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Thread: Differences between AI settlement management policies?

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  1. #1

    Default Differences between AI settlement management policies?

    Hello, first of all I apologize if there was a thread on this topic - I did my best but couldn't find it.

    As I plunge myself into SS 6.4/BGR4 world, I've actually started wondering what each build policy did. I always micromanaged in the past so I didn't really care, but now I'm forced to use AI mgmt a lot, especially that I'm playing Roman Empire and trying to expand my family line.

    I've noticed that military build policy is more likely to build barracks, etc., but AI would build ballista building under growth policy, and never build road in financial build policy, and so on.

    In short, I haven't found any definite pattern yet. Can anyone summarize what buildings each policy prioritizes? Also, does it affect unit recruitment too?

  2. #2
    webba84's Avatar Artifex
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    Default Re: Differences between AI settlement management policies?

    I don't use the ai policies at all so I can't help you there but why are you forced to use it in SS?

  3. #3

    Default Re: Differences between AI settlement management policies?

    It does affect recruitment and the patterns are there but not very definite. IE- AI on growth policy usually builds financial buildings first like markets not farms and churches. For recruitment the AI generally recruits far more than the player would with the military policy recruiting nearly the max every turn. Its usually best to turn recruitment off unless you need units and can't get a general there in time if you are playing with BGR and limited activities. So if you use the AI build policies you can see the AI will usually build some types of buildings and not others but the AI will occasionally throw in something weird.

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