10/7/2014: Mod is in hibernation at this point. The recruitment changes were adopted into the main mod, which is great. At some point I may get around to reviving the mod as a diplomacy-focused attempt to achieve the same basic results, but for now it's on hold as I'm just too busy at work.
1/22/2014
Updated mod to work fully with .7 version of DeI. Hopefully I didn't miss any table entries. I am pretty sure I got them all, let me know if you run into any issues. Direct download links will be updated tomorrow if possible. For now steam versions are all updated.
1/2/2014 update:
Couple of tweaks to diplomacy system should hopefully make the AI a bit more willing to offer you peace without making it also agree to your peace requests no matter what.
Tweaks to recruitment system: 1 bonus recruitment slot added to capital of each faction. This gets the early game going a little quicker and makes single-region factions slightly more capable of holding their own.
Increased cash supply of minor factions as well, again to make them a little more capable of fielding decent-sized armies.
Tweaked building system: The AI is much more likely to create military buildings now and much less likely to create provinces full of nothing but temples. To make this work, I had to change the way main barracks buildings work for non-barbarian factions. Now, instead of costing public order, they cost food instead. In return, they give modest BONUSES to public order and cultural conversion, to simulate the cultural assimilation and public order provided by having a military training center in a given region. After all, the army was probably Rome's single greatest cultural assimilator. These bonuses are small, and don't radically change the way the player plays the game, but they do cause the AI to build these buildings instead of only building temples.
Several tweaks to diplomatic penalties in the East designed to cause the Seleucids' rebel satrapies to fight among themselves rather than all allying up into one big bloc. This benefits Parthia and Baktria by giving them ways to expand without having to kill eachother.
EXPLANATION:
Spoiler Alert, click show to read:
DOWNLOAD & INSTALLATION INSTRUCTIONS: Use steam, I don't have time to keep the downloaded versions updated. If someone else wants to pull the stuff off steam and upload them in this thread, that's fine by me.
INSTALLATION:
Put the version you want in the data folder, like any other mod. FOR NOW YOU MUST USE THE UNOFFICIAL MOD MANAGER AND USE IT TO LOAD THIS MINIMOD ABOVE DEI IN THE PRIORITY CHAIN OR IT WON'T DO ANYTHING>
NOTE: This is balanced for normal campaign difficulty. None of the handicaps I have added are different based on difficulty level, but I'm not sure if it would work properly with the various vanilla handicaps that get applied to the AI as you turn up the difficulty level. They may well knock the balance off, leading to ahistorical results. For example, on legendary AI factions get such a large bonus to public order that their regions basically never rebel, which makes it much easier for them to quickly expand militarily. This would probably mean large factions would be less successful at capturing back regions they have lost.
[/SPOILER]
Summary of changes:
Spoiler Alert, click show to read:
These parameters seem to produce historically plausible outcomes until at least the year 222, i.e. for 200 turns. I am pretty happy with this - 200 turns is more than long enough for the player to become involved in the balance of power among the great factions and therefore to influence how history will turn out his or herself. I am not sure how much more can really be done. I've run several sims now, and they all seem to break down about around the 200 turn mark. Producing historically plausible results more than 200 turns out will probably require more invasive modding techniques such as AI scripting.
To-do list:
- Rename faction traits - right now I'm using borrowed traits from various factions, so it looks like junk on the faction selection screen.
- Try to find some way to stop allied factions from taking back cities - for example, in this sim, Rome captures Carthage in the 240s only for Carthage to be recaptured - but by Carthage's ally Libya, not by Carthage itself. I am not sure there is anything I can do about this. It will probably take AI scripting at the very least. But it's annoying. Same thing happens with Egypt and Sparta in the 230s.
- Work on barbarian factions a bit - I haven't even touched these really, focusing so far on the heart of the Classical world instead.
- Find a way to set specific AI faction handicaps so that only the AI gets them, and not the player if they choose that faction, thus avoiding the need for multiple mod versions.


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