart FactionType saba
and not FactionIsLocal
and I_NumberOfSettlements saba < 25
and I_NumberOfSettlements saba > 15
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money saba, 650
end_monitor
monitor_event SettlementTurnStart FactionType saba
and not FactionIsLocal
and I_NumberOfSettlements saba < 35
and I_NumberOfSettlements saba > 24
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money saba, 450
end_monitor
monitor_event SettlementTurnStart FactionType saba
and not FactionIsLocal
and I_NumberOfSettlements saba > 34
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money saba, 300
end_monitor
;Makedon
monitor_event SettlementTurnStart FactionType macedon
and not FactionIsLocal
and I_TurnNumber < 81
and Treasury < 100000
console_command add_money macedon, 1200
end_monitor
monitor_event SettlementTurnStart FactionType macedon
and not FactionIsLocal
and I_NumberOfSettlements macedon < 4
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money macedon, 1200
end_monitor
monitor_event SettlementTurnStart FactionType macedon
and not FactionIsLocal
and I_NumberOfSettlements macedon < 9
and I_NumberOfSettlements macedon > 3
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money macedon, 1050
end_monitor
monitor_event SettlementTurnStart FactionType macedon
and not FactionIsLocal
and I_NumberOfSettlements macedon < 16
and I_NumberOfSettlements macedon > 8
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money macedon, 850
end_monitor
monitor_event SettlementTurnStart FactionType macedon
and not FactionIsLocal
and I_NumberOfSettlements macedon < 25
and I_NumberOfSettlements macedon > 15
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money macedon, 650
end_monitor
monitor_event SettlementTurnStart FactionType macedon
and not FactionIsLocal
and I_NumberOfSettlements macedon < 35
and I_NumberOfSettlements macedon > 24
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money macedon, 450
end_monitor
monitor_event SettlementTurnStart FactionType macedon
and not FactionIsLocal
and I_NumberOfSettlements macedon > 34
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money macedon, 300
end_monitor
;Ptolemies
monitor_event SettlementTurnStart FactionType numidia
and not FactionIsLocal
and I_TurnNumber < 81
and Treasury < 100000
console_command add_money numidia, 1200
end_monitor
monitor_event SettlementTurnStart FactionType numidia
and not FactionIsLocal
and I_NumberOfSettlements numidia < 4
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money numidia, 1200
end_monitor
monitor_event SettlementTurnStart FactionType numidia
and not FactionIsLocal
and I_NumberOfSettlements numidia < 9
and I_NumberOfSettlements numidia > 3
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money numidia, 1050
end_monitor
monitor_event SettlementTurnStart FactionType numidia
and not FactionIsLocal
and I_NumberOfSettlements numidia < 16
and I_NumberOfSettlements numidia > 8
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money numidia, 850
end_monitor
monitor_event SettlementTurnStart FactionType numidia
and not FactionIsLocal
and I_NumberOfSettlements numidia < 25
and I_NumberOfSettlements numidia > 15
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money numidia, 650
end_monitor
monitor_event SettlementTurnStart FactionType numidia
and not FactionIsLocal
and I_NumberOfSettlements numidia < 35
and I_NumberOfSettlements numidia > 24
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money numidia, 450
end_monitor
monitor_event SettlementTurnStart FactionType numidia
and not FactionIsLocal
and I_NumberOfSettlements numidia > 34
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money numidia, 300
end_monitor
;Seleukids
monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_TurnNumber < 81
and Treasury < 100000
console_command add_money romans_julii, 1200
end_monitor
monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_NumberOfSettlements romans_julii < 4
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money romans_julii, 1200
end_monitor
monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_NumberOfSettlements romans_julii < 9
and I_NumberOfSettlements romans_julii > 3
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money romans_julii, 1050
end_monitor
monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_NumberOfSettlements romans_julii < 16
and I_NumberOfSettlements romans_julii > 8
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money romans_julii, 850
end_monitor
monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_NumberOfSettlements romans_julii < 25
and I_NumberOfSettlements romans_julii > 15
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money romans_julii, 650
end_monitor
monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_NumberOfSettlements romans_julii < 35
and I_NumberOfSettlements romans_julii > 24
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money romans_julii, 450
end_monitor
monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_NumberOfSettlements romans_julii > 34
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money romans_julii, 300
end_monitor
;Carthage
monitor_event SettlementTurnStart FactionType egypt
and not FactionIsLocal
and I_TurnNumber < 81
and Treasury < 100000
console_command add_money egypt, 1200
end_monitor
monitor_event SettlementTurnStart FactionType egypt
and not FactionIsLocal
and I_NumberOfSettlements egypt < 4
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money egypt, 1200
end_monitor
monitor_event SettlementTurnStart FactionType egypt
and not FactionIsLocal
and I_NumberOfSettlements egypt < 9
and I_NumberOfSettlements egypt > 3
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money egypt, 1050
end_monitor
monitor_event SettlementTurnStart FactionType egypt
and not FactionIsLocal
and I_NumberOfSettlements egypt < 16
and I_NumberOfSettlements egypt > 8
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money egypt, 850
end_monitor
monitor_event SettlementTurnStart FactionType egypt
and not FactionIsLocal
and I_NumberOfSettlements egypt < 25
and I_NumberOfSettlements egypt > 15
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money egypt, 650
end_monitor
monitor_event SettlementTurnStart FactionType egypt
and not FactionIsLocal
and I_NumberOfSettlements egypt < 35
and I_NumberOfSettlements egypt > 24
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money egypt, 450
end_monitor
monitor_event SettlementTurnStart FactionType egypt
and not FactionIsLocal
and I_NumberOfSettlements egypt > 34
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money egypt, 300
end_monitor
;Parthians
monitor_event SettlementTurnStart FactionType parthia
and not FactionIsLocal
and I_TurnNumber < 81
and Treasury < 100000
console_command add_money parthia, 1200
end_monitor
monitor_event SettlementTurnStart FactionType parthia
and not FactionIsLocal
and I_NumberOfSettlements parthia < 4
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money parthia, 1200
end_monitor
monitor_event SettlementTurnStart FactionType parthia
and not FactionIsLocal
and I_NumberOfSettlements parthia < 9
and I_NumberOfSettlements parthia > 3
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money parthia, 1050
end_monitor
monitor_event SettlementTurnStart FactionType parthia
and not FactionIsLocal
and I_NumberOfSettlements parthia < 16
and I_NumberOfSettlements parthia > 8
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money parthia, 850
end_monitor
monitor_event SettlementTurnStart FactionType parthia
and not FactionIsLocal
and I_NumberOfSettlements parthia < 25
and I_NumberOfSettlements parthia > 15
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money parthia, 650
end_monitor
monitor_event SettlementTurnStart FactionType parthia
and not FactionIsLocal
and I_NumberOfSettlements parthia < 35
and I_NumberOfSettlements parthia > 24
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money parthia, 450
end_monitor
monitor_event SettlementTurnStart FactionType parthia
and not FactionIsLocal
and I_NumberOfSettlements parthia > 34
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money parthia, 300
end_monitor
;Pontus
monitor_event SettlementTurnStart FactionType carthage
and not FactionIsLocal
and I_TurnNumber < 81
and Treasury < 100000
console_command add_money carthage, 1200
end_monitor
monitor_event SettlementTurnStart FactionType carthage
and not FactionIsLocal
and I_NumberOfSettlements carthage < 4
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money carthage, 1200
end_monitor
monitor_event SettlementTurnStart FactionType carthage
and not FactionIsLocal
and I_NumberOfSettlements carthage < 9
and I_NumberOfSettlements carthage > 3
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money carthage, 1050
end_monitor
monitor_event SettlementTurnStart FactionType carthage
and not FactionIsLocal
and I_NumberOfSettlements carthage < 16
and I_NumberOfSettlements carthage > 8
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money carthage, 850
end_monitor
monitor_event SettlementTurnStart FactionType carthage
and not FactionIsLocal
and I_NumberOfSettlements carthage < 25
and I_NumberOfSettlements carthage > 15
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money carthage, 650
end_monitor
monitor_event SettlementTurnStart FactionType carthage
and not FactionIsLocal
and I_NumberOfSettlements carthage < 35
and I_NumberOfSettlements carthage > 24
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money carthage, 450
end_monitor
monitor_event SettlementTurnStart FactionType carthage
and not FactionIsLocal
and I_NumberOfSettlements carthage > 34
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money carthage, 300
end_monitor
;Aedui
monitor_event SettlementTurnStart FactionType gauls
and not FactionIsLocal
and I_TurnNumber < 81
and Treasury < 100000
console_command add_money gauls, 1200
end_monitor
monitor_event SettlementTurnStart FactionType gauls
and not FactionIsLocal
and I_NumberOfSettlements gauls < 4
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money gauls, 1200
end_monitor
monitor_event SettlementTurnStart FactionType gauls
and not FactionIsLocal
and I_NumberOfSettlements gauls < 9
and I_NumberOfSettlements gauls > 3
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money gauls, 1050
end_monitor
monitor_event SettlementTurnStart FactionType gauls
and not FactionIsLocal
and I_NumberOfSettlements gauls < 16
and I_NumberOfSettlements gauls > 8
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money gauls, 850
end_monitor
monitor_event SettlementTurnStart FactionType gauls
and not FactionIsLocal
and I_NumberOfSettlements gauls < 25
and I_NumberOfSettlements gauls > 15
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money gauls, 650
end_monitor
monitor_event SettlementTurnStart FactionType gauls
and not FactionIsLocal
and I_NumberOfSettlements gauls < 35
and I_NumberOfSettlements gauls > 24
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money gauls, 450
end_monitor
monitor_event SettlementTurnStart FactionType gauls
and not FactionIsLocal
and I_NumberOfSettlements gauls > 34
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money gauls, 300
end_monitor
;Sweboz
monitor_event SettlementTurnStart FactionType germans
and not FactionIsLocal
and I_TurnNumber < 81
and Treasury < 100000
console_command add_money germans, 1200
end_monitor
monitor_event SettlementTurnStart FactionType germans
and not FactionIsLocal
and I_NumberOfSettlements germans < 4
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money germans, 1200
end_monitor
monitor_event SettlementTurnStart FactionType germans
and not FactionIsLocal
and I_NumberOfSettlements germans < 9
and I_NumberOfSettlements germans > 3
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money germans, 1050
end_monitor
monitor_event SettlementTurnStart FactionType germans
and not FactionIsLocal
and I_NumberOfSettlements germans < 16
and I_NumberOfSettlements germans > 8
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money germans, 850
end_monitor
monitor_event SettlementTurnStart FactionType germans
and not FactionIsLocal
and I_NumberOfSettlements germans < 25
and I_NumberOfSettlements germans > 15
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money germans, 650
end_monitor
monitor_event SettlementTurnStart FactionType germans
and not FactionIsLocal
and I_NumberOfSettlements germans < 35
and I_NumberOfSettlements germans > 24
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money germans, 450
end_monitor
monitor_event SettlementTurnStart FactionType germans
and not FactionIsLocal
and I_NumberOfSettlements germans > 34
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money germans, 300
end_monitor
;Casse
monitor_event SettlementTurnStart FactionType britons
