AI Ship Building

Field of Glory: Empires is a grand strategy game in which you will have to move in an intricate and living tapestry of nations and tribes, each one with their distinctive culture.
Set in Europe and in the Mediterranean Area during the Classical Age, experience what truly means to manage an Empire.

Moderator: Pocus

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desertedfox
Master Sergeant - U-boat
Master Sergeant - U-boat
Posts: 515
Joined: Tue May 03, 2011 1:07 pm

AI Ship Building

Post by desertedfox »

I think there are better uses of money and resources for the AI than building 63 warships with a total combat value of 521 in a pond in the middle of a desert.

You might have to right-click and open in a new tab to view pics.

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Pocus
Ageod
Ageod
Posts: 7761
Joined: Tue Oct 02, 2012 3:05 pm

Re: AI Ship Building

Post by Pocus »

no hyperlink Scotty! :lol:


Edit: The list of lakes in the game has been adjusted from 2 to 4 internally, to polish a bit more a nice regional decision in the DLC ... Side effect, it will also prevent the AI from buildings ships in the 2 new lakes. One bird, two stones. Wait! I meant two birds, one stone!
AGEOD Team - Makers of Kingdoms, Empires, ACW2, WON, EAW, PON, AJE, RUS, ROP, WIA.
desertedfox
Master Sergeant - U-boat
Master Sergeant - U-boat
Posts: 515
Joined: Tue May 03, 2011 1:07 pm

Re: AI Ship Building

Post by desertedfox »

Alcoolamus
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 70
Joined: Fri Aug 09, 2019 10:37 pm

Re: AI Ship Building

Post by Alcoolamus »

While we're debating on lakes and seas, could the event giving ships from merchants be more clear on where the fleet would actually spawn ? I got tricked several times as Maurya and Armenia, having my levied fleet spawning in the Caspian sea and thus being completely useless while I had large harbours on the Black or Arabian seas.
Thanks Pocus !
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