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  1. #1

    Default Small factions fielding stacks and stacks

    Does anyone else have this problem? Small factions in this game get like 10 stacks, wtf?

  2. #2

    Default Re: Small factions fielding stacks and stacks

    Its because the ai get given a shed load of money when they go bankrupt or get down to their last region. Its too help small factions survive against big factions and reasons like that. I dont like it personally but I can see why it might be necessary.
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  3. #3
    Tears of Destiny's Avatar Senator
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    Default Re: Small factions fielding stacks and stacks

    Quote Originally Posted by Tomato_Sandwich View Post
    Its because the ai get given a shed load of money when they go bankrupt or get down to their last region. Its too help small factions survive against big factions and reasons like that. I dont like it personally but I can see why it might be necessary.
    This.

    AI has a substantially larger Kings Purse then you on the higher difficulties, so this already gives them a significant bonus for armies, not even counting the others.

  4. #4
    Amaranth's Avatar Ordinarius
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    Default Re: Small factions fielding stacks and stacks

    Quote Originally Posted by Tomato_Sandwich View Post
    Its because the ai get given a shed load of money when they go bankrupt or get down to their last region. Its too help small factions survive against big factions and reasons like that. I dont like it personally but I can see why it might be necessary.
    Exactly. If you take control of an AI faction in hotseat with 1 or 2 settlements left (with stacks of armies) you can see that they're swimming in florins. However if you keep the faction in your control for a couple of turns, it will slowly go back to normal.

    I actually like it because it gives those factions a chance show some resistance before they go down, otherwise it would be too simple wipe faction out.
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  5. #5
    Civis
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    Default Re: Small factions fielding stacks and stacks

    The AI also seem to not be restricted by the RR/RC stuffs. I'll be struggling to put together professional armies off of like 5-6 citadels, and the enemy is just pumping out legions of elite troops off of one or two, T_T;
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  6. #6
    Meneth's Avatar I mod, therefore I am
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    Default Re: Small factions fielding stacks and stacks

    The AI is restricted by RR. If they seem to be pumping out more than RR would allow, then either you're not accounting for some buildings/settlements, or they had those troops earlier.

  7. #7

    Default Re: Small factions fielding stacks and stacks

    Quote Originally Posted by Meneth View Post
    The AI is restricted by RR. If they seem to be pumping out more than RR would allow, then either you're not accounting for some buildings/settlements, or they had those troops earlier.
    Are you sure? How is it possible for the 1 city states to field full stacks if that's the case?

  8. #8
    Tears of Destiny's Avatar Senator
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    Default Re: Small factions fielding stacks and stacks

    Quote Originally Posted by Gharbad the Weak View Post
    Are you sure? How is it possible for the 1 city states to field full stacks if that's the case?
    Mercenaries, and recruiting everything faster by emptying pools due to not caring about money.
    Also, there are scripts which give free troops (And a general sometimes as well) that can sometimes fire when certain conditions are met.

  9. #9

    Default Re: Small factions fielding stacks and stacks

    Quote Originally Posted by Tears of Destiny View Post
    Also, there are scripts which give free troops (And a general sometimes as well) that can sometimes fire when certain conditions are met.
    Afaik those are either only firing at campaign start or to save a faction from premature extinction due to the family tree dying off. This of course excludes emergent factions

  10. #10
    Tears of Destiny's Avatar Senator
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    Default Re: Small factions fielding stacks and stacks

    Quote Originally Posted by bane_tw View Post
    Afaik those are either only firing at campaign start or to save a faction from premature extinction due to the family tree dying off. This of course excludes emergent factions
    Yes indeed, and I had great joy buffing factions by repeatedly assassinating generals to force spawns.
    Never had I seen a hotseat game go so wrong so fast.

  11. #11
    Gorrrrrn's Avatar Citizen
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    Default Re: Small factions fielding stacks and stacks

    Quote Originally Posted by Tears of Destiny View Post
    Mercenaries, and recruiting everything faster by emptying pools due to not caring about money.
    Also, there are scripts which give free troops (And a general sometimes as well) that can sometimes fire when certain conditions are met.
    I'd query the bit about mercenaries being a cause of mega stacks.
    from running hotseats for 300 turns it looks like the AI normally only recruits mercs when on crusade or jihad - it will often ignore them even if they are available. (that'sa mercs outside of barracks, not mercs recruitable in barracks as AoR) (And a destroy_units script like the RozMods have can mop up some of those once a crusade or jihad is finished.)

    as for the mega stacks - part problem is the replenishment rate and recruitment pools - if they are designed to pump out troops every turn them small factions can get a lot of units very quickly.

    but because the campaign AI makes tiny factions reluctant to take on much bigger neighbours, then those units can just pile up.

