Followup and new questions...
After running about a dozen test games (3 of them 3 player multi games with 20 AI for added mayham) with diffrent tweaks I found that most nations can be forced to produce alot better armies. As an example my brother did force restart one game after being seriously wiped by a knight/longbow army from Man. But it wont work in the long run due to the AI's build policies yet a potent boast in early game to midgame.
Yet it seems only the armies with one good higher gold then resource and one good high resource unit gets a really good mix as ulm and other nations just spam out their 10-15/20ish
units which while potent in mass in the first year or two kinda has no long time use. I assume they first buy their basic infantry say 20-40 and then choke on the resource cost...a fix that comes to me as I write is increasing the capitol resource cap by adding resources to capital sites must test that one.
So to the questions.
1: Is there anything told by the makers of the game how the AI prioritize unit buys ? (Im thinking of ways to encourage buying capitol only mages and heavy cavalry/sacreds for example..without to radical changes)
Would be interesting for example if it is biased towards building units in the capital if so giving it enought resources to build for most of the money the AI will recive would be a fix for units but not mages...
2: Poptypes for map commands, while nice and so are there anyway to affect what units are in a poptype ? (I guess not since BI takes the route it does with limiting units)
3: Since I asume the above is a no no, I've been replacing some of the units in diffrent poptypes with better working units removing units such as militia for longbowmen and heavier infantry and it works well but when I try to change commanders/priests/mounted commanders and such for units with any magic they do not recive it. Anyone know what I'm doing wrong generally I just run #selectmonster XXX (random independant commander) #copystats #copyspr
sometimes adding #magicskill X X for some custom magic.
4: Is there anyway to make a timed event ? Something that will happen turn X ? Never heard anything like it so I assume no but there has been something like it in every game I've modded so why not ask
/cheers Lord Chance...who intends to make some good AI opposition whatever the cost