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Thread: faction ai types

  1. #1
    Kabe difendā
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    Default faction ai types

    are there any mods that use the different types of faction ai's in descr_strat? by that, i mean that every faction seems to be "balanced smith", instead of "fortified stalin" or "religious mao". anyone know any examples?

  2. #2
    attyla's Avatar Senshi
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    Default Re: faction ai types

    if i'm not wrong it decides only about the kind of units recruiting by faction.

  3. #3
    Vegas_Bear's Avatar Ishiyumi no shashu
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    Default Re: faction ai types

    This was taken from an older post on RTW, believe they still apply-

    Spoiler Alert, click show to read: 
    Code:
    balanced - biasses towards growth, taxable income, trade level bonuses (roads), walls and xp bonus buildings
    
    religious - biasses towards growth, loyalty, taxable income, farming, walls and law
    
    trader - biasses towards growth, trade level, trade base, weapon upgrades, games, races and xp bonus buildings
    
    comfortable - biasses towards growth, farming, games, races, xp bonus and happiness
    
    bureaucrat - biasses towards taxable income, growth, pop health, trade, walls, improved bodyguards and law
    
    craftsman - biasses towards walls, races, taxable income, weapon upgrades, xp bonuses, mines, health and growth
    
    sailor - biasses towards sea trade, taxable income, walls, growth, trade
    
    fortified - biasses towards walls, taxable income, growth, loyalty, defenses, bodyguards and law
    
    These biasses are towards building properties, rather than buildings themselves. The game does not know what a "Blacksmith" is, for example, it only knows that it is a building which provides a weapon upgrade, and hence a Craftsman AI would be more likely to build it than another AI personality type.
    
    These are then combined with a troop production personality, as follows:
    
    smith - exactly level
    
    mao - biased towards mass troops, light infantry
    
    genghis - biased towards missile cavalry and light cavalry
    
    stalin - biased towards heavy infantry, mass troops and artillery
    
    napoleon - biased towards a mix of light and heavy infantry, light cavalry
    
    henry - biased towards heavy and light cavalry, missile infantry
    
    caesar - biased towards heavy infantry, light cavalry, siege artillery


    Hope this helps,

    VB

  4. #4
    Kabe difendā
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    Default Re: faction ai types

    yes, these are the bits that decide what the ai makes in buildings/troops.

    my question is does anyone actual use these? or do most mods just make all factions "balanced smith" like vanilla?

  5. #5
    Gigantus's Avatar I used to be jolly, too
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    Default Re: faction ai types

    A lot of mods use a variety of ai entries. Some of them make more sense for a land locked faction, others for an island faction.

    craftsman ghengis rocks as a steppe faction
    religious mao is a nasty neighbor in the beginning

  6. #6
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    Default Re: faction ai types

    thanks, gig. do you know any examples worth looking at, where they use these well?

  7. #7
    Gigantus's Avatar I used to be jolly, too
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    Default Re: faction ai types

    I haven't paid too close attention to the individual AI combinations, those two stuck in my mind because in that set up they worked\behaved well.

    It's a matter of guess and try to find a suitable combination for a faction, the topographical set up plays a considerable role.

  8. #8
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    Default Re: faction ai types

    sorry, i wasn't very clear. i meant do you know any mods that make good use of these, which i might use as an example?

  9. #9
    Gigantus's Avatar I used to be jolly, too
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    Default Re: faction ai types

    I worked on this one and had some decent experiences: Regions & Provinces Mod

  10. #10
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    Default Re: faction ai types

    thanks again, gig. i tip my hat to your awesome modding knowledge.

  11. #11
    Gigantus's Avatar I used to be jolly, too
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    Default Re: faction ai types

    One is glad to be of service

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