and not FactionIsLocal
and I_TurnNumber < 81
and Treasury < 100000
console_command add_money britons, 1200
end_monitor
monitor_event SettlementTurnStart FactionType britons
and not FactionIsLocal
and I_NumberOfSettlements britons < 4
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money britons, 1200
end_monitor
monitor_event SettlementTurnStart FactionType britons
and not FactionIsLocal
and I_NumberOfSettlements britons < 9
and I_NumberOfSettlements britons > 3
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money britons, 1050
end_monitor
monitor_event SettlementTurnStart FactionType britons
and not FactionIsLocal
and I_NumberOfSettlements britons < 16
and I_NumberOfSettlements britons > 8
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money britons, 850
end_monitor
monitor_event SettlementTurnStart FactionType britons
and not FactionIsLocal
and I_NumberOfSettlements britons < 25
and I_NumberOfSettlements britons > 15
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money britons, 650
end_monitor
monitor_event SettlementTurnStart FactionType britons
and not FactionIsLocal
and I_NumberOfSettlements britons < 35
and I_NumberOfSettlements britons > 24
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money britons, 450
end_monitor
monitor_event SettlementTurnStart FactionType britons
and not FactionIsLocal
and I_NumberOfSettlements britons > 34
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money britons, 300
end_monitor
;Armenia
monitor_event SettlementTurnStart FactionType romans_scipii
and not FactionIsLocal
and I_TurnNumber < 81
and Treasury < 100000
console_command add_money romans_scipii, 1200
end_monitor
monitor_event SettlementTurnStart FactionType romans_scipii
and not FactionIsLocal
and I_NumberOfSettlements romans_scipii < 4
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money romans_scipii, 1200
end_monitor
monitor_event SettlementTurnStart FactionType romans_scipii
and not FactionIsLocal
and I_NumberOfSettlements romans_scipii < 9
and I_NumberOfSettlements romans_scipii > 3
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money romans_scipii, 1050
end_monitor
monitor_event SettlementTurnStart FactionType romans_scipii
and not FactionIsLocal
and I_NumberOfSettlements romans_scipii < 16
and I_NumberOfSettlements romans_scipii > 8
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money romans_scipii, 850
end_monitor
monitor_event SettlementTurnStart FactionType romans_scipii
and not FactionIsLocal
and I_NumberOfSettlements romans_scipii < 25
and I_NumberOfSettlements romans_scipii > 15
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money romans_scipii, 650
end_monitor
monitor_event SettlementTurnStart FactionType romans_scipii
and not FactionIsLocal
and I_NumberOfSettlements romans_scipii < 35
and I_NumberOfSettlements romans_scipii > 24
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money romans_scipii, 450
end_monitor
monitor_event SettlementTurnStart FactionType romans_scipii
and not FactionIsLocal
and I_NumberOfSettlements romans_scipii > 34
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money romans_scipii, 300
end_monitor
;Getai
monitor_event SettlementTurnStart FactionType dacia
and not FactionIsLocal
and I_TurnNumber < 81
and Treasury < 100000
console_command add_money dacia, 1200
end_monitor
monitor_event SettlementTurnStart FactionType dacia
and not FactionIsLocal
and I_NumberOfSettlements dacia < 4
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money dacia, 1200
end_monitor
monitor_event SettlementTurnStart FactionType dacia
and not FactionIsLocal
and I_NumberOfSettlements dacia < 9
and I_NumberOfSettlements dacia > 3
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money dacia, 1050
end_monitor
monitor_event SettlementTurnStart FactionType dacia
and not FactionIsLocal
and I_NumberOfSettlements dacia < 16
and I_NumberOfSettlements dacia > 8
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money dacia, 850
end_monitor
monitor_event SettlementTurnStart FactionType dacia
and not FactionIsLocal
and I_NumberOfSettlements dacia < 25
and I_NumberOfSettlements dacia > 15
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money dacia, 650
end_monitor
monitor_event SettlementTurnStart FactionType dacia
and not FactionIsLocal
and I_NumberOfSettlements dacia < 35
and I_NumberOfSettlements dacia > 24
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money dacia, 450
end_monitor
monitor_event SettlementTurnStart FactionType dacia
and not FactionIsLocal
and I_NumberOfSettlements dacia > 34
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money dacia, 300
end_monitor
;Greeks
monitor_event SettlementTurnStart FactionType greek_cities
and not FactionIsLocal
and I_TurnNumber < 81
and Treasury < 100000
console_command add_money greek_cities, 1200
end_monitor
monitor_event SettlementTurnStart FactionType greek_cities
and not FactionIsLocal
and I_NumberOfSettlements greek_cities < 4
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money greek_cities, 1200
end_monitor
monitor_event SettlementTurnStart FactionType greek_cities
and not FactionIsLocal
and I_NumberOfSettlements greek_cities < 9
and I_NumberOfSettlements greek_cities > 3
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money greek_cities, 1050
end_monitor
monitor_event SettlementTurnStart FactionType greek_cities
and not FactionIsLocal
and I_NumberOfSettlements greek_cities < 16
and I_NumberOfSettlements greek_cities > 8
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money greek_cities, 850
end_monitor
monitor_event SettlementTurnStart FactionType greek_cities
and not FactionIsLocal
and I_NumberOfSettlements greek_cities < 25
and I_NumberOfSettlements greek_cities > 15
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money greek_cities, 650
end_monitor
monitor_event SettlementTurnStart FactionType greek_cities
and not FactionIsLocal
and I_NumberOfSettlements greek_cities < 35
and I_NumberOfSettlements greek_cities > 24
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money greek_cities, 450
end_monitor
monitor_event SettlementTurnStart FactionType greek_cities
and not FactionIsLocal
and I_NumberOfSettlements greek_cities > 34
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money greek_cities, 300
end_monitor
;Baktria
monitor_event SettlementTurnStart FactionType romans_brutii
and not FactionIsLocal
and I_TurnNumber < 81
and Treasury < 100000
console_command add_money romans_brutii, 1200
end_monitor
monitor_event SettlementTurnStart FactionType romans_brutii
and not FactionIsLocal
and I_NumberOfSettlements romans_brutii < 4
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money romans_brutii, 1200
end_monitor
monitor_event SettlementTurnStart FactionType romans_brutii
and not FactionIsLocal
and I_NumberOfSettlements romans_brutii < 9
and I_NumberOfSettlements romans_brutii > 3
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money romans_brutii, 1050
end_monitor
monitor_event SettlementTurnStart FactionType romans_brutii
and not FactionIsLocal
and I_NumberOfSettlements romans_brutii < 16
and I_NumberOfSettlements romans_brutii > 8
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money romans_brutii, 850
end_monitor
monitor_event SettlementTurnStart FactionType romans_brutii
and not FactionIsLocal
and I_NumberOfSettlements romans_brutii < 25
and I_NumberOfSettlements romans_brutii > 15
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money romans_brutii, 650
end_monitor
monitor_event SettlementTurnStart FactionType romans_brutii
and not FactionIsLocal
and I_NumberOfSettlements romans_brutii < 35
and I_NumberOfSettlements romans_brutii > 24
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money romans_brutii, 450
end_monitor
monitor_event SettlementTurnStart FactionType romans_brutii
and not FactionIsLocal
and I_NumberOfSettlements romans_brutii > 34
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money romans_brutii, 300
end_monitor
;Sarmatians
monitor_event SettlementTurnStart FactionType armenia
and not FactionIsLocal
and I_TurnNumber < 81
and Treasury < 100000
console_command add_money armenia, 1200
end_monitor
monitor_event SettlementTurnStart FactionType armenia
and not FactionIsLocal
and I_NumberOfSettlements armenia < 4
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money armenia, 1200
end_monitor
monitor_event SettlementTurnStart FactionType armenia
and not FactionIsLocal
and I_NumberOfSettlements armenia < 9
and I_NumberOfSettlements armenia > 3
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money armenia, 1050
end_monitor
monitor_event SettlementTurnStart FactionType armenia
and not FactionIsLocal
and I_NumberOfSettlements armenia < 16
and I_NumberOfSettlements armenia > 8
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money armenia, 850
end_monitor
monitor_event SettlementTurnStart FactionType armenia
and not FactionIsLocal
and I_NumberOfSettlements armenia < 25
and I_NumberOfSettlements armenia > 15
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money armenia, 650
end_monitor
monitor_event SettlementTurnStart FactionType armenia
and not FactionIsLocal
and I_NumberOfSettlements armenia < 35
and I_NumberOfSettlements armenia > 24
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money armenia, 450
end_monitor
monitor_event SettlementTurnStart FactionType armenia
and not FactionIsLocal
and I_NumberOfSettlements armenia > 34
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money armenia, 300
end_monitor
;Lusotanians
monitor_event SettlementTurnStart FactionType spain
and not FactionIsLocal
and I_TurnNumber < 81
and Treasury < 100000
console_command add_money spain, 1200
end_monitor
monitor_event SettlementTurnStart FactionType spain
and not FactionIsLocal
and I_NumberOfSettlements spain < 4
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money spain, 1200
end_monitor
monitor_event SettlementTurnStart FactionType spain
and not FactionIsLocal
and I_NumberOfSettlements spain < 9
and I_NumberOfSettlements spain > 3
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money spain, 1050
end_monitor
monitor_event SettlementTurnStart FactionType spain
and not FactionIsLocal
and I_NumberOfSettlements spain < 16
and I_NumberOfSettlements spain > 8
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money spain, 850
end_monitor
monitor_event SettlementTurnStart FactionType spain
and not FactionIsLocal
and I_NumberOfSettlements spain < 25
and I_NumberOfSettlements spain > 15
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money spain, 650
end_monitor
monitor_event SettlementTurnStart FactionType spain
and not FactionIsLocal
and I_NumberOfSettlements spain < 35
and I_NumberOfSettlements spain > 24
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money spain, 450
end_monitor
monitor_event SettlementTurnStart FactionType spain
and not FactionIsLocal
and I_NumberOfSettlements spain > 34
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money spain, 300
end_monitor
;Epirus
monitor_event SettlementTurnStart FactionType thrace
and not FactionIsLocal
and I_TurnNumber < 81
and Treasury < 100000
console_command add_money thrace, 1200
end_monitor
monitor_event SettlementTurnStart FactionType thrace
and not FactionIsLocal
and I_NumberOfSettlements thrace < 4
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money thrace, 1200
end_monitor
monitor_event SettlementTurnStart FactionType thrace
and not FactionIsLocal
and I_NumberOfSettlements thrace < 9
and I_NumberOfSettlements thrace > 3
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money thrace, 1050
end_monitor
monitor_event SettlementTurnStart FactionType thrace
and not FactionIsLocal
and I_NumberOfSettlements thrace < 16
and I_NumberOfSettlements thrace > 8
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money thrace, 850
end_monitor
monitor_event SettlementTurnStart FactionType thrace
and not FactionIsLocal
and I_NumberOfSettlements thrace < 25
and I_NumberOfSettlements thrace > 15
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money thrace, 650
end_monitor
monitor_event SettlementTurnStart FactionType thrace
and not FactionIsLocal
and I_NumberOfSettlements thrace < 35
and I_NumberOfSettlements thrace > 24
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money thrace, 450
end_monitor
monitor_event SettlementTurnStart FactionType thrace
and not FactionIsLocal
and I_NumberOfSettlements thrace > 34
and I_TurnNumber > 80
and Treasury < 100000
console_command add_money thrace, 300
end_monitor
;Slave
monitor_event SettlementTurnStart FactionType slave
and not FactionIsLocal
console_command add_money slave, 2850
end_monitor
-
Re: Fixing the AI money script (preliminary tests)
You my friend rock! Thanks for doing the heavy lifting and I will be testing this out soon.
