I can see many people are extremely excited about 1.7 update, however I am personally a bit pessimistic over the upcoming update given the history of previous ones. First of all, I am the player who mostly uses directly controlled investment pool due to various reasons, however I don't mind it going away and I feel like its a correct step to go. Nevertheless, in a current state of the AI and its logic this is gonna be a disaster. So that without of the rework of AI its not gonna work in a desinged way.
1. MAPI is a representation of logistic ingame, where states with appropriate input goods have a slight advantage compared to states wihtout. AI completely ignores that. State with no sulphur or lead? Please i wanna build paper, fertilizer and munition plant because there are shortages of that goods
2. Economies of scale have important bonuses such as throughput, and AI again completely ignores that, so we end up with 10 lvl 3 steel factories instead of 1 lvl 30, which is more historical given that certain areas like Ruhr or Bohemia developed as certain production hubs of heavy industry, while other areas were more agricultural or consumer goods hubs.
3. Military related goods should strictly be controlled by the player. I dont wanna see 5 lvl 1 munition plants all over the world just because I am at war and there are temporary shortages. Russia starts with 1 artlillery foundry in Ingria and a shortage, AI, instead of expanding the one in Ingria, is building many just beacuse it is profitable. In addition government was giving licences for production of a certain goods or industries to a specific states/families. One of the reason Us war of independence happened was because they were not allowed to trade autonomously and to produce high marginal goods. Even in 19th century it was impossible in Europe to come and start extracting iron or coal without state allowing to do so. With construction being mostly in control of the AI it feels like player as a representative of a state should have the possibility to prohibit certain buildings in certain states, while incentivising another, which might help to create a more encouraging and dynamic system.
4. Some wars and diplomacy should be railroaded. There were billions of post about German unification, unless you're playing with OPB mode, it is either not happening or hapenning in 1910s as a Super Germany. Even after winning Borthers war, Prussia nor Austria never attempts to liberate Schleswig Holstein. Even Opium wars are not happening after 1.6 in some games, not even talking about India or Indonesia unification or China explosion, AI is almost never trying to use its claims, even France would not try to unite Rhineland even though it had received a country-specific DLC.
5. Colonization needs a major rework, it should cost some money, as historically some of the colonial ventures were just bankrupted, it should aim towards one state - one country, and not ending up divided between 5 countries. Maybe some meachanic of decaying colony if you control less than 50% of the state.
To sum up, even though upcoming patch looks promising on paper, it seems to be a flop without significant AI improvement. I am happy to be wrong, but in a current state of the AI it seems to be facing a lot of problems and player dissatisfaction as result.
1. MAPI is a representation of logistic ingame, where states with appropriate input goods have a slight advantage compared to states wihtout. AI completely ignores that. State with no sulphur or lead? Please i wanna build paper, fertilizer and munition plant because there are shortages of that goods
2. Economies of scale have important bonuses such as throughput, and AI again completely ignores that, so we end up with 10 lvl 3 steel factories instead of 1 lvl 30, which is more historical given that certain areas like Ruhr or Bohemia developed as certain production hubs of heavy industry, while other areas were more agricultural or consumer goods hubs.
3. Military related goods should strictly be controlled by the player. I dont wanna see 5 lvl 1 munition plants all over the world just because I am at war and there are temporary shortages. Russia starts with 1 artlillery foundry in Ingria and a shortage, AI, instead of expanding the one in Ingria, is building many just beacuse it is profitable. In addition government was giving licences for production of a certain goods or industries to a specific states/families. One of the reason Us war of independence happened was because they were not allowed to trade autonomously and to produce high marginal goods. Even in 19th century it was impossible in Europe to come and start extracting iron or coal without state allowing to do so. With construction being mostly in control of the AI it feels like player as a representative of a state should have the possibility to prohibit certain buildings in certain states, while incentivising another, which might help to create a more encouraging and dynamic system.
4. Some wars and diplomacy should be railroaded. There were billions of post about German unification, unless you're playing with OPB mode, it is either not happening or hapenning in 1910s as a Super Germany. Even after winning Borthers war, Prussia nor Austria never attempts to liberate Schleswig Holstein. Even Opium wars are not happening after 1.6 in some games, not even talking about India or Indonesia unification or China explosion, AI is almost never trying to use its claims, even France would not try to unite Rhineland even though it had received a country-specific DLC.
5. Colonization needs a major rework, it should cost some money, as historically some of the colonial ventures were just bankrupted, it should aim towards one state - one country, and not ending up divided between 5 countries. Maybe some meachanic of decaying colony if you control less than 50% of the state.
To sum up, even though upcoming patch looks promising on paper, it seems to be a flop without significant AI improvement. I am happy to be wrong, but in a current state of the AI it seems to be facing a lot of problems and player dissatisfaction as result.
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