Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Strategic AI & Tech Mod (all Campaigns except IA & ED)
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Update: 8 Feb, 2014 @ 3:18am

Change XXXXV.

-Added a difficulty modifier where harder difficulty levels will give the AI a discount (and incentive) to purchase more research buildings. This bonus is scaled so that Legendary difficulty provides the best bonus to the AI and it declines with each difficult level from there.

Update: 30 Jan, 2014 @ 11:18am

Change XXXXIV.

-Updated for Patch 9 compatibility.

-Completely reworked AI task management. Patch 9 added different postures/stances for the AI (aggressive, balanced, defensive, basic) however the same exact priorities were assigned to each stance. This has been adjusted as follows:

Aggressive: prioritizes attacks and expansion
Defensive: prioritizes security and consolidation
Balanced: a balance between expansion and security
Basic: the previous AI priorities assigned by this mod in Patch 1 thru 8 (a prudent task management, more intent on consolidating regions)

-Changed light, medium, heavy attrition from (%) 0, 1, 2, to 1, 2, 3 (original stock level is 1, 1, 1).

Update: 23 Dec, 2013 @ 8:38pm

Change XXXXIII.

-Lessened the effect of "movement attrition" that was added in previous changes. Now light = 0%, medium = 1% and heavy = 2% (as opposed to 1,2,5 respectively). This was done because the attrition effects seemed to be too severe. I will continue to evaluate this.

Update: 18 Dec, 2013 @ 12:36am

Change XXXXII.

-Adjusted AI construction bias so that it is more likely to build military type buildings for recruitment of units.

Update: 17 Dec, 2013 @ 11:34pm

Change XXXXI.

-Made various changest to support Patch 8. Note that Gaul campaign research times are (intentionally) unaltered.

Update: 13 Dec, 2013 @ 5:04pm

Change XXXX.

-Adjusted AI spending behavior to allow it to spend more money on construction when it is at war and total war situations. Previously, the cap may have kept some factions from building some of the more expensive structures (tweaks are ongoing in this area).

Update: 13 Dec, 2013 @ 1:07am

Change XXXIX.

(forgot this change in XXXVIII)

-Made adjustments to Selucid AI behavior so that they are less weak in their spending habits. They now should build up a military rather than being hot headed and declare war on everyone, yet focus their spending on civilian aspects. They should now also be more opportunisitic.

Update: 13 Dec, 2013 @ 1:00am

Change XXXVIII.

-Another fine tune/tweak of Roman faction AI behavior to make them "less stupid" when conducting diplomacy and declaring war.

Update: 11 Dec, 2013 @ 9:36pm

Change XXXVII.

-Adjusted Rome and Carthage aggression, reliability and strategy so that they no longer behave like crazed lunatics when declaring war. As suspected, making them more warlike seems like it makes them more aggressive (it does) but it also makes them more idiotic in that they will simply declare war on everyone they are in contact with over time. They are now middle aggressiveness so they should now pick and choose their opponents singularly. Their tactics have been changed to default, because after some 300 hours of campaign experience it seems that this is the most intelligent behavior routine.

Update: 10 Dec, 2013 @ 11:33pm

Change XXXVI.

-Reduced Roman Training Reforms research time by a further 5 turns, for the same reason as below (to afford them more time in the early going to research other techs).