Victoria 3

Victoria 3

102 个评价
Historical AI Mod
5
3
   
奖励
收藏
已收藏
取消收藏
文件大小
发表于
更新日期
3.263 MB
4 月 8 日 上午 8:44
10 月 23 日 上午 9:45
84 项改动说明 ( 查看 )

订阅以下载
Historical AI Mod

在 Marczewka 的 1 个合集中
Historical AI Collection
17 件物品
描述
Historical AI Mod
Mod that fixes some bugs and improves AI logic to better accomplish historical results.

Compatibility
This mod should be compatible with most lightweight mods. You should put them below this mod in the playset. Mods that change ai_strategies files will override AI improvements provided by this mod.

Fixes:
  1. Los Altos – Secedes from Central America with the correct location.
  2. Sepoy Mutiny – No princely states that secede and not join the independence war.
  3. Treaty Ports – Aren't lost when Heavenly Kingdom spawns.
  4. Make Dominion Diplomatic Play – Doesn't clutter the interface as it can never be used.
  5. Canals – Purchasing land for Suez Canal gives provinces across the whole canal. After claiming state for a canal other countries won't be able to claim it. AI now chooses whether to purchase or conquer based on relations.
  6. Dominicana – Can secede from Haiti.
  7. Split State Unification Claims – Unifier gets claims on intended split states.
  8. Canadian Colonization – When a canadian country federalizes, it inherits Frontier Colonization from annexed country.
  9. Grant State – AI will now be able to use Grant State subject interaction.
  10. Colonial Administration Capital – The selection for it is ordered by GDP and not random.
  11. The Pamir Delimitation – Great Powers have access to appropriate buttons in the JE.
  12. Localization – The potential treaties from buttons or events are correctly displayed. Provinces necessary for the Eastern Frontier JE are hoverable.

AI Improvements:
  1. State Prioritization – AI prioritizes targeting bordering states and taking all claims before selecting them as primary demands.
  2. Colonial Expansion – AI will prefer to subjugate bigger unrecognized nations and directly conquer only the smaller ones.
  3. War Goals – AI doesn't value that much investment rights, humiliation or regime change.
  4. Become Subject Value – AI won't offer to become a subject for a sway in a rebellion.
  5. Technology – AI is better at evaluating research order.
  6. Diplomatic Sways – AI is less likely to be swayed for an obligation or war goals stated above.
  7. Secessions – Countries will help secessions of their culture and secessions will offer to become their subject for a sway as they will be unified either way.
  8. Journal Entries – AI conquers required states and befriends or antagonizes appropriate countries.
  9. The Great Game – Russia and Britain compete without the need for The Great Game JE.
  10. Decisions and Buttons – AI will use them more actively in the case of Federalize Canada and Australia as UK, France Annex Savoy, Afghanistan Appeal to GP, Brazil Integration, Banning Opium, South America Migration, Patagonia.
  11. Colonial Administration – AI establishes Colonial Administration only after finishing colonization in the region.
  12. Doctrine of Lapse – AI uses it when it makes sense.
  13. Unify Afghanistan – New Unify Afghanistan Diplomatic Strategy.
  14. Unification Attitude – Made it so rebellious subjects don't have a say in unification.
  15. Company Selection – AI will establish companies that are in line with it's administrative strategy.
  16. Other Adjustments – Rebalanced AI aggression, recklessness, values for states, war goals, treaty ports, trade centers, diplomatic strategies, political strategies, etc.

Other Changes:
  1. Secessions – The seceding country can add War Goals.
  2. Unify Afghanistan Diplomatic Play – New Diplomatic Play that works like the other Minor Unification ones.
  3. Colonization – Slower colonization without appropriate techs.
  4. Sovereign Empire Subjugation – You or your subject have to border a country to use Subjugate interaction on it.
  5. Transfer Personal Unions – Can target Junior Partners with Transfer Subject.
  6. Claims – Chilean/Argentinian not overlapping (Chile is too fast at colonizing), Western Indonesia for Netherlands and Dutch East Indies, Chaco for Paraguay and Bolivia.
  7. Hohenzollern – Starts as part of Prussia so it can have direct border with all german states as otherwise they can't have any positive attitude and would never unify.
  8. Major Unifications – More rigorous required states.
  9. Historical Treaties – Added more Military Access Treaties between Prussia and german states that border Schleswig.
  10. Risorgimento – Lessened requirements for unification with another pro-unification country, also made a button in the JE that triggers the event for it, to make the requirements visible. Also pro-unification countries can be diplomatically annexed via this event after the formation of Italy.
  11. Journal Entries – To allow historical outcomes tweaked some completion/failure requirements and outcomes in Alaska Purchase, Boxer Rebellion, Central America, German Unification, Italian Unification, Meiji Restoration, Oregon, Paraguay, Patagonia, National Identity, Poland, Romania, Scramble for Africa, Texas, Algeria, Peru-Bolivia, Afghanistan.
  12. Costs – Reduced the cost for Turkmen Logistics to be viable.
  13. British Raj Colonization – British Raj gets Frontier Colonization law after the Sepoy Rebellion.
  14. South America National Identity and Patagonia – Added new decisions that work like the corresponding JE after completing it.
185 条留言
LordLork 10 月 25 日 下午 9:33 
Also, is there a way to transfer claim? So as Chile you could get claim of Patagonia at war
LordLork 10 月 25 日 下午 9:18 
Tahiti is a french subject at gamestart when it wasn't historically. This disallows Chile to colonize Rapa Nui (Easter Island). Also, Araucania (irl araucania, search in google: from biobio river down to valdivia) is occupied by Chile in the game when it wasn't until 1861-1891.
christophercrayon 10 月 24 日 下午 8:06 
Can you try to make the American Civil War happen?
Marczewka  [作者] 10 月 23 日 上午 10:06 
It should be fine
Emercio 10 月 22 日 上午 11:38 
Would you expect conflicts with Kuromi's AI? I have this mod loaded to take precedence over kuromi's AI. I just like both very much and the AI is truly overperforming I have to say, wonderful to see, but there might be some mischief under the blanket that might be confusing the AI, so I am asking specifically about this one, since it is such a widely popular mod, but still has a way to go, as AI is randomly deleting fleets and armies. You perhaps have taken some inspiration from it
Emercio 10 月 21 日 上午 10:56 
Alright, thanks, I certainly dont want to mess up ai behaviour. I appreciate your work very much
Marczewka  [作者] 10 月 20 日 下午 2:56 
But there isn't any railroading that wasn't already in the game in some form. Most of it is just fixing what definitely doesn't work as intended.
Marczewka  [作者] 10 月 20 日 下午 2:53 
If by railroading you mean any changes to existing content, you could try deleting journa entries, scripted buttons, events and decisions, but that would mess with AI behaviour.
Emercio 10 月 18 日 下午 2:49 
I would very much like to use this mod as a sandbox with the plethora of its fixes and improvements without the historical railroading. Could you help me pointing out which files to delete? Would deleting journal entries file be sufficient?
Franz 10 月 17 日 下午 5:52 
any chance to include some ai performance on buildings and economy?