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In response, I made the AI use way more of their budget on recruiting and prompt them to recruit frequently. I tested it and noticed that the AI is recruiting 4/4 armies at the start of the game now, and constantly replacing their losses. This should mean that as an AI conquers more territory, they will actually field a lot more armies to cover their territories instead of staying at 1 or 2 from the beginning of the game.
Hopefully you enjoy the increase in challenge and an even closer representation of the AI's activity level in Rome 1!
- AI recruitment budget has been increased to near-infinite. The AI will now field as many armies as they can financially support, up to the campaign cap. This results in a much more active campaign map and more interesting battles.
- Created guidance parameters for AI army compositions. Some factions weren't using some of their roster, or were prioritizing their weaker units. This aims to make the AIs use their faction's unique units more often
I improved the campaign AI in many ways: construction priorities and speed, unit recruitment and army composition, as well as priorities for waging war, attacking vs defending and so on.
AI factions will now use much better army compositions, including a balance of all unit types, rather than spamming one type of unit.
I also fixed some bugs with garrisons thanks to Elrosthir pointing it out
-Any weaponsmith or armourer (roman tier 3 iron main buildings) have no garrison at all, tiers 1 and 2 have garrisons as normal but as soon as you reach tier 3 the settlement is just defenseless. Only happens once you unlock final reform.
-Roman main buildings used to have 20 garrison units until first reforms (4 of which were archer units), but for some reason once you reach final reforms the amount of archer units is now 1 and the total units go down to 17, I dont know if this is intentional (please not XD)
As I said, I dont know if you are still willing to update the mod, but if you could just fix that it would be awesome. Thx anyways.
If I let you recruit ranged units from the melee barracks I'd have to also make melee units come from the ranged barracks, at which point, why? So I don't think I'll change that. Just make both kinds of barracks.
For Egypt, if you upgrade msuterrfield to 2nd level, you can no longer recruit slingers.
This is screen shot of Rome main building not buildable. I captured capital of
SPQR twice as different faction, and it requires 0 sulplus food in red, and I have 0 sulplus food.
you can no longer recruit peltas or slingers. It happend on two factions.
It is very annoying not to recruit ranged unit this way
BUT is there anyway to play as SPQR?