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  1. #1
    EBII Bricklayer Member V.T. Marvin's Avatar
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    Default Re: Script question

    You may consider that as a sort of beta-test: I have played several (well, three) campaigns on H/H difficulty and Huge unit size (Pahlava, S.P.Q.R. and Pahlava again) on EB 1.0 and 1.1. all of them much over 200 B.C. with the whole population replenishment part of the script deleted and.......it worked rather well!!!

    I have not encountered any 500 inhabitants settlement yet. The cities still DO grow, but at a markedly slower rate - which is desirable, IMHO. The results are somewhat similar - if LESS drastic - to MAA´s City mod. Rome, Capua, Alexandreia, Syracusae, Antioch, Seleukeia, Persepolis, Susa and Ekatana invariably reach the Huge city size eventually even under AI.

    I do remember many depleted cities (like that barely 600 people Athens) in RTR - and it is great that the Team has gone to such great lengths to prevent that . But still, even with the population replenishment script cut off population depletement is not much of problem on EB. Well, I admit that on VH campaign difficulty it might be little bit different, but I am not sure - AI is pretty aggressive on Hard as well.

    If the Team is do not wish - and understandably so - to abandon the population replenishment concept, I would still suggest to cut the population replenishment monitors for all unit sizes except Huge (on smaller sizes recruitment has barely any noticeable effect on population) and set the replenisment as half the actual value (i.e. 100 instead of 200). Thus the AI will still gain the benefit, but it will prevent the otherwise uncontrollable population explosion in the later stages of the game. And the script will get shorter and thus very very slightly faster.

  2. #2
    EB annoying hornet Member bovi's Avatar
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    Default Re: Script question

    We tried with 75% of the population replenished in the beta testing run for 1.1. It caused depleted populations.

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  3. #3
    EBII Bricklayer Member V.T. Marvin's Avatar
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    Default Re: Script question

    Apparently it all depends on actual level of AI aggresiveness then...

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