Viridovix
30-09-2005, 23:41
Okay, so here I am out of the blue with a new mod. :go: It is about six months in the making and I hope bug free. I have sent the zip file to Elvian, who should be able to add it to this post. Some of the files I refer to will be in the zip. Here is the readme for now.
Pigface 1.3 (basinet) - KoH-Modification
Created by Viridovix
For KoH version 1.03 English
1. Requirements
English version of KoH with patch 1.03
2. Disclaimer
This is not an official patch and I do not guarantee that it will serve any purpose.
It may crash your computer or do even worse things. Use at your own risk.
3. Installation
To install the mod you need to have program called
PakMan(downloadable in http://forum.sunflowers.de/showthread.php?t=3255)
before you install the mod, make backups of images.pak, defs.pak, europe.pak and
texts.pak.
a) open PakMan
b) open europe.pak in PakMan
c) rightclick on one of files, "extract all files - to original directory(ies)"
d) do the same in defs.pak and texts.pak
e) copy all files from unzipped Pigface 1.3 into Knights of Honor directory and
when asked if replace already existing files, agree.
f) check if the copy was done properly: in Knights of Honor directory you should
have folders: defs, images, maps, packs, system, Texts.
4. Uninstallation
a) Remove the "defs," "maps," "images," "movies" and the "Texts" directories
from your KoH-folder
b) In PakMan, open backup.pak files (europe.pak, defs.pak, images.pak and
Texts.pak) extract all files into original directories, or move all four
.pak files back to "Knights of Honor\paks."
5. Additional Disclaimer:
I have to thank Angryminer, Elvian and Wolfshard3 from whose work I learned
and borrowed. All three of their mods, like mine, were designed for their personal
enjoyment so I will preface my offering with the same disclaimer. I made this for me
but if you play the way I do, perhaps you will enjoy it too.
6. Goal:
Okay, so the AI is weak. Some of us like our games a bit more difficult, however, so
with the goal of having a sufficiently challenging KoH game, I set out to create
this mod. I watched, like you have, the AI make one horrible decision after another,
building things he shouldn't and allowing large kingdoms to fall into ruin. My
attempt at a solution is a bit different than my counterparts (as well as my goal
perhaps), this mod designed around one simple idea. Keep it simple for the AI. Have
you ever seen the AI with a cathedral, university, or even a library? Me either. I
started out making changes to everything but it is far too difficult to test a
system when you have so many variables. So in the end I tried to tie my changes to
game concepts that made it difficult for the AI to compete and test through them
one at a time.
8. Testing:
I did all my testing playing the one or two province kingdoms (Zeta remains my
favorite) or the big ones; German,Byzantia. I watched the interaction of the AI
kingdoms and his method of building structures and alliances. Then for each version
1.1, 1.2 and this final 1.3, I would try my dardest to win the game, increasing the
advantages I gave the AI with each version until I lost the game as often as I won.
9. Concepts:
a) Food
Food production was not a challenge for the player. I made it A BIG ONE. See
###FOOD STUDY### below for a list of changes.
b) Kingdom Advantages
The AI never/very rarely acquires kingdom advantages. I figured out a way to give
them to the AI, so I gave the AI Glorious Conquest, Crop Rotation (2xpower) and
Spring Festival (5xpower) -- AND restricted the player from their use. This was
accomplished by making the valuable [horses] for the AI only and tying those
bonuses to them. The AI will now build [horse breeders] IMMEDIATELY.
c) Armies and Units
Armies were too easy to recruit so I tied food recruitment costs to troop quality
(adding to the challenge in Pigface for the player to find enough food). See #
##FOOD STUDY### below for a list of changes or ###UNITS### below for a list of
costs.
1) The AI will wander his marshals from town to town, recruiting what he can
until he reaches required min sizes for attack and defense. In Vanilla KoH
That meant the AI always had lots of peasants. I eliminated peasants (renamed
them actually). I also altered the building template so it is impossible for a
nation to be two builds away from being able to recruit.
2) The unit file in general saddened me. It has been entirely rebuild. I added
one unit an included Elvian's Baltic Cavalry (horse archer version). See
Unitanalysis.xls or ###UNITS### below for more details.
