-
April 26, 2008, 06:20 PM
#1
money script question
I understand the whole money script idea and why, but I find it unrealistic when the AI Faction builds these huge armies with limited resources, Can there be a counter put in that gives the AI money based upon how many Provinces it has? SO its not constantly getting large amounts of money with few provs?
like x amount per prov owned if Faction has Z amount of provinces with smaller amounts for fewer provs and smaller after gaining a certain amount of provs? I think this would also help cap the amount it gets at later dates after so many provs
-
April 26, 2008, 06:29 PM
#2
Re: money script question
i suppose you could use the tags I_NumberOfSettlements and AIcontrolled
something like this
monitor_event FactionTurnStart FactionType spain
and I_IsFactionAIControlled
and I_NumberOfSettlements spain < x
CODE HERE
end_monitor
-
April 26, 2008, 06:31 PM
#3
Re: money script question
do you think it might have the desired affect of stopping or keeping AI spamming to a minimum?
-
April 26, 2008, 06:42 PM
#4
Re: money script question
as in building huge forces? not sure but you could try deducing the kings purse.
Last edited by J@mes; April 26, 2008 at 06:53 PM.
-
April 26, 2008, 07:35 PM
#5
Re: money script question
nah cause, thats needed for initial growth, but when the AI has limilted provinces and they keep pumping out stacks due to lack of money from upkeep costs, the money scripts kick in which they use to get even more troops.
I am thinking of how to limit that aspect of the spam
-
April 28, 2008, 08:44 AM
#6
Miles
Re: money script question
Hi There,
I think the issues raised here are really crucial to gameplay. For example, why bother blockading ports and conducting eco war with merchants if the AI just gets a shedload of cash anyway? Also, in my experience, you can defeat AI armies one after another, year after year, and they still keep coming and they won't accept peace. This scenario means the human player is locked in a battle of attrition that, if nothing esle, can get stale and boring.
And yet, I understand that money scripts help factions stay alive and also provide more challenging battles.
Is there another way to even things out? For example, what if the settlement mechanics file was tweaked so that things like religious unrest, no governor, no garrison etc. became crucial in keeping a city happy? That way, the AI would have to use resources on its cities in order to stop them rebelling. And if they do rebel, then the AI will have to conquer them again. Meanwhile, clever human players can manage their cities well, in order to avoid the same problems. This method also places religion at the heart of the game - as it was at the heart of medieval society.
Perhaps there are other, subtle, ways to hinder the AI, while still allowing it to have the benefits of the money script?
I'd be interested to hear more ideas on this topic. Especially how religion and economics can be used to make the game more interesting.
Posting Permissions
- You may not post new threads
- You may not post replies
- You may not post attachments
- You may not edit your posts
-
Forum Rules