Quote Originally Posted by Pode
I also worked out a less severe approach to bridling the AI's poor unit choices, without having to monkey about with costs and build times. I made recruiting low level units dependent on the presence of a blacksmith. For example, a level one town builds a barracks and trains militia. At level two, it upgrades the barracks and can train hastati. now in order to unlock militia for this lvl 3 barracks, it has to build a trader to unlock the balcksmith and then the blacksmith, then finally the upgraded milita. In the meantime, the only thing available to train tin town has been the hastati, so the army should be a nice mix. At level three barracks, hastati need the blacksmith to unlock them, and militia need the second level smith.
Hmm... very interesting. How are you actually doing this? I tried to incorporate the presence/absence of certain buildings to the recruiting requirements of certain units (eg: recruit "unit X" requires factions { A, } and building_present_min_level B b) and I only got CTDs.

Of course I'm a very new, very ignorant modder...

Thanks in advance
A.