3) KoH has a wonderful system for giving troops bonuses. I added shield,
undisiplined, fear and axe. See Unitanalysis.xls or ###UNITS### below for more
details.
d) Buildings
It was difficult for the AI to achieve the buildings needed to recruit high level
units and even harder for him to find space. I redesigned the building file so
the AI will actually build cathedrals. See Tech Tree.pdf
or ###BUILDING CHANGES### below.
1) To facilitate the AI's ability to achieve high level buildings I eliminated the
[building] requirements, e.g. [cattle farm] and [salt mine] required for
[butcher] and replaced them with [valuable] requirements -- [meat] & [salt].
e) Piety
Piety use was never a challenge. I increased all use costs and max values by 2.
Similar with books.
f) Starting Map
The starting map was very static and after a while exceedingly bland (sorry to
all you historically accurate folks - you are NOT going to like this...) I added
a small number of random Alexandria like capital to the map and altered starting
buildings, removing all the fixed locations (except for the centers of religion).
Now, each game will be entirely different. A Bdin starting as a medium sized
province can just as easily grown to 35 provinces as Germany.
g) Gold
I always had gold coming out of my ears, especially from trade. Trade income has
been slashed per HR 1.6 with one alteration. You get more gold when your trade
target has markets. 3 gold per AI market, 1 gold per [valuable] you have. To be
a trader now takes substantial effort and some diplomacy.
h) AI Diplomacy
The AI would get bogged down in war. I increased the AI's diplomacy and honor and
altered relations modifiers for events so when the AI made peace it lasts. Now a
20 province Norway with three vassals will actually be at peace for a good amount
of time on occasion and build a dozen [scribes] and [butchers]. NOTE: If you make
peace with everyone you are likely to be left completely alone. This is a
necessary flaw but if you choose to start wars or have them at game start you are
not likely to run into this problem.
i) Rebels
Rebels and loyalists ala HR 1.6 were a lot more challenging. I altered Pigface
similarly, though my rebels start weaker but get MUCH stronger and can easily
outnumber you (increase in size). In this way the AI does not have as much trouble
with them, and when you have a 30 province nation, your at war and your king dies,
the 8 rebel armies that will suddenly appear will have to be dealt with quickly.
CHALLENGE!!!
j) Happiness
Large AI nations would self destruct in vanilla KoH, rebels tearing them apart.
Now, with the Spring Festival, advantage he doesn't. I left vanilla happiness
definitions largely alone as a result. Only the player must contend with war
exhaustion.
That's all folks. Enjoy!
Viridovix
###FOOD STUDY###
I noticed that:
-The AI builds based on price (modified by building benefit), lowest cost first
-The AI does not build advance structures as quickly as the player (if ever)
-The AI has a harder time acquiring high level troops than the player
-Food production was never a challenge to the player
-You can give Kingdom advantages to AI nations
So I:
1. gave the AI the Kingdom Advancement Crop Rotation at +3 base, farms +2 and +300
storage and restricted the player from its use.
2. increased the food cost of units by;
Food Cost Calculation Quality Horse size
Number of units * levies ( 1 + light 6 ) + poor ( 2 + med 8 ) +
regular ( 3 + heavy 10) +
quality ( 4 + none 0) +
Elite ( 6 +
Desert heavy armor
yes -20 +0,+20,+30,+50
no 0
Where akyndjia are levies (40), axeman are poor (60), swordsman are regulars (90)
men-at-arms are quality (120) and teutonic champs are sophisticated (180). For the
Calv; Light Calvary (180), pronoi (220), Ghulam Calv (260), Cataphract (300) and
Feudal Knight (350). (See unitanalysis.xls for list of all food costs)
3. tripled army food consumption rate and doubled the food an army can carry;
4. changed gold cost for troops to a sliding scale based on melee and archery
strength. Weak troops are much cheaper while strong ones are about the same
price. axeman (170), teutonic champs (700), light calv (430) and feudal
knights (1850). If the player wants advanced troops early he still can
relatively easily, but now they are expensive in terms of both gold AND food;
5. redistribute food production from structures in such a way that it was
difficult for the player to;
a) acquire enough capacity to recruit troops of quality (towns do not
have the necessary storage) and
b) recruit at all (food production too low);
7. reduced population growth rate so that the player's food impoverished provinces
grow slower while the food rich AI grows at a faster rate (AI food is roughly
2x and town growth rate is at 60% of normal);
8. change [cattle farms] to require [meat] and [salt] only. AI will now build
[butchers] in all towns, as can the player, but those resource must now be
guarded and/or traded for. Traders in Pigface make very little gold but can
still acquire resources, which now the player will be far more inclined to do.
