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Thread: Redux: AI-expansion & trends

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    Default Redux: AI-Expansion & Trends

    Hello Tomas, I see you have tried to set up this thread multiple times due to some mishaps beyond your control. Initially I have had some difficulties in grasping what you really was trying to cover here with this thread. However, after some thinking, re-reading all 3 threads, I think I finally get it. Its about RX AI-expansion patterns, trends and tendencies in Redux-campaigns examined/investigated across multiple campaigns and the effort to bring some more clarity to the subject. And, you have basically invited the rest of us to join you in that activity, right here. So... To that end I have now reconstructed this thread to be more clear and explicit on this subject. I also changed the thread-title for the very same reasons. Hopefully I have understood you right - if not - then do whatever necessary changes to further clarify what all this is really about. Until that happens, this thread and its topic is as outlined at the top of your post:1. Any problems send me a PM and we will sort it out. Anyways, below are some general answers to your initial 4 questions...


    Question 1. Answer….

    Crusades does not play a significant role in Redux and the AI deliberately set to never spawn any as it can not handle them properly. Typically it will do more harm then good to any AI-factions that initiates one. It is for that very reason that I removed the option for crusades for the AI. Had things been different in terms of performance, I would have allowed it. In general I would say that Jihads play a bigger role in Redux – and the AI can usually handle those much better and with a decent enough success rate as well.

    Q2. Answer….

    The faction challenge-levels in Redux are estimates made by me. I considered the overall location on map, number of bordering foes, threat-intensity, the wealth of the region, troops available to faction, various weaknesses etc. etc. For the most part I think most factions are properly designated. Spain’s status will increase to high as of 1005, the Norse will be lowered to standard as well. I have previously overestimated the actual challenge of the Norse. Thinking that their weaknesses would make a bigger impact on the game, as it turns out it did not, and so I’ll have changed that challenge-assessment because of the fact. As of 1004, the two most difficult factions one can play is Poland and Spain, both providing significantly tougher games then any other factions. The easiest faction around is the Saracens, followed by the Moors and Byzantines.

    Q3. Answer....

    This is true, they have not – if we totally disregard any use or possibility of Lithuanian Infantry (which would remedy that problem very well). Each faction typically has various weaknesses (and strengths) in their traditional unit-roster. Poland is generally lacking in infantry-options, England and Italy are essentially lacking in cavalry-options, Spain for instance has a rather obvious weakness in ranged units etc. etc. Usually, each faction has a set of troops that makes the factions distinct and different to other factions - creating a special unit-profile that sets it apart from other factions. The only way to bypass this general circumstance is to actively use provincial special units – an example relevant to your context could be Flemish Infantry for instance. However you must first control Flanders (and have the necessary tech) before you can recruit any such units. There are a number of such provincial units scattered all over the map. You must find them first however (or use a GnomeEditor and check the unit-file directly)….

    Q4. Answer….

    To the best of my knowledge there should not be any actual difference in AI-performance in the two modes. I have never seen or stumbled across anything within the files that suggested otherwise. There don’t seem to be any parameters that separate the two in terms of what the AI should do, it is the same regardless. I think you have your answer right there. That said, I would generally argue that domination is the (somewhat) harder alternative of the two as it expects that you do conquer enough land to win the game in time. Glorious Achievements don’t have that kind of demand/pressure on the player, only that he/she manages to gather more points then the AI – which is typically easier to do then to fight and maintain a massive empire. Generally speaking, of course….

    - A
    Last edited by Axalon; 02-12-2014 at 14:10. Reason: update...

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