
Originally Posted by
JMRC
Hi!
After reading your comments I went back to starting point and began testing with EB standard EDU file, redmeth's money script and mlp071's latest merc file.
I noticed that around 250 BC, most factions were bankrupted and unable to buy more troops. This happened because they had high upkeep costs (Macedonia had around 15K Mnai of army upkeep while Saka had around 10K) and the helping money was not enough to balance the accounts.
If the AI could replenish the troops, this could be easier. But as it is, they have lots of stacks which in fact are half-empty and don't pose a real threat.
So, I guess we'll have to pump more money into the system as time passes by, in order to cover the upkeep costs and allow them to recruit full units to renew their stacks.
IMO, we'll have to "set" a general value of army upkeep and construction effort costs, for each faction, along the time.
For example, we could say that the Romans should have:
- around 50K Mnai at anytime up to year 240BC
- around 100K Mnai at anytime between 239BC and 120BC
- around 200K Mnai at anytime between 119BC and the end of the game
Of course, it will require some programming in EBBS to give or remove money from the Treasury, to keep it at the desired level.
With this logic, we could allow Baktria and Parthia's armies to grow faster than Seleukeia's, when this last empire started to crumble. And allow the Greeks to be a bit more powerful than Macedon as time passes by, while cutting Epeiros' treasury towards the end of its "lifetime" and allow it to be conquered by its neighbours. To be truthful to History, the Romans should have far more money than its neighbours, because by the end of the game they should have about 1/3 of the EB territory.
I haven't had the time to study this logic and obtain the values that will allow for (tentative) historical results, but I'm really convinced that with a careful balance of the factions' Treasuries, we can reach results that approach History.
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