Food Production Summary for Pigface KoH
The most additional food production the AI was ever likely to acquire was base +2
and farms +1 with a bonus storage of 100. That is all he could have without
building up resources, which he did slowly if ever. That has been tripled by
giving the AI crop rotation. The player, in order to get the same level of food
production as the AI must build, in addition to a number of advanced structures,
fortifications and harbor improvements.
With these changes, the AI has the capacity to build Feudal Knights at game start,
while the player might never be able to, and only one at a time if then.
Farmer/Governors in Pigface play a much larger role for the player and the
struggle to acquire enough food will add significant challenge to the game.
Table of Production
Vanilla KoH STRUCTURE Pigface KoH
Bonus Food Bonus Storage Bonus Food Bonus Storage
TOWN WITHOUT RESOURCES:
+1 100 Granary 50
+1, farms +1 Bakery farms +1
- - Butcher farms +1 100 (w/salt&meat)
-----------------------------------------------------------------------------------
+2, farms +1 100 TOTAL NO RES farms +2 150
From fortifications:
Palisade 25
stone walls 25
Corner Towers 75
Bulwarks 25
------------------------------------------------------------------------------------
0 0 TOTAL FORT 0 150
TOWNS WITH RESOURCES:
100 Salt mine
+1 fisherman +1
+1 docks +1
+3 100 pickles +2 100 (w/salt)
harbor +1
admiralty +2
coast guard +3
+1 sheep +1
+1 cattle +1
vineyard +1
wine +1
hives +1
farms +2 200 Butcher - -
-----------------------------------------------------------------------------------
7, farms +2 400 TOTAL W/RES 14 100
TOTALS POSSIBLE FOOD PRODUCTION PER TOWN, DEPENDING ON LOCAL RESOURCES
[NONE - FISH, PASTURE & FERTILE SOIL]
Vanilla
All: Base [+2-9],Farms [+1-4], Storage [+100-400]
Pigface
Player: Base [+0-14], Farms [+2-2], Storage [+300-400]
AI: Base [+4-18], Farms [+4-4], Storage [+600-700]
###BUILDING CHANGES###
The tech tree was far too dependent upon buildings specific to local
recourses. I understand the reasoning but it hamstrung the AI. There
were also far too many buildings for the AI to ever have the space for
the higher level buildings. It was never really much of a challenge for
me to find the space for the buildings I needed so I figured the AI should
not be disadvantaged.
I started with Elvian's buildings file and went to town eliminating and
overriding buildings.
Buildings eliminated:
Scale Armory, Halberd Mastery, Trench
I make armor for a living so I cannot tell you how much I laughed when I
saw chain mail before scale. The armory now allows for the production of scale
armored units. The halberd mastery I also considered redundant since all of
the halberd wielding troops already required the additional tech of wearing
plate.
Building added:
Added Elvian's temple for the pagans. A nice add that does not burden the
AI's decision making.
Overrides (buildings that use the same tile) and tech changes: (mostly mine
but some from Elvian and some from Wolfshard3)
-Tax Collector>Market>Merchants Guild
-Toolsmith>Armory>Chain Mail>Plate Armor
-Granary>Bakery
-Inn>Hostel
-Hunting Lodge>Tannery
-Cattle Farm>Butcher
-Fisherman>Docks>Harbour>Admiralty>Coast Guard
-Hives>Wax Maker
-Vineyard>Winery
-Sheep Farm>Spinning-Wheel>Tailor
-Hemp Fields>Weaver>Tackle Maker
-Palisade>Stone Wall>Bulwark
-Swordsmith>Swords Master
-Corner Tower>Ballista Tower
-Gate Tower>Cauldrons
-Scribe>Library>University
-Church/Mosque>Cathedral/Grand Mosque
Requirements: (See Tech Tree.pdf)
-High level structure requirements changed to the specific trade good.
(dye maker --> dye)
-Leather required for plate armory. Really, it is.