  12. #12

    Default Re: Small factions fielding stacks and stacks

    Yes I have this problem too.

    If left unchecked, the AI armies will keep growing and growing, even if they only own a single province!

  13. #13
    Tears of Destiny's Avatar Senator
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    Default Re: Small factions fielding stacks and stacks

    In practice it is a few thousand more gold they will earn due to the increased King's Purse.
    Armies should not get too large as of this, though they will still have several stacks.

    EDIT: Easy ranges from 400-700 bonus (Discounting papal 200 and rebel 1500), Normal is 600-1000 (Discounting Papal 300 and Rebel 2700), Hard is 900-1900 (400 and 2000 for papal & rebels, and no that it not a typo it really is less for rebels on hard then normal, figure that out), and Very Hard is 1450-3000 (400/3500 for the oddballs mentioned previously).

    Only people that do not play fair are the Mongols as they regularly slip below into the negatives (Though other factions have similar bail outs, the Mongols do it all the time).
    Spoiler Alert, click show to read: 
    monitor_event PreFactionTurnStart FactionType mongols
    and Treasury < 100
    and Treasury > -1001
    and not FactionIsLocal

    add_money mongols 1100
    end_monitor

    monitor_event PreFactionTurnStart FactionType mongols
    and Treasury < -1000
    and Treasury > -3501
    and not FactionIsLocal

    add_money mongols 3600
    end_monitor

    monitor_event PreFactionTurnStart FactionType mongols
    and Treasury < -3500
    and Treasury > -10001
    and not FactionIsLocal

    add_money mongols 10100
    set_event_counter freeze_recr_pool 1
    end_monitor

    monitor_event PreFactionTurnStart FactionType mongols
    and Treasury < -10000
    and Treasury > -20001
    and not FactionIsLocal

    add_money mongols 20100
    set_event_counter freeze_recr_pool 1
    end_monitor

    monitor_event PreFactionTurnStart FactionType mongols
    and Treasury < -20000
    and Treasury > -40001
    and not FactionIsLocal

    add_money mongols 40000
    set_event_counter freeze_recr_pool 1
    end_monitor

    monitor_event PreFactionTurnStart FactionType mongols
    and Treasury < -40001
    and Treasury > -60000
    and not FactionIsLocal

    add_money mongols 40000
    add_money mongols 20100
    set_event_counter freeze_recr_pool 1
    end_monitor

    monitor_event PreFactionTurnStart FactionType mongols
    and Treasury < -60001
    and Treasury > -100000
    and not FactionIsLocal

    add_money mongols 40000
    add_money mongols 40000
    add_money mongols 20100
    set_event_counter freeze_recr_pool 1
    end_monitor

    monitor_event PreFactionTurnStart FactionType mongols
    and Treasury < 3000
    and I_LosingMoney mongols
    and I_NumberOfSettlements mongols < 11
    and I_NumberOfSettlements mongols > 2
    and not FactionIsLocal

    set_event_counter freeze_recr_pool 1
    end_monitor

    monitor_event PreFactionTurnStart FactionType mongols
    and I_NumberOfSettlements mongols > 10
    and I_LosingMoney mongols
    and Treasury < 10000
    and I_NumberOfSettlements mongols < 21
    and not FactionIsLocal

    set_event_counter freeze_recr_pool 1
    end_monitor

  14. #14
    Fred Putz's Avatar Ordinarius
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    Default Re: Small factions fielding stacks and stacks

    Just had a short look at the 6.3 script - till now. If i read it right the recruitment is frozen if (to keep it short) the AI has less than -3500 florins or more than 2 settlements. So if a Nation has 1 or 2 settlements itīs like giving them another 2600 kings purse (up to - rounded ). That would explain those extra stacks. If the freeze_recr_pool would be added to the first two monitors the AI couldnīt recruit more units if they have less than 100 treasury and wouldnīt have the "permanent extra purse".
    Last edited by Fred Putz; December 23, 2010 at 05:10 PM.
    German Translation for Stainless Steel
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    Alternative Recruitment StSt 6.4
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  15. #15
    Gorrrrrn's Avatar Citizen
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    Default Re: Small factions fielding stacks and stacks

    I amended the script thus:

    monitor_event PreFactionTurnStart FactionType kievan_rus
    and not FactionIsLocal
    and Treasury < -1000
    and Treasury > -3501

    add_money kievan_rus 3600
    set_event_counter freeze_recr_pool 1
    end_monitor

    for each faction, but left the -1000 one thinking if the faction was seriously going bust it would get caught next turn anyway.

    mind you I've also removed the faction income caps, so they can go through the ceiling that the existing script uses.
    means some factions build up quite a reserve of cash (esp small factions) so they can keep recruiting longer.
    (but also keep building structures - also improves their diplomatic capability - more money = more bribes.)

    if nothing else it should keep them in the game longer.

