Is it possible to mod the amount of turns an AI faction needs to keep a garrison in a city other then the rebels? Because I have noticed that the AI tends to have multiple rebelling cities that they just conquered and completely abandon after conquering it(they take the army out and place it just outside the settlement and then attack it after it rebels...)
;########################## AI bonus ###########################
declare_counter is_the_ai
monitor_event PreFactionTurnStart FactionIsLocal
and not FactionType slave
set_event_counter is_the_ai 0
end_monitor
monitor_event PreFactionTurnStart not FactionIsLocal
and not FactionType slave
set_event_counter is_the_ai 1
end_monitor
Thanks for the idea valvegas I am just to lazy to implement it
@ TNZ, I have done that but once the AI conquers the settlement it goes into rebellion and they don't keep the garrison there... I guess I should set the bonus to be much higher.