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  1. #1

    Default Faction Personalities

    Could someone please post what the faction personalities do again!
    There was a link in one of the threads, but it doesn't work anymore.
    I forget what all of these do.

    1) Fortified Caesar(Rome)
    2) Craftsman Caesar
    3) Bureaucrat Napoleon
    4) Fortified Napoleon
    5) Fortified Smith(Macedon)
    6) Religeous Smith
    7) Trader Stalin
    8) Religeous Stalin
    9) Sailor Mao
    10) Fortified Mao
    11) Religeous Henry
    12) Bureaucrat Henry
    13) Comfortable Genghis

    I am sick and tired of fighting nothing but phalanx armies.
    I am about to play as the Seleucids and would very much like to fight balanced Ptolemaic armies that use cavalry and elephants etc.
    And I would like to see Roman armies that aren't choc-a-bloc with first century cohorts.

    Thanks for any info on this.

  2. #2

    Default Re: Faction Personalities

    Hmmm if the link is down I don't know where else they are described. I do know a couple though, perhaps people can contribute what they know to rebuild that list -

    Fortified - concentrates on defence and consolidation before expanding
    Caesar - prefers heavy infantry
    Genghis - prefers light/missle cavalry

    PS Don't take this as golden, I can't be sure with these personalities.

  3. #3

    Default Re: Faction Personalities

    http://www.twcenter.net/forums/showthread.php?t=60053

    This is the post where I asked this same question a few months ago.
    LM posted a link, but the link is all screwed up now.

    I knew I should have copied and pasted it to my documents.
    Bugger!

  4. #4

    Default Re: Faction Personalities

    Someone please!

  5. #5

    Default Re: Faction Personalities

    These are the offical descriptions of the various options in descr_strat.txt:

    These control a set of AI production personalities, which contribute a bias towards building and training (but not retraining or repairing). This bias is fairly small compared to game-generated factors such as "the enemy is attacking me with lots of cavalry, build me some spearmen". Explaining the weighting system which drives the production AI in full is beyond the scope of this document as it would take several days to write.

    So in short, the building construction personalities are these: (ranked highest to lowest - therother)

    balanced - biases towards growth, taxable income, trade level bonuses (roads), walls and xp bonus buildings

    religious - biases towards growth, loyalty, taxable income, farming, walls and law

    trader - biases towards growth, trade level, trade base, weapon upgrades, games, races and xp bonus buildings

    comfort - biases towards growth, farming, games, races, xp bonus and happiness

    bureaucrat - biases towards taxable income, growth, pop health, trade, walls, improved bodyguards and law

    craftsman - biases towards walls, races, taxable income, weapon upgrades, xp bonuses, mines, health and growth

    sailor - biases towards sea trade, taxable income, walls, growth, trade

    fortified - biases towards walls, taxable income, growth, loyalty, defenses, bodyguards and law

    These biases are towards building properties, rather than buildings themselves. The game does not know what a "Blacksmith" is, for example, it only knows that it is a building which provides a weapon upgrade, and hence a Craftsman AI would be more likely to build it than another AI personality type.

    These are then combined with a troop production personality, as follows:

    smith - exactly level

    mao - biased towards mass troops, light infantry

    genghis - biased towards missile cavalry and light cavalry

    stalin - biased towards heavy infantry, mass troops and artillery

    napoleon - biased towards a mix of light and heavy infantry, light cavalry

    henry - biased towards heavy and light cavalry, missile infantry

    Caesar - biased towards heavy infantry, light cavalry, siege artillery

    The same system as for the buildings applies. Troop category and class are combined at the time the unit database is loaded to give a unit production type, and the likelihood of the AI choosing to produce a given unit type which can be produced is then modified by the unit type weighting. There is also a random element in the choosing of which building or troop type to produce next, so the effect of the bias is a statistical thing. Another factor that is applied over the top which may obscure the bias is a tendency towards producing troop mixtures (according to what is already in the garrison) and a weighting according to unit strength.

    The two sets of types can be freely combined; for example, although Fortified Caesar does not appear in the list of options currently used by the vanilla RTW game, it is a valid combination.
    Original posted here

  6. #6

    Default Re: Faction Personalities

    Thanks JJ, you have been very helpful.
    I appreciate the response.

    I get so sick and tired of fighting nothing but heavy infantry in AI armies I want to change the personalities.
    See if that makes a difference.

  7. #7

    Default Re: Faction Personalities

    Does anyone have any ideas on what certain factions should be?

    I am thinking of putting the Romans as Napoleon for their military.
    Leave the Black Death as is.
    Ptolemies as Smith in the hopes of them putting some elephants and cavalry in their armies ala Raphia.
    In fact, I think Smith for the Ptollies, Sels, Bactria, Carthage etc.
    And fortified Napoleon for the barbarian factions.
    Opinions anyone?

  8. #8

    Default Re: Faction Personalities

    I was glad to help as it had been bugging me for a while too!

    I find that Macedon is slightly nerfed by making them Comfortable Smith - though the difference isn't much...

  9. #9

    Default Re: Faction Personalities

    Try to change the recruit and upkeep costs too, this usually has a bigger impact on the armies i face in my games than changeing the personality.

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