Hallo,
sorry if this has been discussed before, but it just came to my mind.
As everybody knows the EB script damages government buildings to 100 % when a city is conquered in an attack. Though I hardly read about it, it seems obvious to me that the AI can't handle that well: quite often a faction will not upgrade a conquered city, meaning it will build a level 1 barracks or so and add nothing further. By control <faction> I switched to another faction in my campaign and looked at some of those cities the AI never upgraded, and I think the reason is that the AI tries to repair the damaged government buildings and fails to do so.
Now my question is: is it possible to give every province the according government marker for each faction right from the start and leave the set_building_health 0-system behind? So, Syria for example would have a Seleucid gov1, a Makedonian/Ptolemaic/Baktrian/... gov2, an Averni/Sweboz/Getic/... gov3 a Lusotannan/... gov4, which results in a marker for each faction in the game having effects only for the faction which controls the province? If that would be too much, one could maybe give similar cultures one standard government, i. e. a Hellenic gov2-marker, a Roman one, a Celtic one...
Of course that wouldn't allow the player to have a choice and fill a lot of space in the building viewer, but I wouldn't mind.
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