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  1. #1
    Sogesu's Avatar Campidoctor
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    Default Build Priority

    Hi everyone,

    I want to regulate AI to build some strategic building which are more prioritized than other but I do not know how/which file to be modified in data folder. Can anyone help me?

    Thanks,

  2. #2
    konny's Avatar Artifex
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    Default Re: Build Priority

    There is no such thing like build_priority_offest like we have it for units. You need to make sure that the building is somewhat desirable for the AI, that is the building has boni matching the AI profile in descr_strat.

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  3. #3
    Gorrrrrn's Avatar Citizen
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    Default Re: Build Priority

    You might also try making the building cheaper in the EDB, or undesirable ones more expensive.

    And if you want to find out what buildings each faction has completed over a number of turns look in the save game file with notepad (not notepad++)
    there's a section buildings_completed. It won't say where or how many, but if you work through save turns every 40-50 turns you should be able to see
    what factions have built the desired buildings.
    If you compare that with a similar campaign (play conservatively as a facion which can avoid too much interaction with other factions) both before changes and after
    it should show whether your changes have worked. (Do a "before" as a baseline for future changes first.)

    (requires a lot of patience compiling the data to remove "noise" and produce a neat formatted list.)

    -----------------

    couple of other points:

    the order in which the AI builds is the order of settlements when you open the faction tab (or AI equivalent.)
    working down the list if there's spare money to build it'll decide on what to build in next available empty building slot
    so newly captured settlements may not be high on the priority list for new builds as they're usually put at the end of the list.

    The AI might decide also (for example) to build religious buildings before anything else if religious unrest is high.
    I'm sure there's an algorithm somewhere in the game engine that allocates priorities but how it works still seems a mystery-
    the building advisor has to call such an algorithm to give advice to the human player.
    Last edited by Gorrrrrn; November 13, 2009 at 11:38 AM.

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