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Thread: Ecconomic warfare redundant?

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  1. #1
    Byzantium's Avatar Semisalis
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    Default Ecconomic warfare redundant?

    With the money script in place is blockading ports,sabotaging enemy buildings and creating devastation really having a detrimental effect on your opponents coffers?

    I must confess to having no Knowledge of the money scripts internal workings but i'am just curious as to whether it's possible to grind a faction down by destroying it's economy or is each faction given a quick injection of cash at some point when it runs low? Enough of an injection that is for your actions to have little effect?

    Hopefully this post wont be taken as a criticism,it's not.I'm having the best campaign experiences ever with this mod + the money script.

    Lastly,what are peoples experiences of the with the money script removed?

  2. #2
    Fenix_120's Avatar Senator
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    Default Re: Ecconomic warfare redundant?

    You are correct sir, with the money script blockades do nothing.


    Spys are still handy but assassins are now so likely to die that unless you have a masters assassins guild then you might as well do nothing with them.

    Priests that belong to the AI are always so much better than your own its not even funny.

    I believe that economics need to be redone, yes.

  3. #3
    republic_bohemia's Avatar Decanus
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    Default Re: Ecconomic warfare redundant?

    I do too agree on I believe that economics need to be redone, yes.,I mean if you blockade a port you should get income from it right?

    I have a ideal if you blockade a road by building a fort on it in enemy lands you get income from it,that be nice way to earn money and weaken the enemy too.

  4. #4
    Byzantium's Avatar Semisalis
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    Default Re: Ecconomic warfare redundant?

    Quote Originally Posted by republic_bohemia View Post
    I do too agree on I believe that economics need to be redone, yes.,I mean if you blockade a port you should get income from it right?
    I agree 100% with that,i wonder if it can be done.If memory serves does the mission actually say something along those lines when you are given blockade missions?

    Thanks for the replies chaps,much appreciated

  5. #5
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    Default Re: Ecconomic warfare redundant?

    I also would like to get some cash when destroying a faction, if they have a cash, that is!

  6. #6
    delra's Avatar Praepositus
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    Default Re: Ecconomic warfare redundant?

    I doubt teaching AI how to build up economy is possible by modding. I just hope they are making much better AI for ETW.

  7. #7
    Byzantium's Avatar Semisalis
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    Default Re: Ecconomic warfare redundant?

    Quote Originally Posted by delra View Post
    I doubt teaching AI how to build up economy is possible by modding. I just hope they are making much better AI for ETW.
    Apparently they are building the whole game from the ground up,so here's to hoping.I've heard they've come up with an economic savvy AI by way of a script which bungs the factions a few quid every time they run a little short of cash.
    Last edited by Byzantium; December 22, 2007 at 05:08 PM.

  8. #8
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    Default Re: Ecconomic warfare redundant?

    Yeah, they always build Ballista Factorys first... And in every city. =) I builded one, but it's easier to just capture it from AI. And can't it be done, that AI just gets bonus money, without disabling blockade income?

  9. #9
    delra's Avatar Praepositus
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    Default Re: Ecconomic warfare redundant?

    Yeah, their idea of economy is ballistas and thieves guild everywhere...

  10. #10

    Default Re: Ecconomic warfare redundant?

    Where can you edit the script at?

  11. #11
    delra's Avatar Praepositus
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    Default Re: Ecconomic warfare redundant?

    I just hate AI playing in a different game than I do...

  12. #12
    Byzantium's Avatar Semisalis
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    Default Re: Ecconomic warfare redundant?

    I couldnt agree more.

    I think an overhaul of the ecconomic and diplomatic side of the series is long overdue.I think at best only very modest improvements have been made in these areas over the last few years,not to mention campaign and battle AI.
    The first reviews of MTW2 i read all said the same,they were all looking for significant improvements in the above areas considering how long the series has been going.

  13. #13
    delra's Avatar Praepositus
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    Default Re: Ecconomic warfare redundant?

    We may give AI thousands of cash via money script but we can't give it well developed cities which produce top tier elite units.

    If you build farms quickly, you easily outtech AI and outteched means you have heavy swords versus their crowds of wooden castle grade troops...

    Maybe that's why playing Byzantine is so funny. Each of their closest enemies has a well developed castle (Bran, Ragusa (now the fastest citadel on the map!), Ceasarea). This makes your opponents have good units and fighting battles with them is much funnier.

  14. #14
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    Default Re: Ecconomic warfare redundant?

    Not only nearly no improvements were made, but with all the new gameplay elements, the mostly unchanged AI began to function worse... Especially in battle - there were nowhere as huge problems with pathfinding and nowhere as passive AI in First Medieval and Shogun...

    I think they worked here mostly with graphics and returned some realism after these cartoonish druid/headthrower/crazyaxebabes fights...

  15. #15

    Default Re: Ecconomic warfare redundant?

    The only reason you would gain money from blockading an enemy port (As it says in mission description) is because you would re-direct the trade from a neutral settlement into your ports.

    On another note, I was playing as the byzantines and after The fatimids harassed cyprus, i built a large navy and blockaded all of their ports for a sustained period of time, after which i found that their economy was driven into the ground when looking at the faction summary scroll.
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  16. #16
    strife1013's Avatar Campidoctor
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    Default Re: Ecconomic warfare redundant?

    Quote Originally Posted by Hospitallar_Knight View Post
    The only reason you would gain money from blockading an enemy port (As it says in mission description) is because you would re-direct the trade from a neutral settlement into your ports.

    On another note, I was playing as the byzantines and after The fatimids harassed cyprus, i built a large navy and blockaded all of their ports for a sustained period of time, after which i found that their economy was driven into the ground when looking at the faction summary scroll.
    So blocking ports and stuff does do something to hurt the other fractions. Thats good.


  17. #17
    Henry X's Avatar Protector Domesticus
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    Default Re: Ecconomic warfare redundant?

    I think Xerxes AI doesn't use money scripts.
    Quote Originally Posted by Carl Jung was right View Post
    We just don't get films which accurately portray military decision making like Dr. Strangelove anymore these days.

  18. #18

    Default Re: Ecconomic warfare redundant?

    Maybe someone else has suggested it, but perhaps add a building in each nation's capital (Roma Surrectum does this) that is the nation's treasury--when a faction conquers it they can destroy it and get a lot of money. I think it adds a stability bonus as well so the player won't destroy it for the cash...

    This is historically accurate to an extent as well.

  19. #19
    Henry X's Avatar Protector Domesticus
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    Default Re: Ecconomic warfare redundant?

    How about we get King Kong to add this to Stainless Steel.
    Quote Originally Posted by Carl Jung was right View Post
    We just don't get films which accurately portray military decision making like Dr. Strangelove anymore these days.

  20. #20
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    Default Re: Ecconomic warfare redundant?

    Yes, it was suggested, now we just need for KK to see it...

    I'll put alink here in the suggestion topic...

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