Hi Lusted et al.,
Been thinking about the cool script you have in your mod and ways in which it could be improved further.
As you know I use a similar yet slightly different script, but one thing I've still been finding is that as soon as I get to the mid game and get more than around 10 settlements the money just starts rolling in too easily, effectively killing the strategy. Now, boosting the AI's finances is one way, and it certainly helps, but increasing it too much can create other unwanted side effects such as:
1. The AI techs too fast and kills the historical progression.
2. The human just takes the AI's well developed cities and receives the high tech infrastructure without actually building any of it himself.
So, what about another bit to the script - one that looks at it from a different angle and penalises the human mid to late game rather than boosting the AI further? E.g.:
Or, some other variations like:Code:monitor_event FactionTurnStart FactionType england and FactionIsLocal and Treasury > 10000 and Treasury < 20001 and I_NumberOfSettlements england > 10 console_command add_money england, -2500 end_monitor monitor_event FactionTurnStart FactionType england and FactionIsLocal and Treasury > 20000 and I_NumberOfSettlements england > 10 console_command add_money england, -5000 end_monitor
Or:Code:monitor_event FactionTurnStart FactionType england and FactionIsLocal and I_TurnNumber > 100 and Treasury > 10000 and I_NumberOfSettlements england > 10 console_command add_money england, -2500 end_monitor
Do you think any of these would work, and if so which do you think would be the most appropriate at increasing the late-game challenge?Code:monitor_event SettlementTurnStart england and FactionIsLocal and I_TurnNumber > 50 and I_TurnNumber < 101 and Treasury > 10000 console_command add_money england, -250 monitor_event SettlementTurnStart england and FactionIsLocal and I_TurnNumber > 100 and Treasury > 10000 console_command add_money england, -500
Cheers




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