
Originally Posted by
Kurisu Paifuaa
Look to campaign_variables table for pathfinding_land_to_sea_beach_transition_action_point_cost and pathfinding_sea_to_land_beach_transition_action_point_cost. Not sure what the top of the scale is there (defaults are 2100 and 1500, so perhaps 2500 or 3000). However, zeroing these works as you would expect.
You could try a few approaches... diplomatic behavior outcomes will depend not only on general AI personality weights and modifiers, but also on initial conditions for specific factions (i.e. the 'history' defined in the startpos diplomacy arrays for each faction... such as trespasses, prior war etc). The more negative the initial conditions, the greater the chance of a behavioral modifier triggering war. Carefully balancing both of these aspects would be important, imo.
Concerning db tables, look at the tables named cai_personality_* . In cai_personality_deal_generation_generator_priorities_tables, for example, you have a very general variable (DECLARE_WAR_ON_FACTIONS_I_DISLIKE) to control war declaration likelihood under various circumstances (with many unknown columns, at present). However, this will influence the whole board, so you could end up with a very passive campaign if this is set aggressively lower.
In cai_personalities table, you have some more specific settings (keyed by culture type and major/minor) cross referenced with different policy aspects concerning war behavior and diplomacy. I'm not clear on which of these would affect aggressiveness in war declaration vs strategic behavior during war. You would probably want to experiment with these in conjunction with DECLARE_WAR_ON_FACTIONS_I_DISLIKE. Again, you'd need to be careful not to impart undesirable (passive) affects for all factions with a similar key.
A more surgical approach would be to modify the diplomacy arrays for specific factions (perhaps in conjunction with the personality weightings), improving the starting relations of nearby factions towards Carthage. That's a bear of a task unless you're familiar with startpos editing and have some reference for faction index #s and also knowledge of each item in the array. Can't be of more help here at the moment... maybe there's a tutorial or reference somewhere in the Workshop.
In any case, that's far from exhaustive and (needless to say) getting the balance correct is a complex task. I'm having a good experience with Divide et Impera, so he's doing something right. Look at his changes alongside other overhauls and CAI mods like Dubmod (which increases AI aggressiveness) to get an idea of what works and the scale and scope of certain variables. And, of course, experiment.
Removing it would be tricky, at best, due to all of the references to it. I would probably try neutering the effects instead of removing the stance.
In effect_bundles_to_effects_junctions search for the effect bundle key rom_stance_army_forced_march. There are 5 effects tied to the stance, 2 with numeric modifiers (morale and movement) and 3 dummy effects (cannot_attack, cannot_recruit and always_ambush) with value=1. The morale and movement modifiers are straightforward, setting them to 0 (or whatever) has the intended effect. The non-numeric effects cannot be disabled here (by setting them to 0 or -1) and removing them from the base table only removes the UI indication. You likely can't eliminate this completely as the functionality does not lie in the db. Perhaps someone else has tried different methods and would know more.
Naval is similar (rom_stance_navy_double_time).
I would assume your concern is the AI being seemingly oblivious to the disadvantages and throwing away armies to ambushes by constantly getting caught in forced march. You could remove the morale penalty and keep the range (since it's going to use the stance anyway). You could also try something creative, like adding other effects to the bundle to blunt the forced ambush scenario. Then again, I think the idea is that the army risks loss, but is able to withdraw with enough troops to regroup next turn (in campaign). IMO it shouldn't use the stance unless it has the area scouted, but...
Anyway, that's my experience with those, thus far.