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Old June 21st, 2007, 11:25 AM
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Gandalf Parker Gandalf Parker is offline
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Default Re: AI conquers!

Well I was mostly listing things that could be done by anyone as just game settings when they create the game. Choosing lower resources tends to set the AI to a position where the only place he can spend his money is at the capital. That means more national troops than indie troops altho it does mean that the player is set to the same problems.

If things are added to the map then a second castle, lab, temple, sites such as library or duping national sites, and of course logically designed gods/scales all helps.

With modding things can go even better. Removing the national units that someone feels the AI does not use well for example.
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Old June 29th, 2007, 10:41 AM
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Default Re: AI conquers!

Hey Ballbarian!
Do we have gods/scales recommendations for the AI on every nation yet? Which ones do we still need?

Of course the best thing would be to have 3 or 6 or 12 for each nation for some randomness, but still not as crazy random as the game does on its own. And having the people who feel they have a certain nation down pat to give us a suggested build would be best for decent AI. Or the people who feel they know where the AI does well or doesnt do well. But Im willing to give a shot at least filling in a few.
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Old June 29th, 2007, 02:50 PM
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Default Re: AI conquers!

In the current version I have at least one god design for each early era nation with the exception of Tir na n'Og. That leaves every nation in the middle and late eras. After all of my other projects have settled down some, I hope to make a god file editor similar to the province editor, but that is still pretty low on the priorities list.

On that note, I really hate to invest any more time in the gods until I have heard (or determined) whether or not using #god breaks the AI's ability to "call god"...
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RanDom v2 - Map gen & Semirandomizer.
Province Editor - Custom province creation made easier.
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Map Forge - Map editor
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