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  1. #1
    Senior Member Senior Member Beefy187's Avatar
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    Default Re: Expansion speed

    Also its easier for Phalanx based faction to protect the city because 1 unit are enough to cover the gates or the roads. That might be another reason.


    Quote Originally Posted by Beskar View Post
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  2. #2
    Guest Dayve's Avatar
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    Default Re: Expansion speed

    AI Vs. AI battles are fought with auto_calc, which doesn't take into account what certain units might be able to exploit to their advantage during battles, only unit quality is used to calculate the outcomes, so that can't be it.

    It's most probably the AI draining their cities of population. I should think it really hurts factions that have high unit numbers, such as Makedonia or Sweboz for example, because the script is giving them however many thousands per turn and they always create several huge armies of crap quality troops, even when they're not at war... When they are at war however, constantly just as Makedonia or Seleukia is, it's no wonder they don't expand much.

  3. #3
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: Expansion speed

    The script replenishes the majority of the depleted population of a city, with your choosen unit size taken into account (example: on huge: 200pop every time the AI recruits infantry - which may be more / may be less than the amount taken of of the city). The AI doesn't deplete their population in EB.


  4. #4
    Member Member Callicles's Avatar
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    Default Re: Expansion speed

    Interesting. What about with your city mod? I know that your mod is supposed to make growth more historically accurate. Does it also have a similar script?

  5. #5
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: Expansion speed

    I didn't change the script (and since the AI is stupid enough to deplete their populations), so the exact same script occurs in the city mod.


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