-
Re: Fixing the AI money script (preliminary tests)
Thanks. It's Eminos64's work though, I just did a bit of cut and pasting. Looking forward to seeing what happens.
-
Re: Fixing the AI money script (preliminary tests)
I've tweaked this for two campaigns now, but to a set amount regardless (just for challenge) of how many cities. Check out my Roman/Saka campaigns in the a.i progression thread to see a rough idea, at least for Ptolemaic/Seleucid progression. I gave certain factions in game cash bonuses and those are listed in the posts. I don't know how helpful this will be to you because it's a raw amount and not the variable that you have, but I hope it can be of some use. Also to note no rebel spawns and few pirate spawns.
In general it was: Slave was reduced to 1000 to keep them ok but reduce wait time for the a.i to get big. All factions were upped to 1800. Special help was upped to 12000. With the Ptolemies at 1800 and the Seleucids at 300, they got totally crushed in my Saka game, while with both at 1800 the Seleucids rolled over them in my Roman game. Well totally rolled over as in at 235 the Ptolemies had conquered Seleucia and the Seleucids had only taken two out of the 6 eastern territories available to them. In both they were still able to bully around the Saba though, even with them getting a 250k grant. Saba are at 18000/2700 even in my Saka game, so I really don't know how to help them.
This is purely conjecture, but from experience it seems certain factions simply have better a.i than others. The Getai, Saba, and Hai, as well as the Steppe factions, seem to be always hopeless even when I give them several hundred thousand in the first 10 years and 50% more income than the others in both ways. In my Saka game the Parthians were making Grivpanvers and noble cataphracts with their three territories but really didn't use their troops very well at all despite having over two full field armies. They tried attack Bin-Kath and Gava-Maszakata each twice but for the most part sat around and did nothing; which end result let me defeat them with a 5-10 man army over a few years. Often times these factions just end up sitting around and doing nothing and giving them 100-400k+orders to attack the rebels doesn't do anything. Bactria has also been like this in my campaigns in general. They didn't do anything in my Saka/Roman ones, just sat around with two big armies.
The Romans, Carthaginians, Greeks, Luso, and Gauls are in between. They can get big and can flounder. The Greeks have a problem of being stuck in war with each other for potentially a long time but if one conquers the entire hellenic area they expand very fast. The Romans generally do well as long as they can kick Epiros out of Italy. The Luso do nicely if they win against Carthage in Iberia and die otherwise, whereas Carthage would be fine if they simply didn't fight at Kyrene and could manage to ship their troops places. Usually they just end up being stuck somewhere where they aren't needed. The Gauls have early war problems like the Hellenics but they do fine if one of them reaches an early supremacy.
The Ptolemies, Sweboz, and Seleucids seem excellent at using their troops, it's just their Ptolemies get into wars with Kyrene and are outmatched by the Seleucids and the Sweboz have a tough start. But the Sweboz seem to either to great or flounder horribly. Every campaign I play/see them get to a decent size they just keep on growing and don't stop, especially eastward, but if they can't get on their feet then they just sit around and die. Pontus usually does that but when I gave them 50% more income and a 300k grant they managed to take some cities nicely and have a 6-7 large northern Anatolian empire in both.
I don't know if this is relevant or not due to possible changes, but in my .80 Macedonian campaign the Ptolemies had their armies mostly of agema or galatian heavy infantry troops in 215 whereas the Seleucids were still using mostly mediocre troops despite having 45 provinces. Only a few times did they use TA, Argyraspidai, Agema, or Cataphracts. The Bactrians with 25 provinces only were using medium infantry at the best and had very little cavalry.
I don't know very much about how the a.i works and what is hardcoded or not, so I can't really change anything to test it. But it would be very nice to make a.i factions in general more aggressive to each other, not just to the human who takes one of their starting territories, and to make them produce more elite units when they have the access money to it.
-
Re: Fixing the AI money script (preliminary tests)
If you are altering the money scripts you should probably up the 'rebel' money. When mines were scaled back, the rebel faction took the biggest hit. They can't even build units from the second turn on. Somewhere around 3000-4000 should keep them above going into debt.
Sorry to be a little off topic. Keep testing. I'm curious what you find out.
-
Re: Fixing the AI money script (preliminary tests)
That's good info (both of you). I'm running a test right now, next time I'll see if giving the rebels more money helps any.
-
Re: Fixing the AI money script (preliminary tests)
I really think you should consider something like this for the next build, but somehow tweaked, because to my surprise in my campaign the "Silver Backed Beast" the Seleucids are stretched from the Byzantion to India and also have parts of Arabia and have nearly wiped out the Ptolies, BUT they're broke their financial stat is flatlining if not for the script they probably wouldn't train so many troops, they're annoying building lots of units every turn but it seems that even with a huge empire the AI can be in great debt...
-
Re: Fixing the AI money script (preliminary tests)
THANK YOU !!!
You have no idea how long I've been waiting for this. I actually sent a PM to Eminos64 asking for more info on the script. Hoping that it would actually be possible to implement it.
Now you come along and make a working prototype. This is possibly the greatest improvement to 0.81 to date. Thank you very much!
edit. I still got the original unmodded EBBS if you need/want it I can post it on a free server for you.
-
Re: Fixing the AI money script (preliminary tests)
Testing. If I don't respond in 24 hours, I have played too much.
-
Re: Fixing the AI money script (preliminary tests)
Quote:
Originally Posted by The Errant
edit. I still got the original unmodded EBBS if you need/want it I can post it on a free server for you.
I'm happy with the other changes I made to EBBS for my home game, so I don't really need the original, but if you want to upload the original EBBS plus these changes, I'll link to it in the first post!
First test game - played as Casse so as to minimize impact on the AI, moved all characters into Camulodunum, then just hit end turn 208 times :)
Screenshots:
https://img214.imageshack.us/img214/...pttest1wo7.png
Now we have a sample size of exactly one, but preliminarily, it looks like the Seleukids have been effectively nuked, probably too well. I'm gonna run this scenario a couple more times before I make any changes.
(edit) Out of curiosity, I ran a few more years to see what happened. Baktria captured the western Saka province and began to look like a giant octopus, Carthage rampaged through Egypt to the Red Sea, but got completely kicked out of Europe by Rome and the Lusotannans, the Ptolemies and Sweboz added another province or two each, and Makedon looked like it was poised to reconquer Greece after having been reduced to only Mytilene only 20 years prior!
-
Re: Fixing the AI money script (preliminary tests)
Here you go. Happy to be of assistance! http://www.axifile.com?2045851
-
Re: Fixing the AI money script (preliminary tests)
Great idea thanks for your work.
There's just one thing. I looked at your testscreens. Looks a lot like in some of the campaigns I played. I'm a bit afraid you nerved the AS a bit too much. I read some posts by people that they are uber but in all my previsous campaigns they have been beaten severely by 220.
The faction I worry about most in the original are the Parthians. Never saw them do anything useful, rather make Bactria weaker, imho they are the overpowered faction in the game not the AS. The KH are really strong as well now in .81a because of their bodyguards but that's nothing the script can change.
-
Re: Fixing the AI money script (preliminary tests)
The AI faction expansion is very, very, very random. I too have never experienced Seleukid domination, but I have seen screenshots of it. Weird since I have played about eight different campaigns in 0.81, one of which was with Seleukids. In one game the Ptolies and Seleuks were in a perfect balance, fighting for the levant all the time for 65 years.
-
Re: Fixing the AI money script (preliminary tests)
In one the egyptians won, in the other the AS are ruling everything, gave Parthia a massive income bonus to help out and raided the AS's tressury, since then there provinces are rebelling but there still holing on.
-
Re: Fixing the AI money script (preliminary tests)
Second test game - same procedure and same script as Test #1
https://img85.imageshack.us/img85/64...pttest2gx1.png
Notice:
Very active Armenians, Pontics, Saba, Getai and Lusotanians!
Aedui win the Gallic Wars this time!
A real First Punic War - Rome vs. Carthage in the western Med!
Rome invades Germany and Gaul - Europe looks like a patchwork quilt!
Seleukids nuked again in an exciting new way!
Baktria once again becomes a giant octopus with Parthia and the Saka as protectorates!
