Bit of a recap/update.
Brigands/Pirates
I've seen posts elsewhere about what value in the strat file stops brigands/pirates. My testing shows:
0 = most
50 = rare
99 = still get some
It may be related to region size (number of fertile tiles?), hence why lower values may seem to work for some people. On the simple map my 15x15 tile regions still get them occasionally with a spawn value of 99. The 5x5 tile island regions never get them.
Pirates
Pirates are critical to ai naval expansion as the ai only seems to target overseas regions if they have no available land targets. (Availability includes ceasefires/alliances making adjacent land regions temporarily unavailable.) There is usually only a short window where the peace holds and naval expansion is an option. The ai,
1) Often builds ships specifically for naval expansion and often only one ship.
2) Once built moves the ship to its waiting-for-an-army spot (outside the safety of a harbour).
This means they are often attacked and retreated by pirates and often sunk with the invading army on board. So basically, because of pirates, new wars usually break out between factions faster than they can mount a successful naval attack and so the faction drops the naval expansion option and goes back to land expansion.
Slave faction building units
I said above that in my simple map the only rebel regions that built units were the ones adjacent to a faction region at the start. This was a coincidence. What happens on my simple map is the slave faction only builds units in the regions with romans as the faction creator. Possibly unit size/cost? (edit: on my simple map the faction creator in the regions file is either romans or britons.)
Name bug.
Pretty sure now there are two separate problems.
What definitely happens in my testing setups is if a faction can't find its target region then the first stack they produce will not move once it moves out of the city to that settlement's sentry spot. If the captain of that stack then gets promoted you get the name bug (where the console says "error name not found" when trying to use move-character) but this won't happen if every region on a map can path-find to the settlements of each of its adjacent regions. Or at least the settlement it picks as its first target. Another faction taking the settlement breaks this stall.
Separate to this there is definitely a stall that can happen after fighting a battle. After looking for this specifically on my simple map it can happen to a stack that is general-led and not only to captains i.e it is not a man-of-the hour version of the name problem, not always anyway. (There may be a problem with names as well as some other after-battle bug as very occasionally you get the name error when trying to move a stack stalled by a battle.) Otherwise this stall seems to be broken by any kind of movement, including using move_character or an advance/retreat from a subsequent battle.
It is only critical to the ai faction when the stack involved has been given a settlement to target as the ai designates one stack as the primary attacker and will not siege the settlement while the primary attacker is stuck. Also the ai only targets adjacent regions so if the targeted region is the only target available the whole faction stalls apart from chasing brigands. They won't target available naval expansion regions either when stuck like this.
There may be a way to fix some of this but it will not be easy as the stalls happen too inconsistently to find out what might be the common elements.
On my simple map, starting the britons/romans in the same region, the britons do consistently get more of these stalls. Without me moving the stuck armies the britons usually fail to get all the land regions (on average they get stuck on 1-3) whereas the romans only occasionally fail to get all of them and usually the most they are stuck on is one region. So maybe some clue in that.
Edges
The ai seems to have problems with map edges, at least the right hand and bottom edges. If enemies (brigands) are close to the edge the ai will send stacks that seem to get stuck as they approach. Sometimes the enemy stack will be far enough away from the edge to be attacked once but when it retreats the ai army can't seem to follow. In an extreme case a brigand army retreated right back to the right hand edge and the ai army stalled. I moved the ai army to the tile directly to the left of the brigands and the ai army didn't attack. However when i moved the ai army also to the map edge, one tile below the brigands, they did attack and then carried on. Will test whether having some impassable terrain on the edges cures this.
Region size may effect this.
Region Boundaries
I had chunks of the vanilla map working well with the ai expanding without any hitchs until i accidentally messed it up completely. I thought originally it was because of all the woodland i scattered around out of boredom but i don't think it was now. I'd changed some region boundaries not thinking they would effect the path-finding but they do, sometimes in very weird ways. The strangest was armies moving to Tingi suddenly deciding to not cross one of the bridges any more and instead to make a V shapped detour around the river source back to the road on the other side of the bridge. Will need more testing but two things to look out for specifically are:
1) Parts of a region that can't be reached from that region i.e an army needs to move into another region first then back into unreachable part.
2) Shared boundaries over impassable terrain e.g mountains. if you have two regions whose border is mountains then the path-finding seems to change depending on whether one region has all of it inside its region, the other does, or they share it.
The first in particular seems to be able to mess up path-finding between regions. Will try and create a clear example with my simple map if i can do it deliberately (very easy to do accidentally :) )
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