  16. #16
    Fred Putz's Avatar Ordinarius
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    Default Re: Small factions fielding stacks and stacks

    Just thought over the script again. Couldnīt You save one line in each monitor if You order them backwards? Highest negative treasury first down to the positive one? I mean:

    1. monitor
    and Treasury < 100
    and Treasury > -1001
    2.monitor
    and Treasury < -1000
    and Treasury > -3501
    3.Monitor
    and Treasury < -3500
    and Treasury > -10001

    has the same effect like:

    1.monitor
    and Treasury < -3500
    2.monitor
    and Treasury < -1000
    3.monitor
    and Treasury < 100

    or am I wrong?
    German Translation for Stainless Steel
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    Projects / Submods
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    Alternative Recruitment StSt 6.4
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  17. #17
    Gorrrrrn's Avatar Citizen
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    Default Re: Small factions fielding stacks and stacks

    FP - I expect there will be a much revised script in next version of SS.

    took me a while to work out what the current SS6.3 was trying to do.
    may well be better ways of ordering the script

    i'm not too sure about the settlement number business either - why between 10 and 21 but nothing beyond that etc.

  18. #18
    Fred Putz's Avatar Ordinarius
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    Default Re: Small factions fielding stacks and stacks

    Quote Originally Posted by Rozanov View Post
    FP - I expect there will be a much revised script in next version of SS.
    Gracul said something about it in the RR/RC update thread. I think that will be the next step to perfection.
    Quote Originally Posted by Rozanov View Post
    i'm not too sure about the settlement number business either - why between 10 and 21 but nothing beyond that etc.
    I think i understand the idea behind that - first i thought the only problems for AI economy are settlement related too. But i donīt know if those two Monitors above have a big influence on the AI. I guess the AI would do the same without those. Perhaps itīs meant to make those 1-2 settlement nations stronger?

    In a very early version of carl i had a settlement part too. It adds to the kings purse if the AI looses settlements. But as i realized that this is not the only problem i left it out as the script is already long enough. Itīs tested and works.

    I have no need for it so here it is for the interested. I left out the part where the kings_purse is taken away with the (here) third counter. There are two checks (turnstart e.g. if they lost to attackers and turnend e.g. if they lost the excursion) - perhaps one would be enough (script would be half as long, but there are only 4 monitors and max. one if-condition needed in each anyway) Counting just up to seven settlements, because nations should have a strong enough economy with more.

    Spoiler Alert, click show to read: 
    Code:
    declare_counter SettlementsHoldBy_kwarezm_Start
    declare_counter SettlementsHoldBy_kwarezm_End
    
    monitor_event FactionTurnStart FactionType kwarezm
        and not FactionIsLocal
            if I_NumberOfSettlements kwarezm = 1
        set_counter SettlementsHoldBy_kwarezm_Start 1
        end_if
            if I_NumberOfSettlements kwarezm = 2
        set_counter SettlementsHoldBy_kwarezm_Start 2
        end_if
            if I_NumberOfSettlements kwarezm = 3
        set_counter SettlementsHoldBy_kwarezm_Start 3
        end_if
            if I_NumberOfSettlements kwarezm = 4
        set_counter SettlementsHoldBy_kwarezm_Start 4
        end_if
            if I_NumberOfSettlements kwarezm = 5
        set_counter SettlementsHoldBy_kwarezm_Start 5
        end_if
            if I_NumberOfSettlements kwarezm = 6
        set_counter SettlementsHoldBy_kwarezm_Start 6
        end_if
            if I_NumberOfSettlements kwarezm >= 7
        set_counter SettlementsHoldBy_kwarezm_Start 7
        end_if
    end_monitor
    
