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Thread: [WIP] Melior CAI

  1. #1

    Icon3 [WIP] Melior CAI

    This mod seeks to make the CAI function better and as a result I've changed some campaign functions to reach this goal. Eventually I'd like to have a game that looks like a pyramid with a few large factions owning most of the territory at the end. That might not be possible but I'll try!

    Stuff that has been changed:

    Factions will now take desolate settlements much more quickly. While i haven't done anything with the CAI's occupation decisions this makes it so that the map isn't covered in wasteland the entire time as you will see in the screenshots below.

    The cost to resettle has been reduced.

    Great power modifier has been reduced and caps at -30. I might increase this a tad to -45 in the future. It is a good balance between keeping allies without struggling to do so, but at the same time, creating conflict where needed around the map. I haven't modified the rate at which imperium is earned, just the penalty from it.

    The CAI should be less willing to go crazy distances out of its way to attack the player.

    Corruption has also been reduced, the Roman factions should be a bit more evenly matched instead of crumbling right away. However this might make playing as the romans much easier but i haven't tried yet.

    The CAI should be more intensive locally both in diplomacy and military.

    Fertility should cap at half or -2 I think of the max. This will keep regions still viable instead of plunging the entire map into a worthless state.

    I will continue to update and tweak this. Right now i haven't cleaned up the mod files but it will probably not be compatible with anything that modifies the CAI or anything else i talked about above anyway. Let me know how it goes if you try it out. Thanks.

    Screenies. If you want the color mod i used in these screens you can find it here. It only changes the color on the campaign map to help distinguish between factions better.

    Turn 18
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    Turn 30

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    Turn 40
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    Turn 50
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  2. #2

    Default Re: [WIP] Melior CAI

    Also, I've done most of my testing on hard.

  3. #3

    Default Re: [WIP] Melior CAI

    You might want to work on the corruption a little, its not quite as serious as it appears originally. By turn 200 odd I'd turned the WRE into a faction making 75k per turn with with vanilla corruption values. They really only appear so serious because of how large and underdeveloped the WRE is at the start, after a fair few turns of building management you can easily make fairly huge sums even with numerous armies.

    Maybe balance it out by making governors and spies more effective at reducing corruption (currently they can drop it by 10% per province), this makes the early game hard as nails as intended but might make the end game corruption more tolerable?

  4. #4

    Default Re: [WIP] Melior CAI

    I agree, that's something i'll need to look at different methods for, like your suggestion. But if i'm to ever reach my final goal, if it is even possible, i'll need to lower it somehow while keeping the early game for the Romans somewhat challenging. Getting some pretty good results with it so far though as a barb faction. I'll probably play another game or so, try the Romans, and tweak some values.

    On another note, something i'd really like to add is a wants province diplomatic modifier. So if a faction shared a province with another faction they would slowly build a negative diplomatic relation over time. This would vary on culture, religion, current attitude etc and would be slow enough so that if it happened to be an ally it would be some time, but eventually, you'd got to war over the province. I think that would do a lot to sort out the campaign map in the later stages of the game. So if anyone has any ideas on how that could be done i'd be grateful, tall order, but i have some ideas on it.

    Thanks for the feedback the herald. Did you try it out?

  5. #5

    Default Re: [WIP] Melior CAI

    Updated https://www.dropbox.com/s/43gaxsjza8...TCAI.pack?dl=0

    Due to a bungled calculation on my part the corruption was set much too low. There should only be a slight reduction in corruption now.

    Added a few more files and made some changes to personalities.

    Tweaked more AI horde decisions.

  6. #6

    Default Re: [WIP] Melior CAI

    I had the idea of lowering the recruitment time of units to one. This could help the romans to get more armies faster and probably survive a little bit longer. Because at least the WRE should have enough money (in my (ERE) campain they wanted to become my client state and gave me 10000 for this
    To test this i have to start a new campain but i will finish my first one at first

  7. #7

    Default Re: [WIP] Melior CAI

    Quote Originally Posted by MrStobbart View Post
    I had the idea of lowering the recruitment time of units to one. This could help the romans to get more armies faster and probably survive a little bit longer. Because at least the WRE should have enough money (in my (ERE) campain they wanted to become my client state and gave me 10000 for this
    To test this i have to start a new campain but i will finish my first one at first
    Maybe. When i screwed up the corruption before i updated it they had a 20 - 30% reduction in corruption. This gave them a whole buttload of money and they still fell in my game, although much more slowly. I'm trying out some stuff with the personalities in this one and seeing if that helps at all.

