Just a '2 cents' worth on my part, and a thanks to all those who contributed to this thread.....one of the things I really 'took up on' from the ideas in here was the problem of the AI factions being able to 'see' the target they were interested in, and their ability to continue 'seeing' it. I've been working on a Mod for quite some time, on the Mundus Magnus3 map, and was not happy with the way the AI was building hundreds of little stack of armies, sending them off somewhere, and then stranding them all there forever. This was particularly evident in Egypt's case, as they tried going after the few Rebel settlements in Arabia after they too Petra. They build close to 40 little 1/3 to half stack armies, sent them off into Arabia, and stranded so many there they had to move around to make room for each other. Not one ever continued on to a target.
I corrected this by changing the 'starting_action_points' in descr_character.txt from the default 80 to 160. This one small change eliminated all the little stacks and impressed upon me that the AI was originally 'seeing' it's target from a settlement across the Red Sea...a short distant....but when the stacks got up and just past Petra, they lost 'sight' of whatever it was they were sent to attack.
Oddly enough (and I had always wondered about this, the doubled distance had no adverse affect on anything. The AI could move further, but they still had 'objectives' and didn't pass them up because they could. Also, I saw a tremendous increase in creation of FULL stacks. This leads me to believe that all the 'stuck' little stacks are actually 'destroyed' as far as the AI knows, which explains why they never merge into bigger stacks.
So I would advise that at the very least, this single value should be increased greatly, especially on the very large maps. I currently have a setting of 200 on the Europa270 map, and it works fine...the AI even manages to get past the 'bendy' roads without too much difficulty.
Bookmarks