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1.) No
2.) No
1.) Are the priority changes global? For example, a modded faction with new buildings, will their buildings that the mod author classified under “military” or "defense" be prioritized?
2.) Does this cancel CA's priority changes for AI to build more resource buildings?
Thank you!
The proportion of buildings has been distributed in:
Military: 66%
Support: 34%
Defensive: 0% (All defensive buildings are now categorized as military)
Because of this, AI in minor settlements does not have protective walls and because of this it is very easy to storm them.
The primary feature that Incata let me borrow for Prios Reworked is his modification pulling structures out of the defensive category, and putting them in military, with the associated rebalance of build distribution to 66% military, 34% support. This is to try to get them recruiting better.
About 90% of the rest of Prios Reworked is a massive list of rules for the AI to follow when building their provinces up. It is a mix of "set the priority for X buildings higher to make them more likely," and a list of rules like, "Don't build a barracks in a major settlement, they go in minor settlements," etc.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2870464661
I am sorry in advance if other people have asked you this before, but I was trying to compare your mods with that one, in order to see if there are any conflicts...his mod is more about the reduction of anti player bias and strategic threat, as well as other minor tweaks here and there,.but I am really not sure if I should use it with yours. For your information, I use the following mods that belong to you :
AI Recruitment Unleashed
AI Army Tasks and Strategy
AI Military Construction System
AI Occupation Decision
AI Economy
I use:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2845454582&searchtext=mod+manager
"This mod modifies the AI construction system to build more defensive buildings
The proportion of buildings has been distributed in:
Defensive: 0%"