[MOD] AI CHARACTERS MOD 1.2- rebalancing of AI characters' behavior
Posted: Sat May 22, 2021 5:53 am
Hello,
guys!
I use Google translate.
At this stage, this is the processing of AI in the direction of increasing competition, as well as increasing expansion in the market.
Changed the characteristics of all characters and revised company focuses. Starter bonuses have been added to some (not all) companies.
If you want, you can test and give feedback. Has AI behavior really changed, and if so, in which direction? I don't have a game to test. Also, the mod will integrate several of its own building models, which will be available for use in other mods, or for the vanilla version of the game. Experiments are underway with styles, colors, etc.
Some edits:
1. Increased stock of mineral deposits
2. Slightly increased mining speed (more at the sawmill)
3. The distribution of companies at the start has been changed: most of them start with a focus (Stock - focused on stock investment), and after a while they will change focus to (All - Diversified). This can help AI companies buy shares at the start of the game at starting prices. Companies focused on Real Estate and Media are set to 0 due to the fact that they are usually not managed in the most efficient way. According to the concept, apartments and offices will be distributed among different companies and can be built in more suitable locations with high traffic.
4. Introduced experimental components of the script that disable the generation of apartments and offices at the start of the game (if you have any problems with these settings, please report it).
5. The effect of personnel training has been greatly reduced. This increases the importance of starting skills between characters.
6. Most of the settings have a high difficulty level. The script added settings for all DLCs.
7. Other minor changes.
File AI MOD script.txt to place in the script folder. Place the rest of the files in the mod folder. Please report any errors.
A mod without a script can work somehow, but the script reinforces important settings. You can try what comes out of it.
The script itself, without the mod, will most likely lead to incorrect AI behavior, as well as upset the overall balance.
UPDATE 1.2
Added several new products
The number of products produced by a factory in one cycle has been increased to reduce the number of factories on the map. Start with small factories.
Added offices and apartment buildings of 1 * 1 or larger size for a denser filling of the map space.
Added several specialty shops, a farm and a factory.
Recipes are overhauled and mainly consist of three ingredients
The mining process has been revised. For example: a deposit of precious metals has three sizes - small, medium and large (designation S, M, L). With different mining speed, the big one has the faster production. But since the game sees them as different deposits, intermediate recipes have been added to bring them to one common intermediate product from which it is then possible to obtain several other metals (gold, silver, platinum and aluminum).
The screenshot shows an example, pay attention to the number next to the technology purchase icon, it shows how many ways there are to obtain this product. By switching with the arrows, you select the desired recipe. The script contains most of the game settings, available both through the game menu and added experimental ones. You can customize them for yourself at any time (their description is available on the official website of the game).
If you don't change anything in the script, then start the game with 20M. This is enough for the construction of either a store or several small factories. The second is preferable, since AI has an advantage in the quality of the manufactured products, but it needs semi-finished products (water, minerals,timber, precious metals etc). Even taking into account the fact that these products are available in the ports. In other words, if you open a store and a factory and start producing and selling your goods at the start of the game for a while, you will be able to make a profit until competitors with a higher technology level appear. Customers choose products based on price, quality, brand approximately 20-40-40. That is, priority is given to quality and brand. In the second option, the advantage is on the side of the player, some minerals are in high demand and are not affected by the level of technology, at the same time you are helping AI companies to expand.
AI corporations have received a broader class orientation, for example, one corporation can produce products for several classes of beverage, food and snacks at once. Or everything related to electronics - watches, phones, TVs, cameras, refrigerators, computers, etc. Or to produce cars and gum, that is, in completely different areas. This is done for some variety. Not the fact that one company will produce all products in several classes at the same time, but in some the competition may look like this:
V1.2
https://www.mediafire.com/file/3vi9c8tf ... 2.zip/file
With installer
https://www.mediafire.com/file/sy931t70 ... D.exe/file
guys!
I use Google translate.
At this stage, this is the processing of AI in the direction of increasing competition, as well as increasing expansion in the market.
Changed the characteristics of all characters and revised company focuses. Starter bonuses have been added to some (not all) companies.
If you want, you can test and give feedback. Has AI behavior really changed, and if so, in which direction? I don't have a game to test. Also, the mod will integrate several of its own building models, which will be available for use in other mods, or for the vanilla version of the game. Experiments are underway with styles, colors, etc.
Some edits:
1. Increased stock of mineral deposits
2. Slightly increased mining speed (more at the sawmill)
3. The distribution of companies at the start has been changed: most of them start with a focus (Stock - focused on stock investment), and after a while they will change focus to (All - Diversified). This can help AI companies buy shares at the start of the game at starting prices. Companies focused on Real Estate and Media are set to 0 due to the fact that they are usually not managed in the most efficient way. According to the concept, apartments and offices will be distributed among different companies and can be built in more suitable locations with high traffic.
4. Introduced experimental components of the script that disable the generation of apartments and offices at the start of the game (if you have any problems with these settings, please report it).
5. The effect of personnel training has been greatly reduced. This increases the importance of starting skills between characters.
6. Most of the settings have a high difficulty level. The script added settings for all DLCs.
7. Other minor changes.
File AI MOD script.txt to place in the script folder. Place the rest of the files in the mod folder. Please report any errors.
A mod without a script can work somehow, but the script reinforces important settings. You can try what comes out of it.
The script itself, without the mod, will most likely lead to incorrect AI behavior, as well as upset the overall balance.
UPDATE 1.2
Added several new products
The number of products produced by a factory in one cycle has been increased to reduce the number of factories on the map. Start with small factories.
Added offices and apartment buildings of 1 * 1 or larger size for a denser filling of the map space.
Added several specialty shops, a farm and a factory.
Recipes are overhauled and mainly consist of three ingredients
The mining process has been revised. For example: a deposit of precious metals has three sizes - small, medium and large (designation S, M, L). With different mining speed, the big one has the faster production. But since the game sees them as different deposits, intermediate recipes have been added to bring them to one common intermediate product from which it is then possible to obtain several other metals (gold, silver, platinum and aluminum).
The screenshot shows an example, pay attention to the number next to the technology purchase icon, it shows how many ways there are to obtain this product. By switching with the arrows, you select the desired recipe. The script contains most of the game settings, available both through the game menu and added experimental ones. You can customize them for yourself at any time (their description is available on the official website of the game).
If you don't change anything in the script, then start the game with 20M. This is enough for the construction of either a store or several small factories. The second is preferable, since AI has an advantage in the quality of the manufactured products, but it needs semi-finished products (water, minerals,timber, precious metals etc). Even taking into account the fact that these products are available in the ports. In other words, if you open a store and a factory and start producing and selling your goods at the start of the game for a while, you will be able to make a profit until competitors with a higher technology level appear. Customers choose products based on price, quality, brand approximately 20-40-40. That is, priority is given to quality and brand. In the second option, the advantage is on the side of the player, some minerals are in high demand and are not affected by the level of technology, at the same time you are helping AI companies to expand.
AI corporations have received a broader class orientation, for example, one corporation can produce products for several classes of beverage, food and snacks at once. Or everything related to electronics - watches, phones, TVs, cameras, refrigerators, computers, etc. Or to produce cars and gum, that is, in completely different areas. This is done for some variety. Not the fact that one company will produce all products in several classes at the same time, but in some the competition may look like this:
V1.2
https://www.mediafire.com/file/3vi9c8tf ... 2.zip/file
With installer
https://www.mediafire.com/file/sy931t70 ... D.exe/file