Ptolemies concentrate on Africa, capturing the coast almost all the way to Spain!
Epirus shares a border with the Sarmatians!
-
Re: Fixing the AI money script (preliminary tests)
I like Seleucia in those Sheep. But Baktria is still growing out of control.
Maybe the script should be faction specific. Those who generally need help get more money and those who generally expand get less. Also maybe the cutoff number of cities for barbarians should be lower than the cutoff number for civilized factions (in an attempt to recreate history and possibilities). But this stuff is way down the road, after the basics get tested, and based on different people's oppinions. Anyways, nice!
-
Re: Fixing the AI money script (preliminary tests)
@MAA
Aren't changes to the money script an objective of the official EB dev team? With all due respect to the other modders in generally I trust the "official" stuff.
-
Re: Fixing the AI money script (preliminary tests)
Quote:
Originally Posted by Redmeth
@MAA
Aren't changes to the money script an objective of the official EB dev team? With all due respect to the other modders in generally I trust the "official" stuff.
The team has confirmed that they will not be directing any effort to balancing out the money script until the release of EB 1.0. They have their hands full tracking down bugs, including new content and fixing recruitment zones and the like.
Since EB 1.0 will take a long time to be released, this issue with the money script will take an even longer time to be adressed by the team. However if we find a working model that balances out the game, that solution will be available to all EB players before the team gets around to fiddling with it in EB 1.x. Who knows. If it's good enough it may be included in 1.0 as a standard.
Right now it's still a test. Sheep has kindly provided us with the working code based on Eminos64 original concept. It's up to users to test and modify to try to find the right balance between factions. We will get it right eventually. But the more people who download and test and adjust the script. The sooner we will find the perfect balance between factions. So don't be afraid to try it, just because it's not "official" content from the team.
-
Re: Fixing the AI money script (preliminary tests)
Will the altered script be picked up when you load a save, or restart EB, or do you need to start a new campaign?
-
Re: Fixing the AI money script (preliminary tests)
Quote:
Originally Posted by Morte66
Will the altered script be picked up when you load a save, or restart EB, or do you need to start a new campaign?
Any script changes are savegame compatible (basically). So you can apply it to a game in progress.
-
Re: Fixing the AI money script (preliminary tests)
Eminos64 kindly found time to answer my PM conserning the original testscript. Here is his answer to my question in full.
"Hi.
I'm glad that you and others has found this topic interesting. Yes I've continued with my tests but found that the 0.81a version was better than previous versions, i.e. I played as Casse and just watched the other factions. What I could see was that its quite likely that the EB team must have made some changes, intentional or not, that to some extent cured the problem I was talking about in my thread. I'm not saying that the Seleucides are weaker, but the Ptolies now more often manages to fight back. However, I tried to play as Sauromatae and got second tired again of some ridiculously rich factions. They don't need to pass the million mnai line I think, so I've used my step function approach but has also added some lines that Epistolary Richard wrote in his tutorial about scripting (see below where I give you the lines I added for KH, maybe I will change it and allow them to get a little bit richer, I don't know yet but I simply hate too much bribing in my campaigns.) I added similar lines for Romani (and to lesser extent to the Ptolies and Baktrians). I did not add them to Karthadast since I want them to be rich so they can have a big navy and dont get stuck on some of their Islands. Since I'm a Sweboz lover I didn't add the lines to them either, not historically accurate maybe, but personally I just love to see the Romani get some hard resistance from Sweboz. Maybe I will even boost up the Gauls, by giving them a very kind "step function" with more than 1200 mnai per city. Compared to the EB teams level of historical knowledge I'm a nobody, but I know that the Romani should have to wait way past 230 B.C. or something before they can crush Vercingetorix et. al.
OK so here are an example of some lines that makes it harder for the A.I. to get very very rich, and I think
it has given me a nice effect that I like, and that is that I don't see "stack parades" as often as before.
I think its more realistic and makes every "full stack" battle more crucial:
monitor_event FactionTurnStart FactionType greek_cities
and Treasury > 100000
console_command add_money greek_cities, -30000
end_monitor
I'll have to stress once again that they are not mine, I simply took the idea from the excellent tutorial at the Guild.
Players that likes fighting stack after stack of Selucides or whatever can simply chose to not add these lines. Looking back at your initial question I can just say that I think that my tests has shown very promising results, but thats what I think, some players are way better than I am and wants four or five full stacks attacking them, maybe not every turn but not far from it, I don't (at least not when I'm trying some of the very poor step factions). The point is that with the "step function" approach you can make your game tailor made for your preferences. By the way, feel free to quote this answer in your thread if you like."
Apparently Eminos didn't abandon the idea but simply sought help from the Guild to refine the idea further. Thank you Eminos64.
edit. Sheep. We now have a method to put a cap on the AI treasury. Not all the factions will need one I think but some of the richer ones certainly do (Bactria, Seleukids etc.). We can adjust the values for the script on a per faction base. Depending on who gets rich and powerful and who dosen't. This bit of code will still stop them from getting that humongous treasury that allows six or seven, fullstack field armies and enough money to bribe any settlement lacking a governor.
Quote:
;Arche Seleukeia
monitor_event FactionTurnStart FactionType romans_julii
and Treasury > 100000
console_command add_money romans_julii, -30000
end_monitor
monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_NumberOfSettlements romans_julii < 6
console_command add_money romans_julii, 1200
end_monitor
monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_NumberOfSettlements romans_julii < 12
and I_NumberOfSettlements romans_julii > 5
console_command add_money romans_julii, 1000
end_monitor
monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_NumberOfSettlements romans_julii < 20
and I_NumberOfSettlements romans_julii > 11
console_command add_money romans_julii, 800
end_monitor
monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
and I_NumberOfSettlements romans_julii < 30
and I_NumberOfSettlements romans_julii > 19
console_command add_money romans_julii, 500
end_monitor
OK. In light of the developments and some constructive critisism from MAA I decided to make some alterations to the script. First. All empire building factions (Rome, Arche Seleukeia, Ptolemai, Macedon, Saba, Baktria, Epeiros and Koinon Hellenon) received higher cutoff numbers in their money script. As per the example above. They also however received Eminos64 new AI treasury cap. Which monitores AI treasury and immediatly reduces some 30000 mnai if their treasury exceeds 100000 mnai.
Second. All steppe factions (Saka Rauka, Pahlava, Sauromatae and Hayasdan) get the full benefit of the higher cutoff numbers without Eminos64 new AI treasury cap.
All remaining factions (Pontus, Kart-Hadast, Sweboz, Getai, Lusotannan, Casse, Arverni and the Aedui) keep Sheep's original AI trasury cutoff values without Eminos64 new AI treasury cap.
I'll start running some tests to figure out what needs improvement.
-
Re: Fixing the AI money script (preliminary tests)
I think the treasury cutoff is a good idea.
I've never looked at how The Team had the per turn/per city script set up, but from looking at the script in the first post, it seems that a given faction will recieve a bonus for having a number of cities, not individual ones.
For instance, This will give the Romans 1200 per turn altogether.
Code:
;Rome
monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid < 4
console_command add_money seleucid, 1200
And, this will give the romans 1000 per turn all together etc...
Code:
monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid < 9
and I_NumberOfSettlements seleucid > 3
console_command add_money seleucid, 1000
Or does this somehow count for every city a faction owns?
-
Re: Fixing the AI money script (preliminary tests)
Quote:
Originally Posted by Jarardo
I think the treasury cutoff is a good idea.
I've never looked at how The Team had the per turn/per city script set up, but from looking at the script in the first post, it seems that a given faction will recieve a bonus for having a number of cities, not individual ones.
For instance, This will give the Romans 1200 per turn altogether.
Code:
;Rome
monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid < 4
console_command add_money seleucid, 1200
And, this will give the romans 1000 per turn all together etc...
Code:
monitor_event SettlementTurnStart FactionType seleucid
and not FactionIsLocal
and I_NumberOfSettlements seleucid < 9
and I_NumberOfSettlements seleucid > 3
console_command add_money seleucid, 1000
Or does this somehow count for every city a faction owns?
The effect is actually cumulative which is the reason the unmodded script is so unbalancing. Lets say the Seleucids start with 28 or so provinces. Thats 28x1200 mnai = 33600 mnai on the first turn just from the script. Add trade and mining income you get an even higher number. From that starting income you reduce the upkeep of whatever standing units in garrison and on the field and whatever is left is what the Seleucids have at their disposal at the beginning of the turn. That money can be used for city improvements and the recruitment of new troops. For every new settlement the Seleucids conquer they get an additonal 1200 mnai per turn/per settlement.
This leads to a virtually limitless treasury that allows them to train full stacks of elites, hire mercs if their armies get destroyed, bribe settlements and enemy family members.
The modified script puts a cap on how many settlements they can own and still get the full benefits of the money script. In Sheep's script the cap is 3 provinces. Any more and the sum gets reduced from 1200 to 1000 per held province. The higher number of held provinces the less money per held settlement comes from the script. Eminos64 adds an additional trigger where if an AI faction has somehow gained a treasury of more than 100000 the script immediatly reduces 30000 from that AI factions treasury. Basically the bigger you empire is the less "free money" comes your way. From a historic point of view you can justify this by saying all that free money dissapears due to corruption of such a far flung and difficult to control burocracy.
"It's those damn civil servants. They're costing me an Empire!"
-
Re: Fixing the AI money script (preliminary tests)
Does anyone know how much of the approx 180000 talents of gold captured by Alexander were left by the time Arche Seleukeia was established? I am asking because these guys had the richest territories of the now conquered Achaemenid Persia so its only natural if they have a huge income.
-
Re: Fixing the AI money script (preliminary tests)
Has anybody tried simply leaving the handout at 1200 a turn, but giving the rebels a huge handout? I think that would stop most factions from getting huge, especially my personal most hated, the Sweboz, who, in every Romani campaign i play, ruin my campaign by about 230BC by sending 4-5 full stacks at northern Italy every turn, and making it impossible for me to progress. :wall: :smash:
-
Re: Fixing the AI money script (preliminary tests)
Quote:
Originally Posted by Cataphract_Of_The_City
Does anyone know how much of the approx 180000 talents of gold captured by Alexander were left by the time Arche Seleukeia was established? I am asking because these guys had the richest territories of the now conquered Achaemenid Persia so its only natural if they have a huge income.
