And it generally doesn't explore areas that it historically didn't. But I will note that the Corte-Real brothers died exploring the Newfoundland area, which means that the AI needs to send them there rather than into the Indian Ocean. Although perhaps they simply die in port because they overlap.
The Zeno brothers were there in the 1380s (greenland and newfoundland), the corte brothers were using the zeno maps, do we give Venice the knowledge of knowing that area or the ability to explore that area with explorers, NO. this is because its a minor issue, the real issue for POR is to get to japan and indonesia within a certain time.
I too would like to increase the AI's abilities, but I would first rather not give the human players any unrealistic abilities in the name of increasing the AI's abilities when there are plenty of mechanisms that we can use that won't allow a human to exploit them. From AI only events to whatever else we can think of doing. But, I repeat, humans should not be able to exploit whatever we do to get the AI to perform historically.
To give only AI events, you need to propose these for all to view, its not my decision.
For example I'm willing to bet that the AI lets at least one or two of the three explorers that the Portugese get between 1444 and 1446 die in port having explored nothing significant. So then why are they in the game if the AI can't effectively use them and they allow the human player to explore areas that the historical Portugese had no ability to explore?
The explorers work like this for the AI, one only goes out at a time, when that one reaches it destination and is on its way home, the next one sails. (ie before the other reaches port).
So they are all used to some degree.
My fundamental point, which you singularly fail to understand, is that I can explore the Indian Ocean and Brazil on the historical timeline, ___PLUS___ have explored the Caribbean and North America. Can you seriously argue that I shouldn't only be able to do one or the other?
yes you can achieve that as a human, no arguement there , especially with the later explorers that the portuguese have, but the AI does not go there unless stated in its AI file.
the AI needs all its current explorers, I think you fail to realise that apart from the areas it needs to explore, it needs to get there in a certain time in the game. the AI tendency is always slower in deciding on what to do.
Some times it will not send a explorer out on a long journey if no colony has been made.
Since you understand the AI better than I do please tell me just how far the AI manages to explore along the African coast by 1445, 1460 and 1470 so I can get a feel for how the AI manages things. Most all of my games have been as Portugal so I really don't know how well it does in the early game and I'd like to use your experience with the Portugese AI. How far does it get before Portugal gets Dias and da Gama?
I said to you, with my files its correct by date, with the current ones , they are out only because of the areas named and other minor adjustments.
when dias finishes his 1st run, I have discovered mozanbique, when da gama does his 1st run I have all of India.
note the port (by event) in mombasa helps in the second runs as these 2 explorers have a longer life span.
First I'll determine what will keep the human players on the historical timetable and then test that with the AI to figure out how much help it needs to match that. Then extend the playtest, etc.
do as you want, if you need my files, just email me.
I expect to need some assistance in modifying the AI files, can I count on you for this? And wasn't it you who suggested deleting the CAM area to prevent the AI from bogging down in Kribi, etc. ahistorically?
Jason
My first file for u
BPAI POR 1450
# preferred areas for expansion
region = { ECAtlanticSea "South East Atlantic" TagoSea "West Africa" }
area = { "Cape Verde" Senegal }
# % of the time we prefer to establish a tradingpost if both are good.
tradingpost = 50
# The amount of provinces we try to colonize at the same time
expansion = 5
# Bonus for areas to establish colonies adjacent to previous ones.
neighbour = 0
# Bonus/Penalty for establish colonies adjacent to other countries.
enemies = 0
# 100 = max trader rate, lesser means slower focus on sending a trader.
traders = 50
# 100 = Total monopolist, will refuse trade as much as possible.
monopoly = 0
# 100 = Total warmonger, 0 = absolute pacifist
war = 0
# yes = Nation fights to the death, no = Nation will try to get out of wars
ferocity = no
#if possible we WILL go counter reform
counterreform = no
#How important is it to gather troops close to base
base = 1.1
#How important is it to be as close to target position when gathering troops.
front = 4.0
#Evaluation factors for conquer plans
conquer =
{
# multiply enemy province value
enemy = 3.0
# multiplying supply factor
supply = 0.3
# factor for distance to not owner provinces
distance = 7.0
# factor for owned provines
owner = 5.0
# Multiplier for provinces not in supply.
notsupply = 15
# Multiplying the base constant for conquer.
base = 15
}
# Modifiers for garrison plans
garrison =
{
# low values keep troops stationed in low or no fortress provinces, high values keep troops near the largest fortress you have
fortress = 1.0
# low values don't acknowledge the strategic value of a province in deciding where to garrison, high values do
strategic = 3.0
# low values don't care if a province is big or small, high values do
size = 1.0
# low values don't care if a province has a good supply amount, high values do
supply = 2.0
# low values don't care if a province is occupied by you, high values do
war = 5.0
}
the 1440 I left as the original if this is a concern then use this
#============================================================#
# Colonization & Expansion #
#============================================================#
continent = { }
region = { TagoSea }
area = { "Cape Verde" }
expansion = 1
tradingpost = 90
neighbour = -5
enemies = 0
#============================================================#
# War & Combat #
#============================================================#
war = 60
ferocity = no
base = 1.1
front = 4.0
combat = { FEZ MOR }
#============================================================#
# Trade & Misc. #
#============================================================#
traders = 100
monopoly = 5
counterreform = no
#============================================================#
# Evaluation factors for conquer plans #
#============================================================#
conquer = {
enemy = 3.0
supply = 0.3
distance = 7.0
owner = 1.0
notsupply = 3.0
base = 4.0
}
#============================================================#
# Modifiers for garrison plans #
#============================================================#
garrison = {
fortress = 1.0
strategic = 3.0
size = 1.0
supply = 2.0
war = 5.0
}
the files are different in layout, due to the fact I use Lrd Elderon program with a new database which I amended.