    monitor_event FactionTurnStart FactionType kwarezm
        and not FactionIsLocal
            if I_CompareCounter SettlementsHoldBy_kwarezm_Start = 1
            and I_CompareCounter SettlementsHoldBy_kwarezm_End > 1
            and I_LosingMoney kwarezm
        increment_kings_purse kwarezm 5000
        end_if
            if I_CompareCounter SettlementsHoldBy_kwarezm_Start = 2
            and I_CompareCounter SettlementsHoldBy_kwarezm_End > 2
            and I_LosingMoney kwarezm
        increment_kings_purse kwarezm 4000
        end_if
            if I_CompareCounter SettlementsHoldBy_kwarezm_Start = 3
            and I_CompareCounter SettlementsHoldBy_kwarezm_End > 3
            and I_LosingMoney kwarezm
        increment_kings_purse kwarezm 4000
        end_if
            if I_CompareCounter SettlementsHoldBy_kwarezm_Start = 4
            and I_CompareCounter SettlementsHoldBy_kwarezm_End > 4
            and I_LosingMoney kwarezm
        increment_kings_purse kwarezm 3000
        end_if
            if I_CompareCounter SettlementsHoldBy_kwarezm_Start = 5
            and I_CompareCounter SettlementsHoldBy_kwarezm_End > 5
            and I_LosingMoney kwarezm
        increment_kings_purse kwarezm 3000
        end_if
            if I_CompareCounter SettlementsHoldBy_kwarezm_Start = 6
            and I_CompareCounter SettlementsHoldBy_kwarezm_End > 6
            and I_LosingMoney kwarezm
        increment_kings_purse kwarezm 2000
        end_if
    end_monitor
    
    monitor_event FactionTurnEnd FactionType kwarezm
        and not FactionIsLocal
            if I_NumberOfSettlements kwarezm = 1
        set_counter SettlementsHoldBy_kwarezm_End 1
        end_if
            if I_NumberOfSettlements kwarezm = 2
        set_counter SettlementsHoldBy_kwarezm_End 2
        end_if
            if I_NumberOfSettlements kwarezm = 3
        set_counter SettlementsHoldBy_kwarezm_End 3
        end_if
            if I_NumberOfSettlements kwarezm = 4
        set_counter SettlementsHoldBy_kwarezm_End 4
        end_if
            if I_NumberOfSettlements kwarezm = 5
        set_counter SettlementsHoldBy_kwarezm_End 5
        end_if
            if I_NumberOfSettlements kwarezm = 6
        set_counter SettlementsHoldBy_kwarezm_End 6
        end_if
            if I_NumberOfSettlements kwarezm >= 7
        set_counter SettlementsHoldBy_kwarezm_End 7
        end_if
    end_monitor
    
    monitor_event FactionTurnEnd FactionType kwarezm
        and not FactionIsLocal
            if I_CompareCounter SettlementsHoldBy_kwarezm_End = 1
            and I_CompareCounter SettlementsHoldBy_kwarezm_Start > 1
        increment_kings_purse kwarezm 5000
        end_if
            if I_CompareCounter SettlementsHoldBy_kwarezm_End = 2
            and I_CompareCounter SettlementsHoldBy_kwarezm_Start > 2
        increment_kings_purse kwarezm 4000
        end_if
            if I_CompareCounter SettlementsHoldBy_kwarezm_End = 3
            and I_CompareCounter SettlementsHoldBy_kwarezm_Start > 3
        increment_kings_purse kwarezm 4000
        end_if
            if I_CompareCounter SettlementsHoldBy_kwarezm_End = 4
            and I_CompareCounter SettlementsHoldBy_kwarezm_Start > 4
        increment_kings_purse kwarezm 3000
        end_if
            if I_CompareCounter SettlementsHoldBy_kwarezm_End = 5
            and I_CompareCounter SettlementsHoldBy_kwarezm_Start > 5
        increment_kings_purse kwarezm 3000
        end_if
            if I_CompareCounter SettlementsHoldBy_kwarezm_End = 6
            and I_CompareCounter SettlementsHoldBy_kwarezm_Start > 6
        increment_kings_purse kwarezm 2000
        end_if
    end_monitor
    Starting to get OT.
    German Translation for Stainless Steel
    6.2 RR/RC; 6.3, 6.4
    Projects / Submods
    Alternative AI-Economy (money script) StSt 6.2 RR/RC; StSt 6.3, 6.4; TATW; CoW; Resource for Your Mod
    Alternative Recruitment StSt 6.4
    Suggestions
    An apple a day keeps the doctor away!

    Donīt forget to check out these Mods sooner or later:
    Shizoku no Senso - 1648 - Conquer the World


    RockīnīRoll!

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