Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
1.2 basic_no_regions_task_generator_group CAI_TMS_TASK_GENERATOR_REGIONLESS_FACTION_FORCES_SHOULD_ATTACK_LOCAL_REGIONS
Why not set it higher? I think that this causes rebels to attack settlements prematurely. It is 1 in Vanilla. However, there is a problem with damaged hordes lingering off coastlines. I think the rebels are more important.
What is a defensive_out_of_the_map_power? It appears to be assigned to the Byzantine AI in vanilla! That's it. See personalities.
basic_no_regions_task_generator_group? Since it lacks a faction personality, I assume this only applies to factionless rebels.
to a negative is wrong because armies often get stuck within the area of control of sacked settlements and sacking is the only way to get out of this. What is the truth to this?
as a way to force settlement of abandoned regions? I have seen it set to 200plus in many mods. I see it working well enough at around 1.5 and worry 200 will not be recognized. Besides, the abandoned regions in most games that use the raze reduction mods are in regions frequented by huns. It should not be a priority to build a settlement for the huns to raze.