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  1. #1
    Primicerius
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    Default AI's government structures: instant?

    Are government type structures granted to AI cities instantly (after capture)? I had a town fall to an AI [upon a turn start] but I recaptured the place on the very turn. The AI did not even have the settlement for a full turn. Yet, as I discovered, the AI had managed to raise a Level II government structure there already.

    Just wondering, cause this would have an effect on my campaign strategy.

  2. #2

    Default Re: AI's government structures: instant?

    Quote Originally Posted by Slaists View Post
    Are government type structures granted to AI cities instantly (after capture)? I had a town fall to an AI [upon a turn start] but I recaptured the place on the very turn. The AI did not even have the settlement for a full turn. Yet, as I discovered, the AI had managed to raise a Level II government structure there already.

    Just wondering, cause this would have an effect on my campaign strategy.
    Yeh I think they do get one turn governments. I've noticed the same

    Also I think their buildings build quicker as well. Either that or they have enough money to build continuously

    I think it's the former. The reason i believe so is that when you capture a city from a faction in early game when they spend all their money on units, the cities have crappy infrastructure and they don't build anything at all.

    However, when they get to the point where they are super rich, then their cities seem to get very well developed very quickly.

    I noticed across two of my seleucid campaigns. In the first, macedonia had a small kingdom and the second they had a much larger kingdom. In both games I conquered them around 240 bc. The poorer kingdom had infrastructure and the richer one had a few large cities already.

    Since it was only 240 bc I concluded that their building times are much shorter but they don't tend to build unles they are rich

  3. #3
    Indefinitely Banned
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    Default Re: AI's government structures: instant?

    It's part of the script. the AI wouldn't otherwise build them at all.

  4. #4
    Antiokhos Euergetes's Avatar Protector Domesticus
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    Default Re: AI's government structures: instant?

    where would I find this script, I was thinking perhaps could get the AI to build other buildings

  5. #5
    Boriak's Avatar Senator
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    Default Re: AI's government structures: instant?

    Does the same apply for barracks?

  6. #6

    Default Re: AI's government structures: instant?

    Yes and yes.
    It is written in the EBBS, found in \EB\Data\scripts\show_me

    XSamatan

  7. #7
    Boriak's Avatar Senator
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    Default Re: AI's government structures: instant?

    Quote Originally Posted by XSamatan View Post
    Yes and yes.
    Hm. Now I don't know why people say that raiding a city and destroying the barracks will cripple the AI's production of elite units. If they can build barracks in a single turn, they can be churning out elites in two years or less.
    Last edited by Boriak; November 05, 2012 at 06:37 AM.

  8. #8
    Primicerius
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    Default Re: AI's government structures: instant?

    Quote Originally Posted by Boriak View Post
    Hm. Now I don't know why people say that raiding a city and destroying the barracks will cripple the AI's production of elite units. If they can build barracks in a single turn, they can be churning out elites in two years or less.
    Playing on VH, my experience is that the AI does not really train that many elites even when their cities are NOT being raided: one, two elites per stack; the rest being mostly the mercenary pool rabble that they seem to buy out dry. The AI does get multi-stacks at a lightning speed though.

  9. #9
    Antiokhos Euergetes's Avatar Protector Domesticus
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    Default Re: AI's government structures: instant?

    Thanks again, perhaps I can make AI build other important things like Parni agrarian reform

  10. #10

    Default Re: AI's government structures: instant?

    Concerning barracks, there are only some minor spawns by script, so yes, destroying the high-lvl ones will cripple the AI. Additionally, the engine builds things from other areas too, taking further time

    XSamatan

  11. #11
    Antiokhos Euergetes's Avatar Protector Domesticus
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    Default Re: AI's government structures: instant?

    How does one alter availability of mercenary pool?

  12. #12

    Default Re: AI's government structures: instant?

    Quote Originally Posted by Antiochos II Theos View Post
    How does one alter availability of mercenary pool?
    Go here for more informations.

    XSamatan

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