They were stinking rich, but I think it's good to draw the gap between human and AI economy a little more narrow. Personally I'd be all for Seleukids getting an economic boost, while AI income is nerfed.
-
Re: Fixing the AI money script (preliminary tests)
Quote:
Originally Posted by The Errant
OK. In light of the developments and some constructive critisism from MAA I decided to make some alterations to the script.
Please let us know how that works, I'm going to test the original script a few more times. Sample size is still 2 for me at least (haven't seen anyone elses' screenshots).
I'm concerned that we already nuked the Seleukids too hard. I mean, the Sabaeans and Armenians conquered them in my second test. So I dunno if we want to nuke them further. I was actually thinking about adding a very small bonus (like 200mnai) for empires with 25 or more settlements, just to keep them around if not expanding. But that depends on a little bit more testing. I have a scientific background so I am cautious. :)
Quote:
Originally Posted by Jarardo
Or does this somehow count for every city a faction owns?
Code:
monitor_event SettlementTurnStart
In case you were wondering, this is the bit of code that makes it cumulative. It checks the script at the start of each turn once for every settlement. So if a faction has 3 settlements, it will check it 3 times. Each time that turn that it checks and finds that the faction has 3 settlements (ie, every time), it will add 1200mnai to the treasury. 3x1200. Ditto for more than 3 settlements, with different amounts of money.
Quote:
Originally Posted by Cataphract_Of_The_City
Does anyone know how much of the approx 180000 talents of gold captured by Alexander were left by the time Arche Seleukeia was established? I am asking because these guys had the richest territories of the now conquered Achaemenid Persia so its only natural if they have a huge income.
They will probably still have a huge income, but not quite so ridiculously huge. In my Baktrian campaign with the unmodified EB script, it's 235 and they currently have NINE armies in just three of my territories. That's not realistic either.
Quote:
Originally Posted by Dayve
Has anybody tried simply leaving the handout at 1200 a turn, but giving the rebels a huge handout? I think that would stop most factions from getting huge, especially my personal most hated, the Sweboz, who, in every Romani campaign i play, ruin my campaign by about 230BC by sending 4-5 full stacks at northern Italy every turn, and making it impossible for me to progress. :wall: :smash:
The rebels already get a bigger handout, and that would only work for factions surrounded by rebels, like the Sweboz. For the Seleukids, it would just give them over 33,000 mnai a turn to spend on armies to annihilate every faction around it. I think we will probably end up doubling the rebel handout every turn though.
-
Re: Fixing the AI money script (preliminary tests)
Wacky... I just starting running another test and after 88 turns, it is EXACTLY the same map as test #2. Like 100% province for province. In fact, I could predict which provinces would change color next, like now Nabataia, now Pamphylia.
-
Re: Fixing the AI money script (preliminary tests)
I only had time to play to 257 B.C. so I'm not going to post any screens just yet. I'm playing everybodys favorite testfaction the Casse and these are my observations to date.
1. In my altered script I gave the Eleutheroi 3500 mnai/turn instead of their previous 2000 mnai/turn. Big mistake. Sure they have the money to improve infrastructure like roads and mines, but they seem to have completely stalled the expansion of the smaller factions (Getai, Lusotannan, Pontos, Sauromatae etc.)
2. The active players are AS and the Ptolies who have a nice game of exchange the cities going on in Asia Minor. The Ptolies took Antiocheia and the AS took Sidon. The AS recaptures Antiocheia but is left with a weak defense of three units against an almost full stack of Ptolies besieging Sidon.
The Ptolies have managed to grab Petra but not much else.
Hayasdan has taken two provinces but seems to have stalled since then. The Pontics are their usual inactive selves along with the Pahlava. Baktria has also failed to expand anywhere although they do have some nice armies running arund the Parthian border. The Saka have taken one province and gotten into a war with Parthia.
The Sabyn made an early push against Tamane with an impressive stack but got beaten by a similarly impressive Eleutheroi stack in Tamane. They have stalled since then.
Carthage has made some interesting forays into the north African provinces south of Carthage proper. But the Eleutheroi seem to be resisting so far.
Koinon took control of southern Greece but seem to have stalled at five provinces. The Macedonians are down to their capital and Mytilene.
Epeiros is stuck on passive mode fortifying their Capital and building large stacks to fight of invaders. The Getai aren't moving either.
Rome has expanded north taking Segesta but seem to have trouble fighting the other Eleutheroi settlements in northern Italy. They do have some impressive Camillan stacks moving towards Massilia though.
The Aedui have done absolutely nothing except defend against Arverni incursions. Seems like they still have all their starting provinces. Same case for the Arverni.
The Lusotannan took one province and went for a second but got beaten back. So far no movement but could be they are still building up for another attempt.
The Sweboz took one province with their starting army but seem to have stalled since then. The Sauromatae are stuck with their starting provinces.
3. Armies are varied with a good mix of levies and professionals. The AS and Ptolies are still fielding large mercenary armies. I have no idea where they cough up the funds for it.
It's too early to tell how the game will develop in the future but it seems like the AS is still in the game even though it has pissed off most of it's neighbors. And Baktria isn't looking like a giant octopus which is allways an improvement.
Btw. does anybody know of a console command that lets you see the AI treasury. It would be nice to know just how much cash the AS and Ptolies have in their pockets.
I'll test until 200 B.C. then I'll make some additional alterations to the script depending on the results. I'll post some AI progress screenies every decade game time.
-
Re: Fixing the AI money script (preliminary tests)
Btw, in what order do AI factions use their money? Do they recruit first, then build infrastructure and then use it for diplomacy or is it mixed, or can we even know? I'm just curious.
-
Re: Fixing the AI money script (preliminary tests)
Quote:
Originally Posted by Thaatu
Btw, in what order do AI factions use their money? Do they recruit first, then build infrastructure and then use it for diplomacy or is it mixed, or can we even know? I'm just curious.
From what I've seen, it seems like AI factions use money for military first. While the AI rebels seem to go for infrastructure first. Just my observation.
-
Re: Fixing the AI money script (preliminary tests)
I've used the new script in my ongoing Sauromatae campaign.
I was at war with the Seleucids for many years but started steadily making progress but the countless battles against small armies of elites were really starting to bore me, because of my HA armies, they seemed eager to attack even with small forces the battles were won easily but they kinds bored me, I didn't have to fight many full-stack armies but the large battles were entertaining.
After using the new script for about 8 turns they seem to train less armies, but I also started to take some of their heartland territories. The game is more fun, 3-4 battles a turn are too much IMO, but I still think more balancing is in order or it might become TOO easy to take down large empires and that would not be a good thing.
A recent map from 3 years ago, I took 3 more provinces from the Seleucids since then, and I'm now nearly engulfing the lone Parthian province :
https://img150.imageshack.us/img150/...7mapeb6.th.png
A historical explanation for the less bonus money received the larger an empire gets would be that generally small nations were more motivated and worked together and sacrificed their well being for the nation and its growth, while the larger an empire got the more the people cared about their own well-being.
-
Re: Fixing the AI money script (preliminary tests)
I'd say that was more of a case of in small realms local and larger interests coinciding sort of by default, whereas big empires had endless headache with all kinds of local power brokers, intractable aristocrats, selfish city councils, grabby landowners, governors and commanders with delusions of grandeur, and God knows who else whose local interests rather diverged from those of the distant imperial capital.
-
Re: Fixing the AI money script (preliminary tests)
Here is my first screenshot using your script, Sheep. It's only 265bc so i can't really make any commentery as not much has unfolded. I'm playing as Rome, as always. I'll post a new screenshot every 5 game years.
https://img178.imageshack.us/img178/...65bcjc5.th.jpg
-
Re: Fixing the AI money script (preliminary tests)
All right, let me know how the Germans turn out. Looks like they are expanding already.
-
Re: Fixing the AI money script (preliminary tests)
https://img187.imageshack.us/img187/...60bcju7.th.jpg
260bc. Still little action... Makedonia is dead i think, Greece has big armies and even expanded into Asia Minor... Seleukids have lost a province on the Arabian peninsula obviously due to rebellion, and apart from that everything seems to be at a complete standstill.
Edit, sorry, made a mistake Seleukia has GAINED a province on the Arabian peninsula... I had both screenshots open on screen comparing the two and got it a little mixed up. I think the province rebelled to the Seleukids, although i can't be sure.
-
Re: Fixing the AI money script (preliminary tests)
Quote:
Originally Posted by Dayve
Makedonia is dead i think
They always come back... like cockroaches...
-
Re: Fixing the AI money script (preliminary tests)
A question is errant´s file compatible with the first cohors mod? or should I change the script using the 2nd post manually?
-
Re: Fixing the AI money script (preliminary tests)
Quote:
Originally Posted by Blingerman
A question is errant´s file compatible with the first cohors mod? or should I change the script using the 2nd post manually?
My new script is still unreleased. From the looks of it so far it did not have the effects I was hoping for. I'll post screenies soon.
As for compatibility. Does the first cohorts mod change the EBBS script. If it dosen't then no broblem. If it does I need to know which parts are altered. If it's other parts than the one affecting the AI faction cash bonuses I can make a compatible version for you.
-
Re: Fixing the AI money script (preliminary tests)
To get the effect you want (helping factions with low province numbers and slightly nerfing larger ones), wouldn't it be easier to just give a blanket extra 10,000 mnai to all factions (execept Eleutheroi), in addition to the 10,000 they already get from the VH difficulty level?
Those with over 8 provinces would be slightly restricted from their current state, those with over 20 would be very restriceted. Whilst those with 1-3 provinces would be rolling in it and able to hire all the mercenaries they needed to expand.
The Eleutheroi would still need a graduated script to cope with the changing numbers. 2500 mnai per settlement should do.
-
Re: Fixing the AI money script (preliminary tests)
Quote:
Originally Posted by ravenfeeder
To get the effect you want (helping factions with low province numbers and slightly nerfing larger ones), wouldn't it be easier to just give a blanket extra 10,000 mnai to all factions (execept Eleutheroi), in addition to the 10,000 they already get from the VH difficulty level?
Those with over 8 provinces would be slightly restricted from their current state, those with over 20 would be very restriceted. Whilst those with 1-3 provinces would be rolling in it and able to hire all the mercenaries they needed to expand.
The Eleutheroi would still need a graduated script to cope with the changing numbers. 2500 mnai per settlement should do.
But then factions with 1-3 will have way too much cash, no one wants that. Most 1-3 province factions were never going to be able to build huge empires, and in game we don't want them to have the chance all the time.
Foot
-
Re: Fixing the AI money script (preliminary tests)
Maybe 5,000 then? It just might work, as it would give no noticable benefits to large factions and huge benefits for one-settlement factions because it doesn't depend on the number of provinces. Even this unofficial version rewards factions who don't need handouts. It's simple but it could be effective.
-
Re: Fixing the AI money script (preliminary tests)
I personally like the idea of fixing the money script so that we can get a better balance between all the countries and not have a monster Seleukid empire...but I was just looking over the ideas for a city mod which came across as a far better idea for balancing the empires than just a money script fix alone. What if we tied the money bonuses to the size of the city specifically? ie. large towns get more than towns, but less than small cities? This seems closer to reality for balance purposes, because the Seleukids didn't have tons of super-sized towns (it wasn't the ancient world's McDonald's or something...hehe) but rather a few cities with tons of smaller towns. Meanwhile, I would say that even though Ptolemy's kingdom was smaller, the percentage of cities to towns was greater for him than Seleukids. How about merging the two mods into one...in order to solve this quandry? :book:
Brian
-
Re: Fixing the AI money script (preliminary tests)
255bc... And still, almost no AI expansion from what i can see... Except for Ptolemoi taken a big chunk of Arabian peninsula, and me taking northern Italy of course.
-
Re: Fixing the AI money script (preliminary tests)
Quote:
Originally Posted by kain789
I personally like the idea of fixing the money script so that we can get a better balance between all the countries and not have a monster Seleukid empire...but I was just looking over the ideas for a city mod which came across as a far better idea for balancing the empires than just a money script fix alone. What if we tied the money bonuses to the size of the city specifically? ie. large towns get more than towns, but less than small cities? This seems closer to reality for balance purposes, because the Seleukids didn't have tons of super-sized towns (it wasn't the ancient world's McDonald's or something...hehe) but rather a few cities with tons of smaller towns. Meanwhile, I would say that even though Ptolemy's kingdom was smaller, the percentage of cities to towns was greater for him than Seleukids. How about merging the two mods into one...in order to solve this quandry? :book:
Brian
I rather like that idea! Wish I knew how to do it. :computer:
-
Re: Fixing the AI money script (preliminary tests)
OK. Here's another idea to chuck into the mix.
Give every faction (barring Elutheroi as usual) 1200mnai per settlement * ((100 - no. of settlements)/100)?
Factions with 20 settlements get 240 mnai per turn less, those with 30 360 mnai less and those with only 1, only lose 12 mnai.
This keeps to your original aim, but loses the arbitrary cutoff points you've put in and leaves the larger factions some income to survive with against rapacious players.
-
Re: Fixing the AI money script (preliminary tests)
Could you not just porportion the money gained incrementally? Say instead of giving 1200 mnai every settlement/1 turn, why not give them 300 mnai every settlement/20 turns (up to the original 1200 mnai)? This way the larger empires would gain the same amount of money as smaller ones, just not as quickly.
-
Re: Fixing the AI money script (preliminary tests)
If you have a suggestion, go ahead and write some code and test it. If it works, post it here so others can test it too.
-
Re: Fixing the AI money script (preliminary tests)
Well, I ran the new money script with the BI.exe. Played the Aedui. In 12 years most factions seemed to begin expanding, but what struck me was the fact that the Eleutheroi seem to have to much money on their hands, so they garrrison their places way to much. Even remote places like Gordu-Neurij or Gelonius have garrisons of over 10 units. So I guess this means less money for them...
-
Re: Fixing the AI money script (preliminary tests)
Quote:
Originally Posted by MoROmeTe
Well, I ran the new money script with the BI.exe. Played the Aedui. In 12 years most factions seemed to begin expanding, but what struck me was the fact that the Eleutheroi seem to have to much money on their hands, so they garrrison their places way to much. Even remote places like Gordu-Neurij or Gelonius have garrisons of over 10 units. So I guess this means less money for them...
The modified script is exactly the same for the Eleutheroi.
-
Re: Fixing the AI money script (preliminary tests)
https://img232.imageshack.us/img232/...ressionqi5.jpg
I finally got to 200 B.C. so I'm posting the screenies for my game on the testscript.
As you can see there is very little movement until about 230 B.C. which is the magic number. After that things started to heat up pretty fast.
In 238 B.C. the Pontics bought it. And were the first faction to die. The same year the Getai woke from their slumber and conquered Kallatis on the coast.
Around 230 I finally decided to involve myself in continental affairs by expanding into northern Iberia.
The Lusotannan (my allies) had unsuccessfully tried to take Baikor from the Eleutheroi until the opportunistic Carthies grabbed it from under their nose after the Lusotannan had weakened the garrison during several failed sieges.
When I showed up they decided to focus their efforts north. They took Tyde and stayed a good neighbor for a while.
Meanwhile I got into conflict with the Carthies after taking Burdigala and Tolosa. I gave the Carthies Tolosa after they besieged me in order to get them off my back.
I took Numantia as a replacement but the Carthies besieged even that. After repelling a couple of sieges I decided to let the city revolt. The Lusotannan got it, but that started a war in northern Iberia that I tried to avoid so I simply withdrew to Burdigala leaving the Lusotannan in control of my cities. Since the Carthies were unwilling to leave me in peace I decided to vacate Burdigala since a saw a small Lusotannan stack conviniently coming my way. The Carthies were faster and sent a quarter stack from Tolosa to take my undefended city.
This prompted a war between the Carthies and Lusotannan whose results are quite apparent at the final screenshot from 200 B.C.
My next effort a continental conquest was directed at the Belgae region. Where I managed to take Bratosporios after six sieges. The last one occured after I kicked out a Roman sieging army trying to take advantage of the weakened garrison.
The Romans made peace soon after along with trade rights and map information to boot. Weird. So I decided to backstabb them by bribing Bagacos in the next province which belonged to them while they were busy fighting the Sweboz. They tried to take it back with an army but I managed to beat them with a bunch of mercs and an insane general.
Since then their diplomat has been coming to me threatening to attack unless i refrain from attacking the Romans?!
I didn't know what was going on until I disabled fog of war. Apparently Rome is fighting a nice little 5 front war against the Epirotes, Carthage, Sweboz, Arverni and Aedui.
In the rest of the world the Sabyn or on the rise after being stuck in their home province for a long time they finally overcame the Eleutheroi and are starting to look like an empire. The Ptolies are more or less finished.
Around 240 B.C. they lost their home provinces in northern Egypt but managed to survive in the south and west for a long time until the Carthies allied themselves to the AS. Since then the majority of Ptoly holdings have been carved up between the two allies and the Sabyn.
The Greek expedition to Asia Minor is loosing it's momentum although it has cost the AS heavily. The Pahlava and Saka are still not moving although Baktria seems to be on the rise.
Macedon is like the cockroach Sheep mentioned. After being stuck on their little island for a couple of decades they took Pargamon and Ipsos from the AS. Now they have exchanged those holdings for Sardis and Halikarnassos.
The Koinon are steadily moving up the coast of the Black Sea while the Sauromatae are loosing their holdings to the Hai.
The Eleutheroi power was the largest issue with my modified script. I gave them too much and it stalled the faction progression.
Also putting no income cap on the Carthies has turned them into a big white African monster, so no surprises there.
The AS is still too rich. I checked the financial stats and they seem to often get an income of over 100000 which I realised since there is a steady climbing curve on their financial stats that comes rapidly down after hitting about 90000 due to Eminos new script.
Also the Hai have decent income so they can expand in time but the rest of the steppe factions are still too weak/poor.
And the Pontics need weaker Eleutheroi if they are ever going to expand and not just die out. Same goes for the Getai.
-
Re: Fixing the AI money script (preliminary tests)
the one think i don't still like, is Pahlava and the Nomads. When I finish me curent campain I'll trz to find a solution.
-
Re: Fixing the AI money script (preliminary tests)
Quote:
Originally Posted by Gaias
Could you not just porportion the money gained incrementally? Say instead of giving 1200 mnai every settlement/1 turn, why not give them 300 mnai every settlement/20 turns (up to the original 1200 mnai)? This way the larger empires would gain the same amount of money as smaller ones, just not as quickly.
The only maths operation that the RTW script engine supports is addive. And that is only with counters, "variables", that cannot be used as input for, well, anything. Having proper math and variables would make everything much easier.
What we have to do is to define a separate case for every permutation.
-
Re: Fixing the AI money script (preliminary tests)
Quote:
Originally Posted by The_Mark
The only maths operation that the RTW script engine supports is addive. And that is only with counters, "variables", that cannot be used as input for, well, anything. Having proper math and variables would make everything much easier.
What we have to do is to define a separate case for every permutation.
Would something like this work at all them?
Code:
monitor_event SettlementTurnStart FactionType romans_julii
and not FactionIsLocal
if I_TurnNumber > 20
console_command add_money romans_julii, 200
end_if
if I_TurnNumber > 40
console_command add_money romans_julii, 200
end_if
if I_TurnNumber > 60
console_command add_money romans_julii, 200
end_if
if I_TurnNumber > 80
console_command add_money romans_julii, 200
end_if
if I_TurnNumber > 100
console_command add_money romans_julii, 200
end_if
console_command add_money romans_julii, 200
end_monitor
-
Re: Fixing the AI money script (preliminary tests)
If you are worried about the spamming of armies, I think it would be far easier to control the population, and not the cash flow, since the script replenishes population lost to military units for the AI.
That way, you won't see a nation with 2 cities have 5 stacks, the amount of units they can produce will be proportional to their populations.
-
Re: Fixing the AI money script (preliminary tests)
Quote:
Originally Posted by fallen851
If you are worried about the spamming of armies, I think it would be far easier to control the population, and not the cash flow, since the script replenishes population lost to military units for the AI.
That way, you won't see a nation with 2 cities have 5 stacks, the amount of units they can produce will be proportional to their populations.
It's not so much about small factions spamming armies as it is about large factions doing so. Plus, it would still leave bribing.
-
Re: Fixing the AI money script (preliminary tests)
I guess I'm not sure I understand, some people are complaining that a huge empire has lots of stacks, and they get sick of fighting?
