battle_config.xml with which we can alter several rules such as skirmishing distance, plaza capture time and soldier movement across ladders and towers.
This sound promising.

But the Campaign AI has not been ignored – we have new files descry_campaign_ai_db.xml which allows alteration of a faction’s approach to its long term goals and its approach to other factions – it’s readiness to attack and tendency to trust and ally. When I mention that this file is nearly 2,000 lines long you can see that it is considerably more detailed than Rome’s ‘Fortified Napoleon’ and ‘Trader Henry’ AI personalities.

Another new file descr_faction_standing.txt provides over a hundred triggers which impacts of faction’s standing in relation to its fellows using a similar language to the trait and advice files.
Excellent. Just we needed. I hope that this time diplomacy will work well, not like in RTW.

Questions to Epistolary Richard?

1. Some files are xml and some are txt? Why usage of both types?
2. Is there any news that will be possible to script historical persons (like there is heroes.txt in MTW)? I mean after defined period there will be candidate for adoption or garrison commander, but he is de facto historical person?

Quote Originally Posted by Duke John
Who cares about a factionlimit. The game is not any less moddeable if the limit is 32 instead of 21. I do not understand why people keep asking such trivial details when the most needed modding support (the tools) is seen as a given. Something which was clearly not if you look at CA's history concerning modding support.

A game is not modding friendly if you need to hack your way into the files.
I agree. 32 factions mean nothing except more time to add them and without good tools even more time.