Group definitions also define the order, based on which the AI tries to assemble clans. Each group has a composition, which are built into clans (a group of units). Some groups are sent towards the enemy, while others are kept at the castle or the main estate. The AI uses pre-defined groups, which have their own purposes and scheduling. While the core behaviour is defined for each unit group, the AI can be given a unique personality and therefore it can be challenging to find optimal and fitting compositions for each of them. The AI is designed to be very flexible in terms of unit compositions and strategies. They will not repair buildings with the repair tool, however. When workers are consistently killed at a building, they will temporarily halt production there in order to not waste peasants continuously. It is possible to toggle whether an AI should factor religion and ale in their tax optimization. There are three popularity levels, of which the lowest corresponds to the greediest strategy (just before peasants start to leave) and the highest determines how fast the AI desires to refill population. The AI usually tries to juggle population between the highest number of peasants and the lowest defined popularity level. The AI quickly adjusts taxes, rations and ale/candle consumption to optimize income. If no rule is set for a particular goods type, it will not be altered. They trade in bulks, all goods simultaneously as they are able to. They can sell and buy above/below a certain quantity with variable amounts.
![stronghold crusader 2 tips stronghold crusader 2 tips](https://i.ytimg.com/vi/jhrD-3jDDeM/maxresdefault.jpg)
Much like previous games, the AI characters have buy and sell rules for specific goods. The AI is not limited to the faction specific building types (Crusader and Arab) and therefore can produce any building, if defined in their templates or build orders. Building and rebuilding is done in regular intervals.ĪI characters have building limits, which define how many of a specific building can be built at most. Steps can be set to non-skippable, which means that the AI will not build the next building until it placed the building for the current step.
STRONGHOLD CRUSADER 2 TIPS SERIES
This includes a series of build steps, in which order the AI will try to build buildings. There is another checklist that defines the build order for the AI. Unit markers define points where specific units go. Pre-defined buildings will always count as occupied, so that non-defined buildings will not be placed in place of these. Each build step ("turn") places a building and/or unit markers to defined places in the template, otherwise to the nearest available space on the map. Much like the previous games, AI players cycle over a checklist defining which building to build. Castle templates are kept in separate XML files each, rather than the AI player definition file. The following sub-sections cover all of them without precise technical info.Įach AI has an internal list of castles that can be used for a given character. bik video from the most popular formats.Įach AI player has a behaviour definition convering various gameplay aspects in a huge XML file. Bink Video Converter can be used to produce a. These are included for each character and can be replaced as needed.
![stronghold crusader 2 tips stronghold crusader 2 tips](https://cdn.vox-cdn.com/uploads/chorus_asset/file/2749714/10.1371475977.jpg)
The AI chooses the most fitting castle template on its main estate. All characters have a build area, which buildings and unit markers can be placed upon. Castle templates: Crusader 2 AI characters have several pre-defined castles in.
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It is built in Lua scripts and are highly in line with other core components of the game (graphics, game flow, etc.). Core behaviour: AI players have generic decision and building routines that are equal to each player.AI players have the following components: