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  1. #1

    Default Unit upkeep cost balancing

    I was always annoyed that a unit of knights that could demolish 10 units of peasants, only cost 2 or 3 times as much upkeep. So, I've just gone through and completely rebalanced the upkeeps, so that they are all 1/4 of the unit's cost. So, a unit of chivalric knights that costs 675 to recruit, costs 170 to upkeep. And a unit of peasants that costs 50 to recruit, costs 13 upkeep. I know that's almost nothing, but peasants do almost nothing in battle. So now, I can't have solid armies of knights everywhere without having monetary problems.


    The other problem I've always had though, is that the AI is deplorable at getting money. They just never have enough. What I can't figure out though, is how to give extra money to the AI. I generally have enough for myself, even when I don't do the "big trade" from the baltic to the black.

    What do people suggest?

  2. #2
    Member Member Youngie's Avatar
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    Default Re: Unit upkeep cost balancing

    Quote Originally Posted by Garnier
    The other problem I've always had though, is that the AI is deplorable at getting money.
    This is so true. The AI use of money is pitiful. As ive said on occasions, i have no clue about modding the game but couldnt hero creator be used. You could give all nations a hero or two, at set dates. this hero should be acumen based, maybe that would help it use its money more wisely. im not sure. Sorry if that was just a load of dribble.
    Beach Bobbin Bob Champion - 532

    or wonder of his hwe men hade
    set in his semblaunt sene
    he ferde as freke were fade
    and oueral enker grene

    Great wonder of the knight
    Folk had in hall, I ween,
    Full fierce he was to sight,
    And over all bright green.

    Sir Gawain and the Green Knight, 1423ad

  3. #3

    Default Re: Unit upkeep cost balancing

    The problem with increasing upkeeps is that you will stifle the AI. The biggest problem the single province factions (Danes, Aragonese) and the Poles face is the upkeep of newly matured heirs. Most of these factions go into the red after a few turns which is why you very rarely seem them expand. In fact any faction that is cornered and pushed back into one province will face the same problem. This is why upkeep is better left at a reasonable level.

    The AI is a poor trader in that it fails to establish trade routes and moves it's ships around all over the map for no apparent reason. The player on the other hand can abuse trade in MTW and rake in a massive income. To counter this trade income can be slashed and import tax increased. Farming income can also be improved as can the income from other structures. Bodyguard unit support costs can also be reduced with initial training costs and training prerequisites increased a little.
    “The majestic equality of the laws prohibits the rich and the poor alike from sleeping under bridges, begging in the streets and stealing bread.” - Anatole France

    "The law is like a spider’s web. The small are caught, and the great tear it up.” - Anacharsis

  4. #4

    Default Re: Unit upkeep cost balancing

    What about completely unbalancing the upkeep aspect by boosting farming income to ludicrously high levels. In effect, this would free the AI to build whatever it wants, whenever it wants. Such AI armies would post a much tougher test to seasoned MTW players. The financial management aspect of the game would suffer, of course, but perhaps this would be an acceptable tradeoff for some.

  5. #5

    Default Re: Unit upkeep cost balancing

    If I could figure out a way to get rid of my money in a balanced way as well.

  6. #6

    Default Re: Unit upkeep cost balancing

    I just went and added 100 to the base income of farms (so instead of 120, 140 etc its 220, 240 etc) and made them all cost 5 florins and 1 turn. I also set the AI priorities to 500 for all situations. Now if I don't build them at all, and destroy them when I take a region with one, hopefully the AI will get lots more money than me.

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