-Training ground required for stables. (horses no longer a
requirement for troops)
-Toolsmith required for most any craft.
-Scribe requires ink and parchment. Library requires scribe. University
requires library.
-Merchants guild requires wine
-Cathedral and Mosque - Church/Mosque, silver, statues, clothes, columns
What all this adds up to:
Seven buildings that are one use
Eleven buildings that are part of a sequence that can be built anywhere
One building for silver deposits
Three for marble deposits
Three for fertile soil
Two for mineral deposits
Two for fish
Five for pastures
one for brine deposits
Max buildings possible in town where there are no recourses: 18
Max buildings possible in town where you have fish, pasture and marble: 26
Note:
If you lose a required trades good for one of your buildings the building
does not stops working. You only need them for initial build. I wish I
could mod them not working. There are some obvious cheats that the player
can employ because of this, but since I am already counting on the player
to not building horse breeders, I can assume that that same player will not
take advantage of the cheats that come with requiring [valuables] for
buildings...
And if the AI cheats... ALL THE BETTER!
###UNITS###
1. Peasants --> Levy Spearman --> Spearman
Peasants were useless (especially how the AI handled them) and spearman did
not have a viable role in the game, So I;
a) changed peasants to levy spearman (used spearman graphics) a match
for the turkish akyndjia. (training ground)
b) changed spearman to an armored version of the same (used town watch
graphics) a match for men-at-arms. (spear master, armory)
c) improved the desert spearman since those regions in Pigface have
neither levy spearman or spearman.
2. Game start
So that units are available generally at game start for all AI nations,
I changed;
a) for regions of the map that did not have spearman as an option, I removed
peasants (levy spearman)
b) Slav bowman (town watch only)
c) Slav axeman (training ground only)
d) akyndjia (training ground only)
3. Town Guards
The AI defended his towns very badly. He never had any archers. So I made
the town guard a heavy archer (used heavy archer graphics)
4. Turkic Swordsman
The game files for Turkic Swordsman were just sitting there. So I activated
them. The high and low turks now have an additional unit equivalent to the
heavy swordsman.
5. Baltic Cavalry
Elvian, it seemed, tried to make his baltic cavalry a ranged unit. I was
able to figure out how to do it, so his baltic calv are now a hoblier
equivalent with a horse archer's bow. An excellent add.
6. Archery
Increased archery ranges and reduced CTK. Arrows were too deadly, so in
addition to altering the bonuses I reduced their CTK, giving them instead,
increased range.
7. Armor and CTK
I realigned all armor and CTK numbers for melee units, Where;
a) The ratio of instances required for attacker to kill defender can
be said to be:
(attacker#units/(defenderCTK/100*(1-(attackerDEF/100)))) /
(defender#units/(attackerCTK/100*(1-(defenderDEF/100))))
b) and with vanilla KoH peasants set as the base case;
I made it so that each additional level of tech get a
slightly higher ratio (odds).
Levy spearman are 3 to 1 vs vanilla KoH peasants
swordsman are 4 to 1 vs vanilla KoH peasants
men-at-arms are 5 to 1 vs vanilla KoH peasants
normans are 6 to 1 vs vanilla KoH peasants
heavy swordsman are 7 to 1 vs vanilla KoH peasants
templars are 8 to 1 vs vanilla KoH peasants
light cavalry are 4 to 1 vs vanilla KoH peasants
ponios are 2 to 1 vs light cavalry
knights are 2 to 1 vs light cavalry
ghulam are 3 to 1 vs light cavalry
feudal knights are 4 to 1 vs light cavalry
8. Scale armor
Scale armor is NOT an improvement over chainmail. I make the stuff for
a living, trust me. I removed the scale armory from the game, making the
requirement for scale armored troops just the [armory]. Having done that,
I realigned all of the other building requirements to model the same
levels of development.
9. Food Cost Calculation
Quality Horse size
Number of units * levies ( 1 + light 6 ) + poor ( 2 + med 8 ) +
regular ( 3 + heavy 10) +
quality ( 4 + none 0) +
Elite ( 6 +
Desert heavy armor
yes -20 +0,+20,+30,+50
no 0
10. Gold Cost Equation Archer CTK Speed
((Ratio vs. peasents/2 *100)+(CTKr*3) )* (speed)/100 Rounded to 10's
Moral bonuses based on ratio and tech required
-end of fine-
Pigface 1.3 (basinet) - KoH-Modification
Created by Viridovix
For KoH version 1.03 English
1. Requirements
English version of KoH with patch 1.03
2. Disclaimer
This is not an official patch and I do not guarantee that it will serve any purpose.