Look at Redmeth's post and map. He has a massive border, thousands of miles long with the Seleucid. He is at war with them, wouldn't you think there would be a lot of fighting? Wouldn't you think there would be many stacks fighting along that border? That would be realistic.
I honestly don't see the problem, it seems to me you guys want to roleplay only to the extent you are winning the entire time. There should be wars where there is lots of fighting and things stalemate, and if you can't beat them, don't fight. Now that Redmeth has taken away the money, he is advancing. Where is the glory and honor in that?
The best thing to do is develop some tactics, both in battle and on the strategy map that allow you to win. For instance, if I were Redmeth, I would open up a second front around Judea or Asia minor by sending a couple stacks in ships. Take some cities quick, then hold them, that will relieve a lot of pressure from the border as the Seleucids send the stacks to retake the cities. The defender gets a huge advantage in the cities. I've done that many, many times to big empires, and it works.
I really like having a huge superpower to fight later in the game though, I should probably just stay out of this thread.
-
Re: Fixing the AI money script (preliminary tests)
Quote:
Originally Posted by fallen851
I guess I'm not sure I understand, some people are complaining that a huge empire has lots of stacks, and they get sick of fighting?
Look at Redmeth's post and map. He has a massive border, thousands of miles long with the Seleucid. He is at war with them, wouldn't you think there would be a lot of fighting? Wouldn't you think there would be many stacks fighting along that border? That would be realistic.
I honestly don't see the problem, it seems to me you guys want to roleplay only to the extent you are winning the entire time. There should be wars where there is lots of fighting and things stalemate, and if you can't beat them, don't fight. Now that Redmeth has taken away the money, he is advancing. Where is the glory and honor in that?
So suck it up and stop being wimps. You are not destined to win, and you shouldn't be, if you lose, get better. Big wars require big time, and mental toughness. If you can't take the heat, get out of the kitchen.
The best thing to do is develop some tactics, both in battle and on the strategy map that allow you to win. For instance, if I were Redmeth, I would open up a second front around Judea or Asia minor by sending a couple stacks in ships. Take some cities quick, then hold them, that will relieve a lot of pressure from the border as the Seleucids send the stacks to retake the cities. The defender gets a huge advantage in the cities. I've done that many, many times to big empires, and it works.
I really like having a huge superpower to fight later in the game though.
Being one of the wimps I guess I both agree with you and disagree. I perfectly understand what you're saying and I must admit that the thought is not new. I've said it to myself at a number of occasions, "get real, get down there and dig some dirt and be a man" or something like that, "fight those bloody stack parades it's meant to be tough". That kind of thinking does not work for me in the long run. Maybe its not the right way to interpret and look at this game, but since battles in this game seldom involves more than one to two full stacks on each side per battle I think those battles should represent crucial historical battles (i.e. each soldier should count as at least five to maybe fifteen or something depending on what unit size you are using so we get numbers like those at e.g. Cannae.) You're probably already guessing where I'm heading. The problem with this game is that the battlefield AI (which have nothing to do with EB as we all know) is so bad that even a mediocre player like myself always wins these battles. The only way the AI can give you trouble is by sheer numbers, throwing stack after stack after stack at you. As I have stated earlier I think its quite tedious and boring with these stack parades, and also unrealistic if you interpret the game as I have done, but that may be wrong. In my dreams I would prefer an A.I. with a lot of levels, the hardest should be as good as the chess computer that gave Kasparov a hard time. Huge battles should not be as frequent as they are now in my opinion. The outcome of huge battles should in many cases be crucial for the future development of the factions. Some factions, like Romani could come back with vengeance after crushing defeats, some couldn't.
Sadly the dream is not going to happen in reality I guess. As far as I know, after reading some threads at the Guild, some really sharp people have given up after realizing that they can't do anything about it since its hardcoded. (Hate to write that last word, how many times have we read that?) I guess the conclusion is that I'll have to give up on this game, it will never be the really Great game it could have been if everything had held a quality matching the level of what the EB team have done. That is not going to happen either, I'm still in love with this game and I think its up to each players personal taste and to some extent modding/scripting skills to fix a tailor made copy that is as close to what you want as possible. Thats what I'm going to do anyway.
-
Re: Fixing the AI money script (preliminary tests)
I tend to agree with what fallen said but fighting 3 battles every turn maybe more because I'm at war with the Maks now (backstabbing @#!$!#!) gives me phalanx bad dreams and in what war were there 3 major battles every season for 20 years or more if it keeps going this way.
The fault is the game's though it can't simulate the importance and outcome of a big battle and encounters of small armies vs small armies are too frequent and you have to control them or get defeated on auto-play.
I still get sieged every 2 turns or so by the Seleucids but only 1 max 2 cities at a time and not huge armies of elites. They're also fighting Ptolies to she south as I managed to get Memphis to rebel back to the Ptolies and Baktria got a province back by way of rebellion too (gotta love the spies, didn't know you could do that before having to do it in EB).
Well, in conclusion it's better but I think more tweaking is needed it's getting a bit too easy right now.. (because for some time they still had a lot stacks built before I installed the new script)
This is my progress in 6 years of using the new script most of it would have happened anyway as my raiding parties were already ready for raiding and keeping few of their huge cities for the booty and income before the new script was installed (and the saying goes "the sinews of war are infinite money") but some of the tediousness was reduced.
Before:
https://img150.imageshack.us/img150/...7mapeb6.th.png
After:
https://img101.imageshack.us/img101/...o211kb2.th.jpg
-
Re: Fixing the AI money script (preliminary tests)
Quote:
Originally Posted by fallen851
I really like having a huge superpower to fight later in the game though, I should probably just stay out of this thread.
I actually have the money scripts doubled for all factions, in some cases tripled for the smaller factions and slaves. I also enjoy playing and battling with large stacks of units, as it brings a challenge not offered in most cases.
I was posting my questions here to see if what I was thinking about doing, for a personal mod, would work. Just seemed this thread would be the most relevent to post in.
-
Re: Fixing the AI money script (preliminary tests)
I feel stupid but where do I put this?
-
Re: Fixing the AI money script (preliminary tests)
Quote:
Originally Posted by fallen851
I guess I'm not sure I understand, some people are complaining that a huge empire has lots of stacks, and they get sick of fighting?
Look at Redmeth's post and map. He has a massive border, thousands of miles long with the Seleucid. He is at war with them, wouldn't you think there would be a lot of fighting? Wouldn't you think there would be many stacks fighting along that border? That would be realistic.
I honestly don't see the problem, it seems to me you guys want to roleplay only to the extent you are winning the entire time. There should be wars where there is lots of fighting and things stalemate, and if you can't beat them, don't fight. Now that Redmeth has taken away the money, he is advancing. Where is the glory and honor in that?
The best thing to do is develop some tactics, both in battle and on the strategy map that allow you to win. For instance, if I were Redmeth, I would open up a second front around Judea or Asia minor by sending a couple stacks in ships. Take some cities quick, then hold them, that will relieve a lot of pressure from the border as the Seleucids send the stacks to retake the cities. The defender gets a huge advantage in the cities. I've done that many, many times to big empires, and it works.
I really like having a huge superpower to fight later in the game though, I should probably just stay out of this thread.
The point of this script is to give a chance for all the AI factions to succeed. I'm mostly worried about the expansion of factions I'm not in contact with, thus having no influence over them. The large, wealthy factions need hardly any financial support, but factions like Saka or Sarmatians can only support two to four units of horse archers in the beginning of the game, crippling their AI. This script is also meant to extend the lifespan of some factions, so with luck the world won't be owned by four disformed empires by 200BC.
-
Re: Fixing the AI money script (preliminary tests)
Quick ideas sort of related to the problem this script is attempting to fix:
Could some of the issues be solved in other ways? Frex, a lot of the problem seems to be that the 1-3 province factions (Sweboz excluded at least in my experience) have trouble expanding mainly b/c their economy sucks. Pontus in particular seems to have problems by being stuck next to the AS and having mainly strong garrisons in rebel cities around it. Could you perhaps have a script spawn for factions like them that gives them a full stack or two when they besiege certain places to help ensure that they conquer the settlement, perhaps removing the stack afterwards if possible? Again, Pontus and Sinope spring to mind as it seems they always spend ages trying to get that town.
Also, perhaps instead of giving the AI cash advances, could there not just be a beginning-of-game script that boosts all AI factions overall by say giving them better infrastructure and population? I would think that having a more robust population and infrastructure base could really help the AI out.
On steppe factions: probably the biggest case to try and port EB fully over to BI (the other being that it seems a lot of forum goers already have BI), since the Sauromatae and Saka would be perfect horde factions and you could thus have their starting units be free Horde units with only a couple regulars.
But all-in-all, I would have to say that just fixing the handouts prolly works just as well, with less effort. And I wonder if anyone else noticed that the Carthies seem to get a bonus for every admiral they have as well as settlement...
-
Re: Fixing the AI money script (preliminary tests)
https://img213.imageshack.us/img213/...50bckr1.th.jpg
250BC... Still not much action really except for KH... They're really doing well at the moment, big armies in Greece and big armies in Asia Minor... Egypt and Seleukids are going at it as usual throwing large stacks around the Israel area...
-
Re: Fixing the AI money script (preliminary tests)
Quote:
Originally Posted by deadmeat36
I feel stupid but where do I put this?
EB\Data\scripts\show_me\
-
Re: Fixing the AI money script (preliminary tests)
fallen851, I personbly have no problem whit the fightink, but you have to agree that a faction like AS, could not bz in war whit Me (taking the whole Iran from them wes to Susa and Ekbatana), the Ptolies, and the Hay, who were doing quit well for i time, untill the AS crushed their armies whit 2 fullstact of high lvl troops, and still throv full and high stack armies (2-3), of high lvl and elite troops at me, and the ptolies and eaven the Hai a almoust every turn. That's why I suport (and when i have time join) the efor for turnming. Or like Rome, or Sweboz fight a 5 front wor and still send beat all its enemies and have fulstack armies at their whoule border.
-
Re: Fixing the AI money script (preliminary tests)
https://img413.imageshack.us/img413/...40bcbi0.th.jpg
240bc.
Baktria is making nice progress... It's huge. Greece also is making nice progress, it will be interesting to see who wins with Greece and Epeiros, but my money is on greece, they have the most profitable provinces. Egypt and Seleukia are still warring... Egypt will win, Seleukia has been weakened slightly and is being eaten away by the surrounding factions...
