Victoria 3
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Kuromi's AI
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20 Nis 2024 @ 12:57
9 Eki @ 3:02
30 Değişiklik Notu ( görüntüle )

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Kuromi's AI

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This is my personal mod to improve AI's behavior - economy, politics, military size, etc. This is a pure AI mod. It contains no gameplay changes or cheats.

I respect the sandbox nature of the game. As such the changes are made to stay as close as possible to my interpretation of the developer's intent. Majority of the changes are number tweaks based on existing AI mechanics. I also tested each change to confirm that they had the intended effect.

Main features:

- Made AI increase construction capacity after researching Steel-Frame Buildings.
- Removed handicaps that made non-European countries terrible at managing their economy.
- Made AI prioritize states with insufficient taxation capacity when building government admins.
- Improved AI's ability to adopt new production methods.
- Made AI more flexible with political reforms.
- Increased technology priority for pre-requisites of Railways.

And many more... See README in the download for the full changelog.

Recommended mod(s):

Upgradeable Everything helps AI upgrade units.

Compatibility: It is recommended to load this mod before (above) other mods but after bug fix mods i.e. UHM. Some AI behavior may be overwritten, with the most common conflict point being AI strategy. Other parameter changes will remain in effect.

This mod conflicts with certain mods that change technologies and certain buildings (construction sector, government admin, power bloc statue). You can resolve it by deleting the corresponding folder in this mod.

This mod can be added / removed without breaking saves.
431 Yorum
KuromiAK  [yaratıcı] 11 Eki @ 21:23 
@小鼠宝1.1.7群岛
For unit upgrades, use the Upgradeable Everything mod. As for over construction, I can't fix it. Gotta yell at Paradox.
小鼠宝1.1.7群岛 11 Eki @ 21:12 
I hope to enhance the military capabilities of AI iteration. In 1936, you would find units from 1836 in the armies of major powers. There is also an AI that mindlessly constructs hundreds of buildings, but in reality, only 10 levels are operational. Can we control the AI to build fewer from the start or automatically reduce the scale to around 150% of the employed capacity? Thank you very much.
fakemet 11 Eki @ 12:27 
The game is unplayable without you
KuromiAK  [yaratıcı] 9 Eki @ 3:07 
Updated to support 1.10.5 base game.
JR 8 Eki @ 21:58 
I really, really like how this mod makes things better and harder, but my one (rather large) issue with it is that the AI throws themselves into world wars like nothing I've ever seen. It's a real problem when every single regional conflict balloons into Britain vs whatever major they're angry at, with thousands of battalions being mobilized every single time. Is there any chance that you can fine tune the AI's intervention tendencies? They only ever enter these wars for petty stuff like investment rights, so maybe their priorities are out of whack.
KuromiAK  [yaratıcı] 5 Eki @ 19:22 
I don't do compatibility patches. You are free to make one yourself.
小鼠宝1.1.7群岛 4 Eki @ 23:57 
I found a bug in this technology mod, where factories similar to car factories can produce tanks, and AI tends to use them instead of making realistic choices. Similarly, with plastic factories, AI rarely selects tires. Can this be fixed with a patch? Thank you
j 2 Eki @ 5:13 
Thank you for the update <3 <3 <3
DeluvianSenecca 2 Eki @ 2:20 
Thank you for the update. This mod is a must for anu playthrough!!! Thanks so much for the great quality work!
KuromiAK  [yaratıcı] 2 Eki @ 1:12 
Updated to support 1.10.3.

The 1.10.3 update seemed to add support for controlled deficit spending for the AI, primarily used by Austria for their JE. I extended the trigger to apply to any country with a low enough interest rate. I didn't see a noticeable change for Austria or other countries, possibly because I made it turn off when countries go to war.

Lowered AI's desire to subsidize railways. Ever since 1.10 AI has been building an excessive amount of them and going bankrupt.

Added technology requirements to triggers for exporting late game goods. This is to prevent tiny amounts of them from showing up on world market ahead-of-time. The root cause with subventions is yet to be fixed by Paradox.