    Let me know how it goes in your campaign.

  8. #8

    Default Re: [WIP] Melior CAI

    Hi, I've got a quick question for you Bouncepass. I'm very interested in getting that climate change mod that maxes out fertility penalties at -2, but I'm not really into getting the other stuff. Would you be able to isolate that climate mod for a separate download? I'd really appreciate it if you could. And just as an aside, would that be save compatible? I've tried another mod that was supposed to negate the climate change for Attila's birth, but it didn't work.

  9. #9
    Black9's Avatar Biarchus
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    Default Re: [WIP] Melior CAI

    Quote Originally Posted by Ganonman View Post
    Hi, I've got a quick question for you Bouncepass. I'm very interested in getting that climate change mod that maxes out fertility penalties at -2, but I'm not really into getting the other stuff. Would you be able to isolate that climate mod for a separate download? I'd really appreciate it if you could. And just as an aside, would that be save compatible? I've tried another mod that was supposed to negate the climate change for Attila's birth, but it didn't work.
    Try this: http://www.twcenter.net/forums/showt...te_Change_Nerf

  10. #10

    Default Re: [WIP] Melior CAI

    https://www.dropbox.com/s/v4bzh5wmbp...ange.pack?dl=0

    The one Black9 posted looks like he made it max out at -3, so maybe that is more to your liking.

  11. #11

    Default Re: [WIP] Melior CAI

    Who's leg do you got to hump to edit a post around here?

  12. #12
    Black9's Avatar Biarchus
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    Default Re: [WIP] Melior CAI

    Quote Originally Posted by Bouncepass View Post
    Who's leg do you got to hump to edit a post around here?
    Unless they've changed the rules, you have to have 25 posts. But you just got your 26th. So congrats!

    You can still hump my leg though if you want.

  13. #13

    Default Re: [WIP] Melior CAI

    Quote Originally Posted by Black9 View Post
    It's good to know people are working on this as a standalone. I still feel like I'd prefer the -2 maximum, if only because that leaves most of the barbarian lands barren and Rome's lands a lot more worth stealing. If Bouncepass isn't feeling up to putting his -2 up, then I think I'll use this one.

  14. #14
    Black9's Avatar Biarchus
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    Default Re: [WIP] Melior CAI

    Quote Originally Posted by Ganonman View Post
    It's good to know people are working on this as a standalone. I still feel like I'd prefer the -2 maximum, if only because that leaves most of the barbarian lands barren and Rome's lands a lot more worth stealing. If Bouncepass isn't feeling up to putting his -2 up, then I think I'll use this one.
    Use PFM. It's probably 1 number.

  15. #15

    Default Re: [WIP] Melior CAI

    Quote Originally Posted by Ganonman View Post
    It's good to know people are working on this as a standalone. I still feel like I'd prefer the -2 maximum, if only because that leaves most of the barbarian lands barren and Rome's lands a lot more worth stealing. If Bouncepass isn't feeling up to putting his -2 up, then I think I'll use this one.
    I did put mine up...

    But it is only 4 numbers you have to change if you felt like doing it yourself.

  16. #16

    Default Re: [WIP] Melior CAI

    Quote Originally Posted by Bouncepass View Post
    I did put mine up...

    But it is only 4 numbers you have to change if you felt like doing it yourself.
    Oh, dang! I actually saw your post and thought you were reposting the link Black9 put up and saying that it was more of what I would want instead of a -2. Now I just realized that was actually your -2 mod the whole time. Thanks, and sorry for not noticing!

  17. #17

    Default Re: [WIP] Melior CAI

    is this compatible with radious?

  18. #18

    Default Re: [WIP] Melior CAI

    Quote Originally Posted by Baron Ace View Post
    is this compatible with radious?
    To my knowledge Radious makes changes to the CAI so I doubt it.

  19. #19

    Default Re: [WIP] Melior CAI

    I have a question for your fertility change: have you tested it up to attila becoming king? Because I once tried to do like you (capping at -2 by putting 1 to seal 2, and 2 to seal 4) and I only had the climate change at seal 1 and seal 3 (the modified seals didnt work).

  20. #20

    Default Re: [WIP] Melior CAI

    What makes me most annoyed is Roman factions. They just crumble in 20 turns or so. Despite the hardships to protect integrity and resist numerous rivals somehow Roman factions should have something special to challenge their enemies.

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