If we could find some way to make the AI distinguish between friendly and hostile territory (as it appears it already can since there is the Rationing trait) the way it does different terrain types (road, wilderness, fertile plains, etc), why not?
If we could find some way to make the AI distinguish between friendly and hostile territory (as it appears it already can since there is the Rationing trait) the way it does different terrain types (road, wilderness, fertile plains, etc), why not?
EB DEVOTEE SINCE 2004
The A.I. certainly does not seem to understand the rationing trait. I've seen A.I. stacks starve because they refused to move two tiles to friendly territory. However, I do like this idea. I rather doubt the A.I. would understand that movement is slower in enemy territory, but since the A.I. generally is not interested in campaigns beyond its direct border provinces I don't think this would be a problem.Originally Posted by pezhetairoi
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Alas, again, we're constrained within the limits set by general relativity: c, the speed of captains, is a constant - we can adjust the generals' move speeds only relative to the captains. Most often our generals are tachyons, but when their speed drops below c, the player/AI can just ditch the general to have the movement allowance of the army boosted again. Though, seeing that the AI mostly uses captain-led stacks in any case, it wouldn't hugely deteriorate AI behaviour, as long as c is defined to be within reasonable limits. (I think we can alter c in some configurations file, but it's still a constant unaffected by traits)
It could still work, though.
Nope.Have you another for naval movement, as well?
Last edited by The_Mark; 03-03-2008 at 15:44.
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