It may crash your computer or do even worse things. Use at your own risk.
3. Installation
To install the mod you need to have program called
PakMan(downloadable in http://forum.sunflowers.de/showthread.php?t=3255)
before you install the mod, make backups of images.pak, defs.pak, europe.pak and
texts.pak.
a) open PakMan
b) open europe.pak in PakMan
c) rightclick on one of files, "extract all files - to original directory(ies)"
d) do the same in defs.pak and texts.pak
e) copy all files from unzipped Pigface 1.3 into Knights of Honor directory and
when asked if replace already existing files, agree.
f) check if the copy was done properly: in Knights of Honor directory you should
have folders: defs, images, maps, packs, system, Texts.
4. Uninstallation
a) Remove the "defs," "maps," "images," "movies" and the "Texts" directories
from your KoH-folder
b) In PakMan, open backup.pak files (europe.pak, defs.pak, images.pak and
Texts.pak) extract all files into original directories, or move all four
.pak files back to "Knights of Honor\paks."
5. Additional Disclaimer:
I have to thank Angryminer, Elvian and Wolfshard3 from whose work I learned
and borrowed. All three of their mods, like mine, were designed for their personal
enjoyment so I will preface my offering with the same disclaimer. I made this for me
but if you play the way I do, perhaps you will enjoy it too.
6. Goal:
Okay, so the AI is weak. Some of us like our games a bit more difficult, however, so
with the goal of having a sufficiently challenging KoH game, I set out to create
this mod. I watched, like you have, the AI make one horrible decision after another,
building things he shouldn't and allowing large kingdoms to fall into ruin. My
attempt at a solution is a bit different than my counterparts (as well as my goal
perhaps), this mod designed around one simple idea. Keep it simple for the AI. Have
you ever seen the AI with a cathedral, university, or even a library? Me either. I
started out making changes to everything but it is far too difficult to test a
system when you have so many variables. So in the end I tried to tie my changes to
game concepts that made it difficult for the AI to compete and test through them
one at a time.
8. Testing:
I did all my testing playing the one or two province kingdoms (Zeta remains my
favorite) or the big ones; German,Byzantia. I watched the interaction of the AI
kingdoms and his method of building structures and alliances. Then for each version
1.1, 1.2 and this final 1.3, I would try my dardest to win the game, increasing the
advantages I gave the AI with each version until I lost the game as often as I won.
9. Concepts:
a) Food
Food production was not a challenge for the player. I made it A BIG ONE. See
###FOOD STUDY### below for a list of changes.
b) Kingdom Advantages
The AI never/very rarely acquires kingdom advantages. I figured out a way to give
them to the AI, so I gave the AI Glorious Conquest, Crop Rotation (2xpower) and
Spring Festival (5xpower) -- AND restricted the player from their use. This was
accomplished by making the valuable [horses] for the AI only and tying those
bonuses to them. The AI will now build [horse breeders] IMMEDIATELY.
c) Armies and Units
Armies were too easy to recruit so I tied food recruitment costs to troop quality
(adding to the challenge in Pigface for the player to find enough food). See #
##FOOD STUDY### below for a list of changes or ###UNITS### below for a list of
costs.
1) The AI will wander his marshals from town to town, recruiting what he can
until he reaches required min sizes for attack and defense. In Vanilla KoH
That meant the AI always had lots of peasants. I eliminated peasants (renamed
them actually). I also altered the building template so it is impossible for a
nation to be two builds away from being able to recruit.
2) The unit file in general saddened me. It has been entirely rebuild. I added
one unit an included Elvian's Baltic Cavalry (horse archer version). See
Unitanalysis.xls or ###UNITS### below for more details.
