• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

unmerged(2150)

Second Lieutenant
Mar 23, 2001
143
0
www.geocities.com
In CK1.01 AI builds only improvements, which are profitable in long run i.e. with positive modifiers for gold/tools. Therefore some important research/recruitment are never built.
Also forts are never built by AI, which means that wars are very easy because all sieges are very quickly finished. AI currently stores big amounts of gold waiting for you.

I made some slight changes in provinceimprovements.txt to make the game little more challenging. The idea is that AI builds any improvement even if positive gold modifier is insignificant (0.1%).

Here is list of changes:

civilian_harbour: added percentage gold 1.001
naval_harbour: added percentage gold 1.001
grand_shipyard: added percentage gold 1.001
traininggrounds: added percentage gold 1.001
waracademy: added percentage gold 1.001
grand_palace: added percentage gold 1.001

hill_fort: changed percentage gold from 0.98 to 1.001
small_castle: changed percentage gold from 0.97 to 1.001
medium_castle: changed percentage gold from 0.95 to 1.001
large_castle: changed percentage gold from 0.90 to 1.001
huge_castle: changed percentage gold from 0.85 to 1.001

school: raised cost from 100 to 200, changed percentage gold from 0.95 to 1.001
university: raised cost from 200 to 500, changed percentage gold from 0.90 to 1.001
court_of_justice: raised cost from 100 to 300, changed percentage gold from 0.90 to 1.001
templar_house: raised cost from 200 to 400, changed percentage gold from 0.95 to 1.001

royal_post: changed demesne from 0.8 to 1.2 (to work properly like in CK 1.0)

You can download modifiad file here: http://www.geocities.com/moctezumaiam/provinceimprovements.txt