In my opinion this money script works quite well. I've had some really tough battles so far, but not too many of them... Which is what i wanted.
-
Re: Fixing the AI money script (preliminary tests)
I believe giving factions who have 16-24 600 or 700 and factions who have more than 24 400 or 500 would stop making the big factions as weak as they seem to be getting after they get large, and maybe 3000 for the slave faction would also work, anyone with me? A better version of this would be needed but the question is who would bless us with the work involved in modifying the script?
:help:
-
Re: Fixing the AI money script (preliminary tests)
Quote:
Originally Posted by fallen851
I guess I'm not sure I understand, some people are complaining that a huge empire has lots of stacks, and they get sick of fighting?
[...]
I honestly don't see the problem, it seems to me you guys want to roleplay only to the extent you are winning the entire time. There should be wars where there is lots of fighting and things stalemate, and if you can't beat them, don't fight. Now that Redmeth has taken away the money, he is advancing. Where is the glory and honor in that?
I like a challenge and if I wanted to find a way to cheat I would just auto_win every battle. The problem for me is not the difficulty, but just the tedium. Where is the fun when you fight 5 full-stack battles against the Germans every single turn in the late game as the Romans? In my Baktria campaign, it's almost 230BC and there are currently nine Seleukid stacks on my lands. Nine! Now sure, they are a lot bigger than me and should be able to field more men. And I wouldn't have a problem if they were focusing all of the empire's energy on me. But they aren't -- they are at war with 6 other factions besides me and also have half a dozen full stacks in Egypt, about that many stacks in Asia Minor squashing Pontus and the KH, two or three stacks fighting Parthia, another couple stacks in Armenia, and a couple more stacks fighting the Sabyn on the Arabian Peninsula. I'd love to open up another front but I can only afford three armies and anyway they are already fighting a seven-front war which they are WINNING because they can field three dozen full stacks as the EB script gives them 1200 per turn per city and they have like 30-something cities.
So yes, it is more realistic for a big faction to have more armies than me if I am a smaller faction, but it is also realistic that said big faction would not be fighting on seven fronts and winning. If that were true, then there wouldn't have BEEN a Pontus or an Armenia or a Parthia or a Baktria or a Ptolemaic Egypt or a Makedonia in real life because the Seleukids would have slaughtered them all. The very fact that those factions existed long enough for us to see them represented in this game is evidence of that.
-
Re: Fixing the AI money script (preliminary tests)
Quote:
Originally Posted by The Errant
As you can see there is very little movement until about 230 B.C. which is the magic number. After that things started to heat up pretty fast.
That is also around the time that a lot of the Eleutheroi generals start to die, making their cities easier to conquer.
Quote:
Originally Posted by The Errant
The Eleutheroi power was the largest issue with my modified script. I gave them too much and it stalled the faction progression.
Yeah, a little too strong maybe. Honestly I don't get my rocks off fighting the Eleutheroi as much as another faction so I don't care too much if they disappear more quickly. Also, since the other factions have trouble with the Eleutheroi but I don't, I end having an empire before they do and that is pretty much game over for them.
BTW, if you care to post your updated code or your entire version of EBBS_SCRIPT, I can host it in the opening post so that people can test it also.
Quote:
Originally Posted by Redmeth
I believe giving factions who have 16-24 600 or 700 and factions who have more than 24 400 or 500 would stop making the big factions as weak as they seem to be getting after they get large, and maybe 3000 for the slave faction would also work, anyone with me? A better version of this would be needed but the question is who would bless us with the work involved in modifying the script?
That is almost exactly what I was thinking. I've updated the first and second posts of this thread with new code.
-
Re: Fixing the AI money script (preliminary tests)
Much appreciated, also the second post that can be copy-pasted as tweaking the browser's filters for axfile is a pain in the arse.
Incidentally, that very first entry -
Code:
monitor_event CharacterTurnStart FactionType egypt
and AgentType = admiral
and not FactionIsLocal
console_command add_money egypt, 1200
end_monitor
- am I reading it wrong or does it give the AI Qarthies 1200 per every admiral around...? :inquisitive:
While I can see how that could be useful for letting the AI maintain proper fleets, as befits one of the greater sea-powers of the period, I can also see how that could contribute to turning them into the Abominable Snowman of Africa and running roughshod over their neighbours by raw finances...
-
Re: Fixing the AI money script (preliminary tests)
Quote:
Originally Posted by Sheep
That is also around the time that a lot of the Eleutheroi generals start to die, making their cities easier to conquer.
Yeah, a little too strong maybe. Honestly I don't get my rocks off fighting the Eleutheroi as much as another faction so I don't care too much if they disappear more quickly. Also, since the other factions have trouble with the Eleutheroi but I don't, I end having an empire before they do and that is pretty much game over for them.
BTW, if you care to post your updated code or your entire version of EBBS_SCRIPT, I can host it in the opening post so that people can test it also.
That is almost exactly what I was thinking. I've updated the first and second posts of this thread with new code.
Sorry. I'm on my second testrun. And with a remodified script. Good news is, I got the Pahlava moving and the Eleutheroi tuned down. Bad news is the Baktrians are expanding like crazy, and cutting off the Pahlava expansion south. Seems like the Baktrians need some serious nerfing.
edit. Don't worry Watchman about the Carthies naval support. Eminos64 new piece of script can put a treasury cap on them. If they keep getting too much mnai we can allways lower the values of the tresury cap so once they reach that magic marker of 100000 mnai or lower they come crashing down 30000 or 40000 mnai. They will still be powerful and able to field good stacks but not overpowered. I lowered the values for the AS and so far they seem to be behaving quite nicely.
-
Re: Fixing the AI money script (preliminary tests)
Quote:
Originally Posted by Watchman
am I reading it wrong or does it give the AI Qarthies 1200 per every admiral around...? :inquisitive:
While I can see how that could be useful for letting the AI maintain proper fleets, as befits one of the greater sea-powers of the period, I can also see how that could contribute to turning them into the Abominable Snowman of Africa and running roughshod over their neighbours by raw finances...
Too bad the AI can't 'see' this bonus and know that it is safe to build ships. But yes, that is there since Carthage was such a good sea power, not to cripple them if they ever chose to expands such.
-
Re: Fixing the AI money script (preliminary tests)
Quote:
Originally Posted by Watchman
Much appreciated, also the second post that can be copy-pasted as tweaking the browser's filters for axfile is a pain in the arse.
If you have an easier one, let me know and I'll update it. I just used the one that TheErrant used.
Quote:
Originally Posted by Watchman
Incidentally, that very first entry -
Code:
monitor_event CharacterTurnStart FactionType egypt
and AgentType = admiral
and not FactionIsLocal
console_command add_money egypt, 1200
end_monitor
- am I reading it wrong or does it give the AI Qarthies 1200 per every admiral around...? :inquisitive:
While I can see how that could be useful for letting the AI maintain proper fleets, as befits one of the greater sea-powers of the period, I can also see how that could contribute to turning them into the Abominable Snowman of Africa and running roughshod over their neighbours by raw finances...
That is from the original EB script, I just left it in since it didn't seem to result in a massive Carthie expansion.
-
Re: Fixing the AI money script (preliminary tests)
One thing I did notice on my Romani campaign and an unmodified script is that the Carths naval power seems to be limited by the huge Rebel/pirate naval presence in the Med. Only after I take my own navy and destroy a good portion of the rebel navies does the Carths navy get to do any thing appreciable. Are those powerful rebel navies seeded throughout the Med to hinder the AI or the player? To me it seems like they are limiting the AI to much.
-
Re: Fixing the AI money script (preliminary tests)
-
Re: Fixing the AI money script (preliminary tests)
Quote:
Originally Posted by Wolfshart
One thing I did notice on my Romani campaign and an unmodified script is that the Carths naval power seems to be limited by the huge Rebel/pirate naval presence in the Med. Only after I take my own navy and destroy a good portion of the rebel navies does the Carths navy get to do any thing appreciable. Are those powerful rebel navies seeded throughout the Med to hinder the AI or the player? To me it seems like they are limiting the AI to much.
The Eeutheroi or rebels are the last unplayable faction in EB. So while they may seem to you just as a collection of different independent territories they are basically an another AI controlled faction. Collectively they control more territory than any other AI faction, so if they get those territories to turn a profit they will have no problem fielding a massive navy and be able to pay the upkeep for it.
What they can build is determined by what faction is listed as the founder of their settlement, and fortunately their naval construction is limited to low-medium end naval units. But such units are often cheap, and can therefore be fielded in a very large number. Same as if you field a couple of stacks of your weakest most inexpensive levy unit.
Add to that the AI is more focused on controlling land based territory often neglecting the naval aspect since it's rewards are not clearly apparent to it. Bottom line. As long as there is a Eleutheroi settlement that can build a naval port, your likely to sea large rebel/pirate navies running around the map, causing you trouble.
On the bright side I actually saw the AI Seleukids field a "Huge Polireme" in the Persian Gulf and Red Sea. A full stack of the best pirate ships can't match that single monster of a ship.
-
Re: Fixing the AI money script (preliminary tests)
What worries me is that factions that start out big (Seleucids, Ptolies) and receive a smaller bonus will have trouble developing their infrastructure and that is not good, I know that for the first 5 years(?) or so the AI gets larger bonuses but maybe for the first 10-20 years everyone should get the 1200 per turn including the big factions and these modified bonuses that depend on size should kick in after they had time to build their infrastructure (mines, ports, roads) and affect the spawning of elite stacks not stopping them from having a proper infrastructure or their ability to train elite troops (high level MICs in most provinces)
-
Re: Fixing the AI money script (preliminary tests)
Quote:
Originally Posted by Redmeth
What worries me is that factions that start out big (Seleucids, Ptolies) and receive a smaller bonus will have trouble developing their infrastructure and that is not good, I know that for the first 5 years(?) or so the AI gets larger bonuses but maybe for the first 10-20 years everyone should get the 1200 per turn including the big factions and these modified bonuses that depend on size should kick in after they had time to build their infrastructure (mines, ports, roads) and affect the spawning of elite stacks not stopping them from having a proper infrastructure or their ability to train elite troops (high level MICs in most provinces)
You may be on to something...
Here is 225bc, and Seleukia is getting raped.
And they aren't using lube.
https://img264.imageshack.us/img264/...25bcej8.th.jpg