Army unrest, "Caudillos", AI logic and more

The Boss

Chieftain
Joined
Jan 27, 2010
Messages
48
Location
Italy
:) My english is as good as the one of a monkey, so excuse for mistakes.
Already posted in RoM, Afforess say that this may interest you.
Jdog5000, do you think is possible to start a revolution and a secession of 3-4 cities if a player has too many militar units and he's not at war for too long?
So, we could simulate a coup that can happens when a very strong militar apparatus is not engaged in war, and some "Caudillos" take the power in one or more regions of empire. In the Western Roman Empire that has become little before barbarian invasion, so barbares find a Western Empire not ready for invasions.
If a player wish to have a big army, with many military units, he also must accept the risk of lose a part of empire and units.
An AI could build-up and use a big army as frequent as possible, increasing local wars; but if associated with diplomacy (cannot declare war if glance for another player is high or if the enemy isn't nearby or if a player isn't the worst enemy), that could increase the depth of gameplay. And more, using diplomacy to stop a war between 2 AI when they have a big army, could destabilize AI more than a war, increasing the risk of a military coup. Also contrast the start of a war with gifts could induce a coup if the AI has a big army already ready to attack.
Perhaps, if AI could understand the hazzard from an inner overwhelming army, that could also be useful to reduce the huge stacks units attack; surely, a human player cannot no more have an army 3 or 4 time more than AI player for 300 or 400 years, as i often have late in game: he could lose cities and territory and units. :cry:
An AI could decide to not build a big army, and to draft units in emergency when attacked, while builds new units in towns distant from the frontline to contrast the enemy when necessary (is similar to mobilization of an army).
Needs to realize the project:
- count of the units of an AI (if less than a value X, no events)
- count of time from last war (if less than a value Y, no events)
- AI logic for awarness of the risks of secession
- AI logic for draft units in emergency if attacked, and switch to military production in distant towns
- probably a revamp of diplomatic options
- probably revision of logic to attack an enemy
- AI logic to disband units in excess when they are not usefull (disband the units with less promotion or experience), recycling1/4 of the cost of the unit disbanded in national land.
Linked to this, if a war starts, then we could have a temporary boost of research (linked to the war's request), commerce, economy, and then, if the war is too long, a depression of commerce and economy; if a player starts a war, he has "N" turns of bonus to win the conflict and stop the war (as a little golden age), or he'll destroy his own economy!
The Leader too could have as trait the different levels of army dimension before the insurgency of a secession.
Thanks for your patience.
Happy if this would be useful.:)
 
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