3) KoH has a wonderful system for giving troops bonuses. I added shield,
undisiplined, fear and axe. See Unitanalysis.xls or ###UNITS### below for more
details.
d) Buildings
It was difficult for the AI to achieve the buildings needed to recruit high level
units and even harder for him to find space. I redesigned the building file so
the AI will actually build cathedrals. See Tech Tree.pdf
or ###BUILDING CHANGES### below.
1) To facilitate the AI's ability to achieve high level buildings I eliminated the
[building] requirements, e.g. [cattle farm] and [salt mine] required for
[butcher] and replaced them with [valuable] requirements -- [meat] & [salt].
e) Piety
Piety use was never a challenge. I increased all use costs and max values by 2.
Similar with books.
f) Starting Map
The starting map was very static and after a while exceedingly bland (sorry to
all you historically accurate folks - you are NOT going to like this...) I added
a small number of random Alexandria like capital to the map and altered starting
buildings, removing all the fixed locations (except for the centers of religion).
Now, each game will be entirely different. A Bdin starting as a medium sized
province can just as easily grown to 35 provinces as Germany.
g) Gold
I always had gold coming out of my ears, especially from trade. Trade income has
been slashed per HR 1.6 with one alteration. You get more gold when your trade
target has markets. 3 gold per AI market, 1 gold per [valuable] you have. To be
a trader now takes substantial effort and some diplomacy.
h) AI Diplomacy
The AI would get bogged down in war. I increased the AI's diplomacy and honor and
altered relations modifiers for events so when the AI made peace it lasts. Now a
20 province Norway with three vassals will actually be at peace for a good amount
of time on occasion and build a dozen [scribes] and [butchers]. NOTE: If you make
peace with everyone you are likely to be left completely alone. This is a
necessary flaw but if you choose to start wars or have them at game start you are
not likely to run into this problem.
i) Rebels
Rebels and loyalists ala HR 1.6 were a lot more challenging. I altered Pigface
similarly, though my rebels start weaker but get MUCH stronger and can easily
outnumber you (increase in size). In this way the AI does not have as much trouble
with them, and when you have a 30 province nation, your at war and your king dies,
the 8 rebel armies that will suddenly appear will have to be dealt with quickly.
CHALLENGE!!!
j) Happiness
Large AI nations would self destruct in vanilla KoH, rebels tearing them apart.
Now, with the Spring Festival, advantage he doesn't. I left vanilla happiness
definitions largely alone as a result. Only the player must contend with war
exhaustion.
That's all folks. Enjoy!
Viridovix
###FOOD STUDY###
I noticed that:
-The AI builds based on price (modified by building benefit), lowest cost first
-The AI does not build advance structures as quickly as the player (if ever)
-The AI has a harder time acquiring high level troops than the player
-Food production was never a challenge to the player
-You can give Kingdom advantages to AI nations
So I:
1. gave the AI the Kingdom Advancement Crop Rotation at +3 base, farms +2 and +300
storage and restricted the player from its use.
2. increased the food cost of units by;
Food Cost Calculation Quality Horse size
Number of units * levies ( 1 + light 6 ) + poor ( 2 + med 8 ) +
regular ( 3 + heavy 10) +
quality ( 4 + none 0) +
Elite ( 6 +
Desert heavy armor
yes -20 +0,+20,+30,+50
no 0
Where akyndjia are levies (40), axeman are poor (60), swordsman are regulars (90)
men-at-arms are quality (120) and teutonic champs are sophisticated (180). For the
Calv; Light Calvary (180), pronoi (220), Ghulam Calv (260), Cataphract (300) and
Feudal Knight (350). (See unitanalysis.xls for list of all food costs)
3. tripled army food consumption rate and doubled the food an army can carry;
4. changed gold cost for troops to a sliding scale based on melee and archery
strength. Weak troops are much cheaper while strong ones are about the same
price. axeman (170), teutonic champs (700), light calv (430) and feudal
knights (1850). If the player wants advanced troops early he still can
relatively easily, but now they are expensive in terms of both gold AND food;
5. redistribute food production from structures in such a way that it was
difficult for the player to;
a) acquire enough capacity to recruit troops of quality (towns do not
have the necessary storage) and
b) recruit at all (food production too low);
7. reduced population growth rate so that the player's food impoverished provinces
grow slower while the food rich AI grows at a faster rate (AI food is roughly
2x and town growth rate is at 60% of normal);
8. change [cattle farms] to require [meat] and [salt] only. AI will now build
[butchers] in all towns, as can the player, but those resource must now be
guarded and/or traded for. Traders in Pigface make very little gold but can
still acquire resources, which now the player will be far more inclined to do.
