Results 1 to 5 of 5

Thread: A modding idea

  1. #1

    Default A modding idea

    Lots of people have pointed out that the AI doesn't know how to handle its economy. I've picked up a few ideas from various threads on how to improve this. (Sorry I don't remember whose ideas they were so I can't give them the credit due.)

    I'm not a good modder, so I would appreciate it if someone could tell me if I'm on the right track before I try it.

    1: make trade building upgrades very cheap and quick to build, but never build the upgrades myself.
    2: significantly increase (if possible) the income increase for the trade building upgrades
    3: Spread out the farm income a bit in some areas.

    #1 and #2 are intended to allow the AI to make some profit from trade inspite of its poor performance at building trade networks, while forcing me to still work for my trade income.

    #3 is intended to reduce the effect of the AI's poor strategic planning. I wouldn't be able to simply take over Spain or the Constantinople-Georgia-Egypt triangle and get all the money. Maybe I could level the field too by increasing income in poor provinces belonging to factions that don't usually do well.
    In those simple times there was a great wonder and mystery in life. Man walked in fear and solemnity, with Heaven very close above his head, and Hell below his very feet. God's visible hand was everywhere, in the rainbow and the comet, in the thunder and the wind. The Devil too raged openly upon the earth; he skulked behind the hedge-rows in the gloaming; he laughed loudly in the night-time; he clawed the dying sinner, pounced on the unbaptized babe, and twisted the limbs of the epileptic. A foul fiend slunk ever by a man's side and whispered villainies in his ear, while above him there hovered an angel of grace . . .

    Arthur Conan Doyle

  2. #2
    Needs more flowers Moderator drone's Avatar
    Join Date
    Dec 2004
    Location
    Moral High Grounds
    Posts
    9,286

    Default Re: A modding idea

    #1 would be fairly easy. Maybe also reduce the castle requirements for each level.

    #2 I don't believe is possible, the income increases are hardcoded on the Trading_Post building line.

    #3 On the farming, maybe what is needed is a longer line of Improved Farmland buildings with some non-linear bonuses per level. Instead of the vast disparity between provinces in the base farming value, even it out some but start with a higher farming improvement level building. You could cap provinces with a resource that would be required for higher levels of farming.
    The .Org's MTW Reference Guide Wiki - now taking comments, corrections, suggestions, and submissions

    If I werent playing games Id be killing small animals at a higher rate than I am now - SFTS
    Si je n'étais pas jouer à des jeux que je serais mort de petits animaux à un taux plus élevé que je suis maintenant - Louis VI The Fat

    "Why do you hate the extremely limited Spartan version of freedom?" - Lemur

  3. #3

    Default Re: A modding idea

    Interesting ideas BB, just try out your hand in modding. I seem to remember that you were tweking unit stats too at some point.

    The Caravel Mod: a (very much) improvedvanilla MTW/VI v2.1 early campaign

    Please make sure you have the latest version (v3.3)
    Since v3.3 the Caravel Mod includes customised campaigns for huge and default unit settings

    Download v3.3
    Info & Discussion Thread

  4. #4
    Senior Member Senior Member Jxrc's Avatar
    Join Date
    Dec 2002
    Location
    Brussels
    Posts
    493

    Default Re: A modding idea

    Quote Originally Posted by drone View Post
    ##3 On the farming, maybe what is needed is a longer line of Improved Farmland buildings with some non-linear bonuses per level.
    Just one small comment. Bear in mind the steward V&V. IIRC for a general to get the "great steward", he needs to be governor a provinces which goes from nothing to +80% and of another that is improved by two levels (0 to 40, 20 to 60, etc). A bit tedious but that gives a reason to upgrade farms in Arabia ... Adding levels might advantage the player who'll get the V&V while the AI will probably not.

  5. #5
    Master of useless knowledge Senior Member Kitten Shooting Champion, Eskiv Champion Ironside's Avatar
    Join Date
    Sep 2003
    Location
    Sweden
    Posts
    4,902

    Default Re: A modding idea

    You could try to halve the trade export, but make the port income 200% (instead of normal 20%). That way, the AI earns more than you on your own networks.

    Downside is that it will cripple the AI:s economy as soon as the networks breaks, due to the upkeep of his armies. The AI is poor on keeping a money reserve and cannot disband troops.

    For 2. Haven't tried modding that part myself, but what does "office level" do? I was thinking if upping those might make a difference.
    We are all aware that the senses can be deceived, the eyes fooled. But how can we be sure our senses are not being deceived at any particular time, or even all the time? Might I just be a brain in a tank somewhere, tricked all my life into believing in the events of this world by some insane computer? And does my life gain or lose meaning based on my reaction to such solipsism?

    Project PYRRHO, Specimen 46, Vat 7
    Activity Recorded M.Y. 2302.22467
    TERMINATION OF SPECIMEN ADVISED

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO