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Thread: add_money AI Optimization
HoreTore 22:45 04-29-2007
I prefer doubling the value of the kings purse. The AI doesn't seem to make use of anything more. 5k seems the best value IMO, though I've just added 3k to every faction, so it's easy to edit the descr_strat file when I start a new campaign, I can just remove 3k from the faction I want to play, and give 3k to the one I just played.

As for giving the pope money too, well that depends. If you give him more money, he becomes more aggressive, and conquers stuff. Some like it, others don't.

Giving rebels money doesn't seem to affect anything in my experience.

The Timurids and Mongols have a buttload of cash when they settle, and they rarely get to use it all anyway. Giving them even more doesn't seem necessary.

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Jambo 10:13 04-30-2007
Here's the main part of the campaign money script I use:

Originally Posted by :
monitor_event SettlementTurnStart FactionType scotland
and not FactionIsLocal
console_command add_money scotland, 1000
end_monitor
Essentially, each turn this gives the AI 1,000 florins for each settlement they have. The bigger they are, the more money they receive.

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Shahed 15:19 04-30-2007
Excellent. Thanks for the tip, Jambo !

Is 1k per settlement enough ?

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Jambo 16:15 04-30-2007
I also have another script in there which activates when the AI treasury falls below 5,000.

What I might suggest though, is to have exactly the same script above in duplication but make it so it only gets activated once you pass turn 100, say. For example:
Originally Posted by :
monitor_event SettlementTurnStart FactionType scotland
and not FactionIsLocal
and I_TurnNumber > 100
console_command add_money scotland, 1000
end monitor
I always find the mid to late stage of the campaign gets rather easy and this should help ramp up the difficulty level when the AI most needs it. Plus, later game infrastructure costs so much more, and therefore this should help the AI have enough to upgrade.

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RickooClan 09:48 05-09-2007
Originally Posted by Jambo:
Here's the main part of the campaign money script I use:



Essentially, each turn this gives the AI 1,000 florins for each settlement they have. The bigger they are, the more money they receive.
Where should i put the script?

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sapi 09:56 05-09-2007
Figured I'd add some observations with my 25k/turn optimisation to the AI

Armies are much better; cities/castles upgraded very well.

I'm regularly running into elite or semi-elite stacks, which is always nice.

Unfortunately, the Battle AI is still the main problem.

All this optimisation doesn't mean that much when you can defeat a 1 and a half stack army (in two waves) of byz infantry and varangian guard with half a stack of early era spearmen, a few archers and a general

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TinCow 14:48 05-12-2007
I am experimenting with different monetary levels, so I'll report on my results. I have been editing the King's Purse, as it's far more convenient that using the console all the time. First game (1.2) was as Milan. I gave each AI faction (except rebel, emergent, papal, and Aztec) a 15k purse. Armies were very strong, settlements upgraded well. However, this was way, way too much money. By about 1200 AD, most factions had over 600,000 florins saved up, and that's with their massive armies all over the place. Even the 'poor' factions had 150-200k. This causes problems because all AI princesses become snobs and (most importantly) they throw around cash far too often in diplomacy. It drastically decreases the challenge of being cash strapped when the AI will pay you 20k for a ceasefire without even flinching. Especially since the AI actually likes ceasefires now.

I think the sweet spot that we should aim for is enough money to give the AI very strong armies and money to upgrade, but not enough to accumulate a large treasury. Essentially, we want to pay the maintenance costs on everything, but without giving them any surplus.

Currently trying a new game as Portugal and I added 3000 to each purse, as someone above suggested. Not far enough into the game to say how well it is working, but I'll report back when I am.

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Moah 14:57 05-12-2007
I can't add more than 40000 in one go.

Is this a feature or am I doing something wrong?

add_money 75000 or any other figure above 40000 just adds 40000...

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Tyrac 15:01 05-12-2007
What I plan on doing in my next campaign is rather then give all the AI a cash boost I will increase the kings purse of a select few. I find that after you have beaten the factions that directly border you it is simply a matter of steam rolling the rest. However, if you give just a few A.I. factions, that are far away from you, and each other, a large King's purse you can create other super powers to challenge you in the late and mid game.

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dopp 15:13 05-12-2007
The snobbish princess is a newly-introduced 'bloated empire' feature that kicks in if your treasury is above 20k every turn. The chance of trigger is pretty high I think (10%). I hate the bloated empire philosophy, so I always mod it out every time I patch (along with all the corruption triggers).

EDIT: I'd actually quite happy with the new VnV in v1.2 (especially the thorough bugfixing; I only found a single obvious error in the entire file), but the insistence on 'empire bloat' as a gameplay feature conflicts with my play style, which is to build the most efficient empire (as opposed to simply rampaging across Europe like you're supposed to).

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TinCow 16:19 04-30-2007
Originally Posted by HoreTore:
Giving rebels money doesn't seem to affect anything in my experience.
I wonder if this is because they have a huge negative income, due to owning such a massive empire with relatively little development. I remember that in RTW, the rebel faction started the game losing something like 10,000 per turn. Maybe giving the rebels a very large amount regularly would make them more active. I would really like to see rebel provinces developing and getting stronger. Imagine if Wales upgraded its castle and started hiring more longbows! That would make rebel settlements far more interesting and realistic.

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Lusted 17:49 04-30-2007
Atm the rebels can't recruit any units, it only gets new ones which spawn. You'd also have to set the Kings Purse for the rebel faction realy high as well to compensate for the money it loses every turn.

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