A few words are necessary first - to know about XVIIIc warfare, and second - about the abilities of the mod and the game.
XVIIIc warfare, tho there are small and crappy nations in ETW, was a time of Global Empires which contested trade zones, theatres as in game, routes and far away provinces. Pay attention to that because the CAI is based on this.
Accordingly, the game should be - and is economically based - its income - on defending the ports, acquiring trade routes and their good functioning. I have tried to make it so, that, if you are a european nation and your ports are blockaded in Europe, your income will almost stop, untill you don't resolve this problem, tho you have of course these buildings at home which generate income in the motherland, it is made much less than what comes from overseas, or from if you raid routes of a rich empire /so you can play as the Piratefaction even and satisfy your economy only from raiding/. Accordingly the CAI is developed in exactly this fassion. If you want to play something like Genoa I don't have idea, is not this mod for you, but if you play a country like Britain or France for example, you will have income - IF YOU HAVE FLEETS WHICH TO PROTECT THE LARGER SOURCE OF INCOME. So if it ceases or you loose navally you will most likely be defeated by the AI. The CAI has further important points but you will notice them by yourselves, will just mention that guard fleets are generated by the AI, ones to guard a coast, other a region, others- groups of regions, others - ports, others - trade routes. Accordingly AI recruits a full stack army to guard a port if it is there where your money flow through in your country. AI builds also full armies to defend cities, priorities are not borders but to regroup and reinforce, and also defend a group of regions as a whole rather than a singular region. Also, allies are no more useless, will help you, especially if they have forces that they can't put in use otherwise.
So CAI and BAI are actually linked to one another, so are they linked to the Economy Mod, because it is designed to support the larger fleets of my naval mod, work also with other naval mods, but in generall economy will make much more money to support both more armies and fleets. It is recommended to play both Campaign Difficulty on Easy and Battle Difficulty on easy /each chosen at the beginning screen of a new campaign/ - the first because otherwise both armies and fleets will be too much, and AI won't be smarter for sure, while BAI - was reinforced for all units with higher morale, so that it is here on easy difficulty what would be on highest difficulty in vanilla and most other mods. Besides, the endless rearrangement bug appears less on Easy Difficulty for unknown reasons, so I had to start from this point from the beginning.
More for the BAI - routing will happen less, units of for example 200 men will endure to 20-30 before routing in normall conditions, except if you outmaneuver them in rear and flanks and attack with artillery alltogether.
All units with muskets should have range 55, rifles and light infantry 65, alike bows. Bows are made so for to situate them behind musketmen since they can shoot in the air while the first can't. The closer range of fighting does not hamper the BAI. You should be able to see who fires at your units and positioning the camera as if you are yourself a soldier in a unit, to see what happens after your unit firing on the other side, which is possible only with such range. Other versions of ranges are perhaps historicall but not represented realisticall by the game so I have chosen what the eye told was the game realism.
The Autoresolve Mod. Now this game is a strange thing. If you have a better army or fleet you will always win, except if ... the enemy army or fleet has a generall, whose qualities or points you cant read. So, the Autoresolve Mod generally works normall... if you also have a generall in the army or an admirall in the fleet. Don't ask me why it is so, CA made it such. More complaints about this part I won't accept.
Loading of mods. From my long experience in all TW games, allthough it is set that the upper in the user.script mod will overwrite the lower situated's features, it is not always so. In some cases it is so completely, in some - parts of one mod are taken and parts from another regardless of their load order. Latest occurance I had was with a BSM mod, whose all features were loaded, having pasted both mod and movie versions of it in the game data directory. However its cannon muzzle flashes didn't load up untill I didn't make to these two - a "release" version, so it went perfect just with ... triple loading. Hope it was an isolated case, most mods will load just as a mod file situated upper in the list, if not a movie file besides that should normally do ...
ADDITIONAL RECCOMENDATIONS FOR THE BAI - I haven't added these files because they are different for each different mod you play. However vanilla BAI and the other mods use 35-40 accuracy of middle line infantry and from 20 to 80 for cannons, usually around 35 for most cannons. To that it becomes even less with the larger vanilla range, so it was actually a joke, 5-6 people falling after a unit fired, all ranks. If you want to see action really something happening, and - with the increased morale of my BAI - to watch not ultra long battles but normall - you have to yourselves change the ACCURACY stat in db/units stats land tables with DB Editor or Pack File Manager accordingly - /these stats are tested so I give them here as suitable and corresponding to the other features of my BAI/ - accuracy - 75 for Line Infantry, 85 grenadiers, special line infantry regiments - from 76 to 83, special elite units - up to 90, light infantry from 82 to 86, cavalry 40-55 /if more it will exterminate line infantry and game becomes unnaturall/, 35-45 militia, 70 native american indian musketmen, 65 bowmen units, both land and on horse or camel. The accuracy of artillery is adviced to remain as it was, some mods do add more precise cannons, so you won't lack something in this field, and it is notthe question to kill units from a far but from close should be this eras game phylosophy. Reloading I have kept unchanged for all kind of land units, and it seems they are doing well in the mod with it. Exceptions - I have met cannons with accuracy 15, even 5, which is - if they fire 100 times will hit something only 5 times ... but ...you can notice and correct such exceptions yourselves.
DOWNLOAD:
http://depositfiles.com/files/g07rfoj4w
.