This may sound a little strange but for the roman mini-mod I want to slow down the Ai expansion to add more of an historical feeling to the game (plus I like to fight and conquer the AI factions, not have half the factions disappear before I get to them - leaving super huge factions with countless armies). I have had a couple of thoughts...
RTR used the auxilia system where each faction got its own auxilia tech tree which it progressed up. One criticism of this is it promotes lower unit armies (as this is mainly what the ai has access to in this system).
I think that each building tree has seven slots (anyone confirm?) so with three full building slots we could have a unique building for each ai faction. Now if we make it so that all the ai's units and buildings require this building to be able to construct, we could set the build time to say 10 or 15 turns and the ai would expand more slowly against each other. It gives the AI more time to counter attack the enemy incursion, preventing the invader from instantly training units in newly acquired territory.
Possible problem with this is the AI will not expand as fast against the player, but as the AI rarely manages this anyway would it be too big a problem?
Other possible avenue would be to give make temples almost faction specific (have two factions at opposite ends of the map share one temple would do it) and have this temple give bonuses to the owning faction, but any invading faction cant get these bonuses, but instead gets penalties. This makes the city more difficult to hold onto.
Anybody get any ideas or comments? I prefer the first thought, an AI colonization building which controls the building/recruiting possibilities.
That said, a really well balanced map can also give this kind of results, but it is very difficult to do.




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