Prosperity: some AI siege decision makings...

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What is prosperity based on?
Looks like the prosperity of casltes and cities only relies on the villages they are sourrounded by.
i thouhgt about something by reading about the caslte value thread. there are some good ideas like making the boundries of factions more the battle ground of war.
my point is, the prosperity of casltes and towns can also rely on the position on the map like in the middle age, the valley tax, the bridge tax, i dont know... whatever tax.
then you can do the AI decision making about sieges depending on the prosperity and value of the cities/castles.

there is just to much raiding ongoing on the map, especially if you play on realistic its so hard to recruit your favourite faction soldier types. also because the reason of win or lose a war seems to be depending on who is faster of raiding every town. that makes it very hard for the one faction to recruit enough troops to withstand.
i dont know, if it also would prevend the snowball effect.
 
Yeah and their AI decission making really need some more working
They got destroyed in the end when they could had prevented it by an attack

Saved it if QA team would like to have a looksie but its there and its enough
 
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