Food Production Summary for Pigface KoH
The most additional food production the AI was ever likely to acquire was base +2
and farms +1 with a bonus storage of 100. That is all he could have without
building up resources, which he did slowly if ever. That has been tripled by
giving the AI crop rotation. The player, in order to get the same level of food
production as the AI must build, in addition to a number of advanced structures,
fortifications and harbor improvements.
With these changes, the AI has the capacity to build Feudal Knights at game start,
while the player might never be able to, and only one at a time if then.
Farmer/Governors in Pigface play a much larger role for the player and the
struggle to acquire enough food will add significant challenge to the game.
Table of Production
Vanilla KoH STRUCTURE Pigface KoH
Bonus Food Bonus Storage Bonus Food Bonus Storage
TOWN WITHOUT RESOURCES:
+1 100 Granary 50
+1, farms +1 Bakery farms +1
- - Butcher farms +1 100 (w/salt&meat)
-----------------------------------------------------------------------------------
+2, farms +1 100 TOTAL NO RES farms +2 150
From fortifications:
Palisade 25
stone walls 25
Corner Towers 75
Bulwarks 25
------------------------------------------------------------------------------------
0 0 TOTAL FORT 0 150
TOWNS WITH RESOURCES:
100 Salt mine
+1 fisherman +1
+1 docks +1
+3 100 pickles +2 100 (w/salt)
harbor +1
admiralty +2
coast guard +3
+1 sheep +1
+1 cattle +1
vineyard +1
wine +1
hives +1
farms +2 200 Butcher - -
-----------------------------------------------------------------------------------
7, farms +2 400 TOTAL W/RES 14 100
TOTALS POSSIBLE FOOD PRODUCTION PER TOWN, DEPENDING ON LOCAL RESOURCES
[NONE - FISH, PASTURE & FERTILE SOIL]
Vanilla
All: Base [+2-9],Farms [+1-4], Storage [+100-400]
Pigface
Player: Base [+0-14], Farms [+2-2], Storage [+300-400]
AI: Base [+4-18], Farms [+4-4], Storage [+600-700]
###BUILDING CHANGES###
The tech tree was far too dependent upon buildings specific to local
recourses. I understand the reasoning but it hamstrung the AI. There
were also far too many buildings for the AI to ever have the space for
the higher level buildings. It was never really much of a challenge for
me to find the space for the buildings I needed so I figured the AI should
not be disadvantaged.
I started with Elvian's buildings file and went to town eliminating and
overriding buildings.
Buildings eliminated:
Scale Armory, Halberd Mastery, Trench
I make armor for a living so I cannot tell you how much I laughed when I
saw chain mail before scale. The armory now allows for the production of scale
armored units. The halberd mastery I also considered redundant since all of
the halberd wielding troops already required the additional tech of wearing
plate.
Building added:
Added Elvian's temple for the pagans. A nice add that does not burden the
AI's decision making.
Overrides (buildings that use the same tile) and tech changes: (mostly mine
but some from Elvian and some from Wolfshard3)
-Tax Collector>Market>Merchants Guild
-Toolsmith>Armory>Chain Mail>Plate Armor
-Granary>Bakery
-Inn>Hostel
-Hunting Lodge>Tannery
-Cattle Farm>Butcher
-Fisherman>Docks>Harbour>Admiralty>Coast Guard
-Hives>Wax Maker
-Vineyard>Winery
-Sheep Farm>Spinning-Wheel>Tailor
-Hemp Fields>Weaver>Tackle Maker
-Palisade>Stone Wall>Bulwark
-Swordsmith>Swords Master
-Corner Tower>Ballista Tower
-Gate Tower>Cauldrons
-Scribe>Library>University
-Church/Mosque>Cathedral/Grand Mosque
Requirements: (See Tech Tree.pdf)
-High level structure requirements changed to the specific trade good.
(dye maker --> dye)
-Leather required for plate armory. Really, it is.
-Training ground required for stables. (horses no longer a
requirement for troops)
-Toolsmith required for most any craft.
