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  1. #1
    Henry of Grosmont's Avatar Clockwork Angel
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    Default Units' cost

    In my spare time, I'm trying to mod the Britannia campaign, adding the titles, AOR and such.

    Now, I want to prevent the player and AI from building multiple full-stacks, apart form the Wallace, Norse King, etc., script.

    The questions are:

    1. If I make the high-tier units (kngihts, etc.) highly expensive to recruit and maintain and the low-tiers expensive, will it be enough?
    2. How it affects the AI, for I'm sure you, guys, are familiar with the concept.

    Thank you.

  2. #2
    Squid's Avatar Opifex
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    Default Re: Units' cost

    The AI will build lots of cheap(er) useless units.
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  3. #3
    Henry of Grosmont's Avatar Clockwork Angel
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    Default Re: Units' cost

    Is there any way to counter it? Or to make AI build a couple of high-tiers and a bunch of low/medium-tiers in one stack?

  4. #4

    Default Re: Units' cost

    Reduce the recruit pool max for the units you don't want as many of, as the recruitment buildings level up. Or play about with the recruit_priority_offset values in EDU.

  5. #5
    Henry of Grosmont's Avatar Clockwork Angel
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    Default Re: Units' cost

    And if I reduce the recruit pool, will it result in smaller armies?
    As for recruit priority in EDU, won't the unavailability of the preferred unit type make AI recruit any available unit?
    My goal is to reduce the number of elite units and prevent the mass full-stack building.

  6. #6

    Default Re: Units' cost

    Well you know what units you class as elite and I've given you the two options I know of, so all that remains is for you to try a few things based on what you now know... Time to do a little testing.

  7. #7
    Henry of Grosmont's Avatar Clockwork Angel
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    Default Re: Units' cost

    Will do.

    Thanks a lot, guys.

  8. #8
    Polycarpe's Avatar Back into action!
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    Default Re: Units' cost

    I think the recruit_priority_offset passes on priority for the AI when they had to recruit a unit. I'm redoing drastically the unit pool size and refill rate, the elite units (let's say Feudal Knights) take 25 turns before one unit is available and a maximum number of 1 is allowed to the Feudal Knights but the recruit_priority_offset is on 65, if we follow this logic, the AI will jump right away on the feudal knights due to his high priority.

  9. #9
    Henry of Grosmont's Avatar Clockwork Angel
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    Default Re: Units' cost

    Quote Originally Posted by St. Polycarpe View Post
    I think the recruit_priority_offset passes on priority for the AI when they had to recruit a unit. I'm redoing drastically the unit pool size and refill rate, the elite units (let's say Feudal Knights) take 25 turns before one unit is available and a maximum number of 1 is allowed to the Feudal Knights but the recruit_priority_offset is on 65, if we follow this logic, the AI will jump right away on the feudal knights due to his high priority.
    For now, I'm testing a 0.1 replenishment rate for every mounted and high-tier unit. Kept the prices the same but priority is set to 15, the others have less. I'm trying to figure out, if I push the priority too high, will it affect the AI spending on ettlement development.

  10. #10

    Default Re: Units' cost

    ...Maybe something else to consider?...
    ...I’ve been trying similar in Med 2...to slow the pace of progression for “Turnip Militia Village Wars” as an incentive to use low tier Ornamentum units and have tried various ideas blah blah...
    ...the last time, I made every building extortionate cost 5000 with a 12 turns build...though this proved great to start with for “tooth & nail” battles, it was too excessive...
    ...I realised the Ai was just upgrading the core settlement, then recruiting the feudal knights from the “upgrade” allowance pool irrespective of any buildings it hadn’t yet built...
    ...so it might be worth editing the recruitment pool for core_building in EDB to remove higher units so that the better units can't double up or be over-prioritised?...
    ...ie “upgrade castle allows 2x Elite infantry from the upgrade then building armourer allows 2 of that same unit from the plugin aswell etc”...
    ...just allow higher units to be recruited from the plugin...
    ...(I’ve just restarted a campaign...I usually get 600+ turns in before I realise whether something is drastically amiss)...so I don’t know how practical this will turn out/100% adverse effects...
    ...just an extra to consider

  11. #11
    Polycarpe's Avatar Back into action!
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    Default Re: Units' cost

    The AI will aim the building that gives the most positive bonus and are the cheapest to build. That's why they were only developing the core buildings only since you can recruit elite units in you "wall".

  12. #12

    Default Re: Units' cost

    where is the COST and UPKEEP of AGENTS?

  13. #13

    Default Re: Units' cost

    upkeep is descr_character.txt and recruitment cost is descr_cultures.txt in the data folder.


  14. #14
    Polycarpe's Avatar Back into action!
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    Default Re: Units' cost

    Great I was actually looking for that, thanks Danny

  15. #15

    Default Re: Units' cost

    Thanks!

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