Well I've certainly noticed changes to AI behaviour? Also remember that the startpos only starts factions off using one of a handful of AI types.
No factions start the campaign using any of the following AI personalities:
POVERTY_STRICKEN
DESPERATE_DEFENCE
CLOSE_TO_SUPPORT_LIMIT
To me this indicates that starting AI types do change in the course of a campaign as units are coded to change AI type based on certain events/factors.
Do you play using 'ian' mode? If so it's a good idea to switch to the AI faction and examine their treasury. Factions that stop building/training might have simply run out of florins.
Of course, but we don't really have a very representative side of any of the various facets of the army logistics train.
I disagree with regards to agricultural income. It is not really a static fixed income, but an unpredictable one. Harvests could be poor, blights, disease and weather were a huge factor. Warfare would also massively disrupt agricultural output. The game does not really represent this apart from in "improved farmland" upgrades.
Trade does work like that, it's high yield and it's fragile and risky - but the AI cannot use it effectively - the player can make a killing.
Having trade at least partially proportional to land held makes some sense if you think about it. If you have more land and more people you have more available goods to sell. STW simply abstracted trade, without all the nitpicky fuss and micro-management heavy ships. STW's system was no where near perfect, but MTW's was simply broken.
MTW's represenation of trading attempts to recreate the style of pan european maritime trade which actually wasn't happening on a large scale in the time frame of the game. Ships were not buzzing to and fro in huge numbers from Denmark to Palestine back in the 1200's. Most of the crusades took the land route also so the massive troop movements are also quite silly.
There's also the fact that those landlocked provinces with trade goods see no benefit anyway - yet the AI will still spend 1000s building the trading posts. IMHO it was a half hearted plaything inserted into the game by the developers as a bit of a toy. In the latest title shipping has served the same purpose in another way. Knowing that the AI was still the same and that there would be few other improvements besides those cosmetic ones, the CA used the new 3D naval battles as a bait - and people took it in droves.
I agree and it is represented in the system of ports with their fixed incomes. Not ideal but it works and the AI can use it. When CA can actually design a decent AI, they can then start introducing a decent naval/trade system - until then...
With MTW's system a trade route can be entirely severed by a single hostile vessel interposing anywhere on the route. This is not very representative. Shipping at the time always had to deal with piracy and enemy vessels. Having a trade route blocked off entirely for one year simply because an enemy ship appears is nonsense.
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