Quote Originally Posted by Third spearman from the left
Hi Guys
I didn't mention it earlier but in my game I adjusted some other aspects which might help to solve the AI valour build problem. The way I see it is the AI will tech up to valour bonus level to reap the rewards like any good general would want to. However on the way to that goal the AI spends a fortune and then has little left to improve other provinces.

Caravel@ any more updates on the danes game?
I haven't been about here much nor have I played any TW for days now, and anyway I assumed the interest in this thread/subject had died off.

The AI does tech up to the the province to the valour bonus unit, to the detriment of all else. Provinces without the high level unit valour bonuses appear to thrive. Wheras Provinces such as Tolouse, Contantinople and now Flanders in the Danes campaign I was running are totally focused on the valour bonus unit. I loaded the game in -ian mode and tested this on a few more campaigns and found it to always be the same. This has led me to the conclusion that perhaps valour bonuses may not be such a good thing after all...

I have a feeling that it may be necessary to impliment valour bonuses some other way, to prevent the AI from acting in that way.

Quote Originally Posted by Third spearman from the left
I therefore aim to give the AI some help by introducing the following:

Increase in farming revenue and reduction in trade income - AI farms well enough but very rarely trades well.
I think this is always a good idea, alot of mods do it already and it only enhances gameplay and the overall challenge. I actually tried modding out sea trade and shipping altogether once. Basically I removed the links between land and sea and all sea zones and modded out ship yards and ships. After which I put back all of the default landbridges plus many more liniking up the Islands with the mainland, and others such as sicily -> tunisia and greece -> crete -> cyrenacia. Not surprisingly it didn't work well. The main problem being that crusades began to take rather stupid routes... https://forums.totalwar.org/vb/showt...ght=landbridge

Quote Originally Posted by Third spearman from the left
Lower build time and cost to farm lands - 1yr 20%, 2yr 40% etc
I would add that slotting in the VI forest clearing instead of the 40% farmland would be a good idea (as per Viking Hordes XL Mod) as it's indestructable, and so the razing and burning tactics are less easy to pull off.

Quote Originally Posted by Third spearman from the left
Lower build time and cost from fort to citadel - 1yr fort, 3yr keep, 6yr castle, 8yr fortress, 10yr citadel
I'm not sure about this. The AI has a tendency to upgrade the castle before it upgrades anything else. It seems to prioritise this. We will end up seeing alot of citadels and not alot else constructed in the provinces. The high build cost puts off the AI from upgrading, allowing it to build more of the cheaper faster buildings sooner.

Quote Originally Posted by Third spearman from the left
lastly I like really hard games so I give all the AI factions 50,000 f to start with and take 10,000 myself - in my last game it helped to get the AI off and running and I lost generals to a AI bride for the first time ever
Good idea.