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July 23, 2009, 08:26 PM
#1
Spending Weight
Hey guys,
In the patch.pack there's a campaign ai personalities junction table, and some of the values suggest that the AI is breaking its spending into the following;
army- 25%
Infrastructure- 25%
Diplomatic(?)- 10%
Navy- 40%
Am I reading that right, and would changing these values have any significant effect?
Last edited by Roslolian; July 23, 2009 at 08:27 PM.
Reason: Correction
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July 23, 2009, 09:33 PM
#2
Laetus
Re: Spending Weight
back up the file and try, no harm.
maybe its % of what the ai deems 'important'? rather than outright spending.
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July 23, 2009, 09:45 PM
#3
Re: Spending Weight
I've been fiddling with the values in here, especially the BAWP values. There are five entries
Diplomatic Relations
International Relations
Military Strength
Boundaries
Are Allies Already
They're all set to 20 initially, which makes me think this is the weight of international relations when it comes to declaring war. To test this, I set the values as follows:
Diplomatic Relations: 30
Adjacency: 15
Already Allies: 25
Interfaction Relations: 15
Military Strength: 15
I also tweaked the spending ideas, and then started a game as Austria because Prussia always invades Austria early. First thing I did was give a state gift to Prussia to get their relations up really high, then I made a trade agreement. In the first turn with these changes, Westphalia invaded Bavaria. Never seen that before. In the fourth turn, Poland (who had a -40 with me) declared war on me and invaded with three line, two pike, one cannon and a general. A goodly sized army. It's turn nine and Prussia still hasn't declared war on me. They are using fewer ships though (I changed military spending to .4 and Navy to .25, whereas before it was .3 and .4).
There are some very interesting values in here. Minimum new army size, minimum size to split an army, number of generals allowed per army, percentage of generals in a theatre and so on. Also some aggression values. For example, the AI's crazy urge to retake important lost territory appears to be set for 10 turns, which may be why people can't make peace with them on some occassions.
So...yeah, that's all my testing so far. I'll keep up the test campaign to see what else happens though.
Last edited by Roslolian; July 23, 2009 at 09:46 PM.
Reason: Retroactive Proofreading
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