Guild Imperium Special Report
Guild Imperium Special update:
A few thoughts to share.
First the battle tweaking looks like a take at a new level. Here I believe I have fairly given the AI two legs up on human players so beware!!
Watch out prosecuting a war in 1930 thinking to roll over some poor AI.
You will get hammered!! Even though it you will be on equal footing.
I removed the 'dig-in' ability which comes on the very earliest in late January 1931 via one of two doctrine techs.
So, in the beginning the airforce is killer then gets wiped and so it is a horse race to build BOTH air power and land power. If either are neglected you are in trouble. Often players pick some cost effective unit or two and build like hell and then find some vulnerable neighbor to hammer quick.
Well again, I also amended the 'time' to give 'orders' from 48 hours to 2 hours, that's right TWO Hours. And in case you are wondering the AI's do not miss opportunity to issue orders in the hundreds over a month or two, like most players will not have a much a chance of doing.
And third, except in very hot areas, like Africa where survival is like unto the old Risk Mod set-up, everywhere else, you will 'almost' not ever see an AI declare war foolishly.
I have and am still adding painstakedly triggers and more triggers, events and more shades of events that evaluate three things.
One, if an AI is strong enough to declare war in the first place.
Two, if the target is weak enough or engaged in other wars of merit.
And third, in some special cases if the target country even still holds provinces it wants, like potential cores.
All this with a lot of rebelions and revolts.
Nice huh?
And so on St. Helena the old wizard stood aloft thinking...
about what last was said...
'So you left no one standing?'