Anno Domini 0.92 includes:
- new character names for every playable faction.
- regions assigned to their historical owners for the date of 1080. So for example both Naples and Antioch would be Byzantine even if with the new distance from capital modifiers they tend to rebel in the very first turns (historically correct and I'm pretty pleased of it). This would make happy eastern-lover players as they'll have all the provinces of Kievan Rus (it splitted starting from 1116 not 1080).
- the first entries in the historical events script: the attack of the Pechenegs to Trace in 1085, the attack of the Georgians to Tbilisi, the attack of El Cid to Valencia (he wasn't there in 1080 ).
- rebel forces representing tribes and minor powers added together with their historical rulers (as the Armenian in Adana and Edessa for exemple or the Bishob Anselmo di Lucca in Florence).
- inclusion of Darth Vader Lite Mod 1.1 (a great hurrah for his wonderful work who he gladly puts at benefit of all TW community)
- introduction of Orientis VnV fix (he was very nice to allow us the inclusion of his files).
- noth you and the AI can recruits generals from castles, fortresses and citadels (let's see if it can reduce silly adoptions).
- events replaced correctly in the bigger map
- crusade/jihad targets have autogarrison scripts for more epic sieges (to be extended to capitol cities).
- growth and income rates rebalanced (hopefully for the better).
- COMPLETELY REVISED AI SYSTEM
Ok, a bit of explanation is needed. Basically the system is based on Global Reputation of the factions. The worse your Global Reputation is the more the probability other factions will go for you.
What makes the global reputation decrease:
- Grabbing a settlement. Grabbing a region makes the other factions look at the you with suspect because of the expansionist behaviour. Grabbing a settlement of the opposite religion (islamic for catholic/orthodox or the other wasy round) gives a lesser reputation hit because of the prestige due to being the defenser of the faith.
- All transgression like walking with troops in foreign ground without permission, undeclared attacks, etc (same things than in Vanilla).
- Sign an alliance with factions of opposite faiths. Do it at your peril!
- Having faction leader and other named characters with poor command, loyalty/authority, chivalry and piety.
- Being excommunicated
What makes the global reputation increase:
- Every turn it increses a small bit for every region owned. (probably this will be substituted by increases linked to titles).
- Have your faction winning a crusade/jihad (I also fixed some missing Jihad triggers)
- Having faction leader and other named characters with good command, loyalty/authority, chivalry and piety.
THE LIST IS NOT COMPLETE AND A LOT OF OTHER THINGS WILL BE INCLUDED IN FUTURE RELEASES as king titles, building some extraordinary buildings, historic events, etc...
Other than having the other factions going for you, a bad global reputation also makes your general losing loyalty. In next releases it will also cause the spawning of rebellions in your territories. Btw, the AI will play with your same rules, except a small AI bias against the real warmongering human players.
For sure the new system will need some serious tweakings and balancing but the logic is settled. It should discourage warmongering and give importance to the personal traits of the characters.
This new AI will not mean Shaba's is not working on his new release. It's another thing aimed to the strategical lovers. We're planning to release two different versions of AD if both AI will work as we hope they will.