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Thread: Forcing the AI to build faction-specific structures

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  1. #1

    Default Forcing the AI to build faction-specific structures

    I would love to see the entire east having huge trading caravans and wonderous theaters. Problem is: I can't build both theaters and caravans, so the AI will have to build them (for me). Is it possible by just waiting and not expanding in their region? Or will it only cause the AI to build armies which upkeep even the EBscript can't pay for? If the latter is the case, I might just as well send some forces to utterly obliterate any military presence (while trying not to hurt their economy). I figured out, making the AI build it's faction-specific buildings would pay off in the long run... (Edit: it's now 230BC, and as the Romani I've only conquered Rhegion since these rebels seemed to be building roman buildings anyway.)

    I'm not against the idea of giving them money, but I guess my non-expansionist economy won't be sufficiently strong to be of much help there.

    Does anybody know how exactly the AI-upkeep costs are calculated? Do they pay only part of their upkeep? And if so, how big is that part? Does anybody know what the exact amount of money is the EB-script gives the AI? Is it sufficiently to pay both upkeep costs and construction costs? I'm asking this because I noticed the AI (and especially the rebels) don't seem really keen on building all the time.

    many thanks,

    Andy
    Last edited by Andy1984; 05-31-2009 at 09:02.
    from plutoboyz

  2. #2

    Default Re: Forcing the AI to build faction-specific structures

    I guess my question hasn't been an easy one.

    My recent findings and conclusions: Eleutheroi went broke. Virtually any rebel settlement I found, no matter how small the population and despite the mining income, had a negative income. There's no hope for the Eleutheroi doing anything useful to me. Since the AI isn't capable to blitz most well defended rebel settlements, I guess I'll have to build up the rebel settlements in Illyria, Northern Italy and Sicily.

    I've sent a spy towards the AS around 220-230, and what I was surprised. The Ptolemeas have utterly destroyed the AS. They are now in control of the Nile valley, the Levant, most part of Asia Minor (the northern part of Asia Minor is controlled by Makedonia and Pontos), Babylonia, Gabai and even Hekatompylos. Proponthosia (the furthest south-east settlement AS starts with) has been attacked by significant elite Ptolemean stacks. By the time I get there (I have 8 or 9 settlements)... AS is now back to three settlements in the far-east (Asaak, Proponthosia and the one next to it).

    In my explorations of the east, I also noticed the Seleucids have been refusing to build sufficient trade route scout parties (8 turns construction, 1000 mnai, no financial gains). I guess the AI doesn't appreciates the extra building options these parties unlock. Other typical factional buildings (especially the larger theaters, gymnasia and festivals) have been quite rare as well. I'll keep you informed should the AI chose to construct these buildings once they ran out of construction options.

    Andy
    Last edited by Andy1984; 05-31-2009 at 21:23.
    from plutoboyz

  3. #3
    That's "Chopper" to you, bub. Member DaciaJC's Avatar
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    Default Re: Forcing the AI to build faction-specific structures

    I'm certain it's possible to give money to a faction using the command console, so you don't have to pay out of your own pocket.

    add_money internal faction name, amount of money
    + =

    3x for this, this, and this

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