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it is now seperated with one mod for the public order and one for the attrition.
Cheers
The only 2 things i changed with this mod is I lowered attrition resistance of the Ai, removed a big part of their public order bonus and that's it (the occupy ruines of the mod description is innacurate as this method was discarded by CA and so I removed it from the mod)
Just a question, does the player's units are still weakened when the difficulty is higher ? I find it quite frustrating. As a veteran in TW, i like difficulty, but i dislike illogical difficulty.
Please report if anything seems stange.
Thanks
The question of : "can the AI take that into account" is an other one entirely.
From my personnal experience it can if not take it into account at least compensate it with all its buffs to growth and economy.
The only way to know for sure would be to decompile the core game engine or to have extensive logs of what the Ai does and why for each of its decision.
As for why it may not work (if it doesnt) , this is perhaps a byproduct of the way the defenders of the great plan work ... I'm investigating the colonization/ocupation mechanic each time I play but if you find an answer to that, I will be more than glad to modify this mod accordingly.
I won't change those values for this particular reason since :
Yes it it 3 times more but it takes only one garrisoned army or one entertainment building to negate this -6 and furthermore the Ai is more than able to deal with rebellion armies.
Even if the rebellion suceeds to retake the town it only means a more relevant faction is now in power (from a corruption or natives of the land standpoint) and a major faction will soon be able to retake it since the rebellions are always weaker than other Ai factions.
I play with all my mods and (other not yet published) and from my experience this just makes the games more logical and true to the lore since for example mountain attrition is more important so humans will not fight well in it. Also it will make the AI concentrate on it can really settle and fight.
I will nonetheless change the description when I update this mod for curse of the vampire coast to be more accurate ;)
I've tried 1 myself once and wasn't happy with it. That's because the AI is not "as smart" as human players and so it will go in attrition zones and take heavy casualties from it. A workaround would be to make the AI smarter concerning the choice to go in a zone inflicting attrition but I don't know how to do that for the time being ^^