-Scribe requires ink and parchment. Library requires scribe. University
requires library.
-Merchants guild requires wine
-Cathedral and Mosque - Church/Mosque, silver, statues, clothes, columns
What all this adds up to:
Seven buildings that are one use
Eleven buildings that are part of a sequence that can be built anywhere
One building for silver deposits
Three for marble deposits
Three for fertile soil
Two for mineral deposits
Two for fish
Five for pastures
one for brine deposits
Max buildings possible in town where there are no recourses: 18
Max buildings possible in town where you have fish, pasture and marble: 26
Note:
If you lose a required trades good for one of your buildings the building
does not stops working. You only need them for initial build. I wish I
could mod them not working. There are some obvious cheats that the player
can employ because of this, but since I am already counting on the player
to not building horse breeders, I can assume that that same player will not
take advantage of the cheats that come with requiring [valuables] for
buildings...
And if the AI cheats... ALL THE BETTER!
###UNITS###
1. Peasants --> Levy Spearman --> Spearman
Peasants were useless (especially how the AI handled them) and spearman did
not have a viable role in the game, So I;
a) changed peasants to levy spearman (used spearman graphics) a match
for the turkish akyndjia. (training ground)
b) changed spearman to an armored version of the same (used town watch
graphics) a match for men-at-arms. (spear master, armory)
c) improved the desert spearman since those regions in Pigface have
neither levy spearman or spearman.
2. Game start
So that units are available generally at game start for all AI nations,
I changed;
a) for regions of the map that did not have spearman as an option, I removed
peasants (levy spearman)
b) Slav bowman (town watch only)
c) Slav axeman (training ground only)
d) akyndjia (training ground only)
3. Town Guards
The AI defended his towns very badly. He never had any archers. So I made
the town guard a heavy archer (used heavy archer graphics)
4. Turkic Swordsman
The game files for Turkic Swordsman were just sitting there. So I activated
them. The high and low turks now have an additional unit equivalent to the
heavy swordsman.
5. Baltic Cavalry
Elvian, it seemed, tried to make his baltic cavalry a ranged unit. I was
able to figure out how to do it, so his baltic calv are now a hoblier
equivalent with a horse archer's bow. An excellent add.
6. Archery
Increased archery ranges and reduced CTK. Arrows were too deadly, so in
addition to altering the bonuses I reduced their CTK, giving them instead,
increased range.
7. Armor and CTK
I realigned all armor and CTK numbers for melee units, Where;
a) The ratio of instances required for attacker to kill defender can
be said to be:
(attacker#units/(defenderCTK/100*(1-(attackerDEF/100)))) /
(defender#units/(attackerCTK/100*(1-(defenderDEF/100))))
b) and with vanilla KoH peasants set as the base case;
I made it so that each additional level of tech get a
slightly higher ratio (odds).
Levy spearman are 3 to 1 vs vanilla KoH peasants
swordsman are 4 to 1 vs vanilla KoH peasants
men-at-arms are 5 to 1 vs vanilla KoH peasants
normans are 6 to 1 vs vanilla KoH peasants
heavy swordsman are 7 to 1 vs vanilla KoH peasants
templars are 8 to 1 vs vanilla KoH peasants
light cavalry are 4 to 1 vs vanilla KoH peasants
ponios are 2 to 1 vs light cavalry
knights are 2 to 1 vs light cavalry
ghulam are 3 to 1 vs light cavalry
feudal knights are 4 to 1 vs light cavalry
8. Scale armor
Scale armor is NOT an improvement over chainmail. I make the stuff for
a living, trust me. I removed the scale armory from the game, making the
requirement for scale armored troops just the [armory]. Having done that,
I realigned all of the other building requirements to model the same
levels of development.
9. Food Cost Calculation
Quality Horse size
Number of units * levies ( 1 + light 6 ) + poor ( 2 + med 8 ) +
regular ( 3 + heavy 10) +
quality ( 4 + none 0) +
Elite ( 6 +
Desert heavy armor
yes -20 +0,+20,+30,+50
no 0
10. Gold Cost Equation Archer CTK Speed
((Ratio vs. peasents/2 *100)+(CTKr*3) )* (speed)/100 Rounded to 10's
Moral bonuses based on ratio and tech required
-end of fine-