Originally Posted by R'as al Ghul
Originally Posted by Caravel
Erm, sorry! I should've been more precise but I was distracted and the org kept giving me database errors while posting.
The personality labels that are listed in the startpos and are used in the unit_prod do determine which units to build, but
- the decision which unit to build is not based upon this factor alone but rather on a combination of factors like treasury, projected treasury, unit cost, unit upkeep cost, strategic situation, units the enemy has, etc.
- it's not the only thing that the personality influences: buildings, economic and strategic decisions (campmap decisions)
Fact is, that not all points about the engine are worked out or disclosed. There're many columns that aren't used in unit_prod, there's a bug in build_prod, many entries are inconsistent and or illogical. I'm not bashing, just saying that there's lots of room for mod improvement and not all things are known. I'm always happy to share my knowledge but some stuff needs to be tested extensively.
The column in unit_prod is defenitely used and my approach would be to bring some sense into the numbers. We know 0=no unit, 300=plenty units. Keep in mind that we don't know which personality we deal with as they change in game. So, for the ballista, we need values between 0 and 300 and spred them between the personalities. Give 0 to POVERTY_STRICKEN and 300 for CATHOLIC_EXPANSIONIST, for example. All else in between gradually.
Now fix the Unit_label as described above.
Then edit the unit cost and upkeep cost.
Use the -ian switch to start the game. Switch "show ai movements" off and hit "a". Make coffee or tea. I prefer tea. Come back to check the worldwide production of ballistae. Post your results.
I'll see if I can find my older posts about balanced armies.
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