- Dec 14, 1999
- 19.180
- 79.031
From the 3.1 readme..
*******************************
******* AI Improvements *******
*******************************
* Naval AI
- No blockades of occupied enemy provinces.
- AI now uses patrols to prevent piracy.
- Improved blockade behaviour.
- Fixed an infinite loop bug that could occur when switching nations in a save game.
- More careful with its transport fleets.
- Will scramble fleets from port to block straits in their own sea zone.
- Will no longer cancel moves out of enemy occupied provinces
- Will prioritize its original planned invasion target province more.
* Land AI
- Fixed a problem where the main army could go passive in order to reinforce, though the enemy was almost overrunning the country.
- Fixed a problem with the main army moving around deep inside enemy territory instead of returning home.
- The main army will no longer go passive to reinforce if not at war (i.e. cleaning up rebels.)
- The main army will no longer go passive to reinforce if there are no decent manpower reserves.
- The main army is better at forming, despite enemy armies in the way.
- Fixed a problem with the AI stacking up a huge army in an area, way past the supply limit.
- Fixed some problems with the sufficient force checks for new attacks.
- Improved check for enemy units on their way into a target province.
- Fixed a problem with cancel move orders sent to retreating units.
- Fixed a problem with units moving to a province they are already in.
- Fixed a crash bug.
- Better at taking back strongholds of defecting rebels.
- Changed the base calculation for area needs to be more dependent on forces in neighboring areas. Should greatly help countries with overseas possessions near belligerents.
- Adjusted overseas troop stacks.
- More intelligent about when to withdraw and rest up damaged regiments.
- Fixed a problem where the AI would strip its home area of troops and send them to another area bordering the same enemy area.
* Diplomatic AI
- Better at waiting for one-province nations to get occupied before willing to sign peace.
- Fixed a bug that let players milk AI nations with high WE for money, or force vassalize them.
- Adjusted acceptance of separate peace demands.
- Fixed two stalemate bugs in the Peace AI.
- Fixed a problem with overly stubborn Peace AI in some situations.
- More prone to accept alliances with threatening nations.
- Acceptance of diplomatic vassalization proposals adjusted (now harder and more dependent on the difference in diplomatic skill of the rulers.)
- Revised code for deciding on whom to target for trade agreements.
- Optimized and improved trade agreement proposal code further.
- Improved DoW checks. AI will be less afraid of guarantees and alliances if the target is annexable or the allies distant.
- AI electors will now always re-determine who to vote for at the end of a month.
- AI electors is now less likely to vote for emperors outside the empire.
- AI nations with an interest in the HRE should now send gifts to the electors.
- Fixed a problem with AI HRE Electors very rarely changing their votes.
- AI electors that have an interest in the HRE throne and are able to vote for themselves will now tend to do so.
- Tweaked AI HRE Elector choice of emperor code to be more dependent on relations.
- Fixed a problem with the Holy Roman Emperor overbidding insanely in peace deals.
- AI should be more reasonable about military access paths for land movement.
- Updated AI for the new DoW and Call Allies rules.
- When considering declaring war, now better at estimating whether an ally will answer a call to war or not.
- Improved AI acceptance code for call to war requests.
* Strategic AI
- Updated the code for checking if a country should be interested in the HRE throne.
- Adjusted relative priority between colonial and construction expenses.
- Reduced the colonial interest of small nations.
- Greatly increased number of desired ships up the tariff needs.
- Proper power rank checks to curb superpower alliances.
- Befriend and Antagonism values are now also dependent on relative world military ranking.
- Adjusted personality calculation.
- Adjusted consolidation check for Militarist AIs.
- Added AI strategy calculations to the new triggers "army", "navy", "tariff_efficiency" and "preferred_emperor".
- Adjusted wanted buildings calculations.
- Will prioritize building warships if it cannot use transports safely while at war.
- Updated the wanted number of warships calculation to match the biggest enemy (threat, target) navy.
- Doubled the minimum number of wanted transports.
- Fixed a problem with it going into a long period of consolidation for dubious reasons.
- No longer counts transports when worrying about the naval force limit.
- Will prioritize building ships if it has less then 3/4 of the desired amount.
- Improved calculation for army recruit priority.
- Added consolidation check for low manpower reserves.
- Improved desperation calculation (more likely to fold in a war if it loses core provinces of its own culture in its capital area.)
* Other
- AI now stops collecting wartaxes if war exhaustion grows high.
- Adjusted the Colonial AI to handle the new 50 people/year growth rate.
- Improved Colonial AI expense checks.
- Improved Colonization target selection code. Will prefer islands, and clustering its colonies, avoiding rival colonies, etc.
- The AI should not create new CoTs early in the year, but wait and see if it still has surplus gold later on.
- The AI should not create new CoTs if it is currently suspending that type of expense.
- The AI should not create new CoTs if it has building construction plans.
- Recruit AI: Tweaked the code for selecting the best province to build ships in.
- AI should now be more keen on constructing buildings in general.
- Fixed a minor bug with invalid building plans being started.
- Higher prio on goods manufactories.
- Improved modifier evaluation for provinces.
- The choice between light and big ships is no longer random. It will strive for a 2:1 ratio.
- Will now correctly count warships under construction when calculating new ships to build.
- Will not build galleys if it has overseas provinces.
- AI will now disband "exiled" units even while at war.
- Toned down AI tendency to overrun army force limits.
- AI will no longer take decisions that permanently raise the global revolt risk.
- Fixed a bug that made it possible to the AI to cancel a retreat.
- AI countries now get the full revolt risk in their home areas, but a more reduced chance overseas.
- AI will no longer move sliders if it has less troops than an average rebellion would spawn, nor do it when at war.
