
Originally Posted by
JMRC
I went for a slightly different approach:
1. Reduced the recruitment costs by 50% (but kept the same upkeep costs). This led to higher numbers of troops and consequently, the AI diversifies the troops created in the barracks. They create all kinds of troops (cavalry, missile,
2. Since costs are lower, I adjusted Redmeth's money script to give much less money to the AI, with extra help according to the number of cities. I also lowered the cap to 10.000 instead of 100.000
3. I give very little money assistance to the "slave" faction. This happens because the AI has a nasty tendency to waste small armies against well-protected cities.
4. I used MLP071's previous mercenary file, but replaced all values according to the following rule:
1) Increased 4 experience levels for every unit
2) Costs for units with experience level 4 are Base Value x 2,19
3) Costs for units with experience level 5 are Base Value x 2,67
4) Costs for units with experience level 6 are Base Value x 3,24
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