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If you conquer Roma, you will not have a garrison. This was the only way I could give SPQR specifically a crazy garrison only if they held Roma. Otherwise, my only other option is to give every Roman settlement the same garrison, and Roma would be easy to yoink early on.
In response, I made the AI use way more of their budget on recruiting and prompt them to recruit frequently. I tested it and noticed that the AI is recruiting 4/4 armies at the start of the game now, and constantly replacing their losses. This should mean that as an AI conquers more territory, they will actually field a lot more armies to cover their territories instead of staying at 1 or 2 from the beginning of the game.
Hopefully you enjoy the increase in challenge and an even closer representation of the AI's activity level in Rome 1!
- AI recruitment budget has been increased to near-infinite. The AI will now field as many armies as they can financially support, up to the campaign cap. This results in a much more active campaign map and more interesting battles.
- Created guidance parameters for AI army compositions. Some factions weren't using some of their roster, or were prioritizing their weaker units. This aims to make the AIs use their faction's unique units more often
I improved the campaign AI in many ways: construction priorities and speed, unit recruitment and army composition, as well as priorities for waging war, attacking vs defending and so on.
AI factions will now use much better army compositions, including a balance of all unit types, rather than spamming one type of unit.
I also fixed some bugs with garrisons thanks to Elrosthir pointing it out