- AI will cancel missions after 25 years.
*******************************
******* AI Improvements *******
*******************************
* Naval AI
- No blockades of occupied enemy provinces.
- AI now uses patrols to prevent piracy.
- Improved blockade behaviour.
- Fixed an infinite loop bug that could occur when switching nations in a save game.
- More careful with its transport fleets.
- Will scramble fleets from port to block straits in their own sea zone.
- Will no longer cancel moves out of enemy occupied provinces
- Will prioritize its original planned invasion target province more.
* Land AI
- Fixed a problem where the main army could go passive in order to reinforce, though the enemy was almost overrunning the country.
- Fixed a problem with the main army moving around deep inside enemy territory instead of returning home.
- The main army will no longer go passive to reinforce if not at war (i.e. cleaning up rebels.)
- The main army will no longer go passive to reinforce if there are no decent manpower reserves.
- The main army is better at forming, despite enemy armies in the way.
- Fixed a problem with the AI stacking up a huge army in an area, way past the supply limit.
- Fixed some problems with the sufficient force checks for new attacks.
- Improved check for enemy units on their way into a target province.
- Fixed a problem with cancel move orders sent to retreating units.
- Fixed a problem with units moving to a province they are already in.
- Fixed a crash bug.
- Better at taking back strongholds of defecting rebels.
- Changed the base calculation for area needs to be more dependent on forces in neighboring areas. Should greatly help countries with overseas possessions near belligerents.
- Adjusted overseas troop stacks.
- More intelligent about when to withdraw and rest up damaged regiments.
- Fixed a problem where the AI would strip its home area of troops and send them to another area bordering the same enemy area.
* Diplomatic AI
- Better at waiting for one-province nations to get occupied before willing to sign peace.
- Fixed a bug that let players milk AI nations with high WE for money, or force vassalize them.
- Adjusted acceptance of separate peace demands.
- Fixed two stalemate bugs in the Peace AI.
- Fixed a problem with overly stubborn Peace AI in some situations.
- More prone to accept alliances with threatening nations.
- Acceptance of diplomatic vassalization proposals adjusted (now harder and more dependent on the difference in diplomatic skill of the rulers.)
- Revised code for deciding on whom to target for trade agreements.
- Optimized and improved trade agreement proposal code further.
- Improved DoW checks. AI will be less afraid of guarantees and alliances if the target is annexable or the allies distant.
- AI electors will now always re-determine who to vote for at the end of a month.
- AI electors is now less likely to vote for emperors outside the empire.
- AI nations with an interest in the HRE should now send gifts to the electors.
- Fixed a problem with AI HRE Electors very rarely changing their votes.
- AI electors that have an interest in the HRE throne and are able to vote for themselves will now tend to do so.
- Tweaked AI HRE Elector choice of emperor code to be more dependent on relations.
- Fixed a problem with the Holy Roman Emperor overbidding insanely in peace deals.
- AI should be more reasonable about military access paths for land movement.
- Updated AI for the new DoW and Call Allies rules.
- When considering declaring war, now better at estimating whether an ally will answer a call to war or not.
- Improved AI acceptance code for call to war requests.
* Strategic AI
- Updated the code for checking if a country should be interested in the HRE throne.
- Adjusted relative priority between colonial and construction expenses.
- Reduced the colonial interest of small nations.
- Greatly increased number of desired ships up the tariff needs.
- Proper power rank checks to curb superpower alliances.
- Befriend and Antagonism values are now also dependent on relative world military ranking.
- Adjusted personality calculation.
- Adjusted consolidation check for Militarist AIs.
- Added AI strategy calculations to the new triggers "army", "navy", "tariff_efficiency" and "preferred_emperor".
- Adjusted wanted buildings calculations.
- Will prioritize building warships if it cannot use transports safely while at war.
- Updated the wanted number of warships calculation to match the biggest enemy (threat, target) navy.
- Doubled the minimum number of wanted transports.
- Fixed a problem with it going into a long period of consolidation for dubious reasons.
- No longer counts transports when worrying about the naval force limit.
- Will prioritize building ships if it has less then 3/4 of the desired amount.
- Improved calculation for army recruit priority.
- Added consolidation check for low manpower reserves.
- Improved desperation calculation (more likely to fold in a war if it loses core provinces of its own culture in its capital area.)
* Other
- AI now stops collecting wartaxes if war exhaustion grows high.
- Adjusted the Colonial AI to handle the new 50 people/year growth rate.
- Improved Colonial AI expense checks.
- Improved Colonization target selection code. Will prefer islands, and clustering its colonies, avoiding rival colonies, etc.
- The AI should not create new CoTs early in the year, but wait and see if it still has surplus gold later on.
- The AI should not create new CoTs if it is currently suspending that type of expense.
- The AI should not create new CoTs if it has building construction plans.
- Recruit AI: Tweaked the code for selecting the best province to build ships in.
- AI should now be more keen on constructing buildings in general.
- Fixed a minor bug with invalid building plans being started.
- Higher prio on goods manufactories.
- Improved modifier evaluation for provinces.
- The choice between light and big ships is no longer random. It will strive for a 2:1 ratio.
- Will now correctly count warships under construction when calculating new ships to build.
- Will not build galleys if it has overseas provinces.
- AI will now disband "exiled" units even while at war.
- Toned down AI tendency to overrun army force limits.
- AI will no longer take decisions that permanently raise the global revolt risk.
- Fixed a bug that made it possible to the AI to cancel a retreat.
- AI countries now get the full revolt risk in their home areas, but a more reduced chance overseas.
- AI will no longer move sliders if it has less troops than an average rebellion would spawn, nor do it when at war.
- AI will cancel missions after 25 years.