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Toio

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Therion said:
A recurrent trend I see is France easily winning the HYW (or rather, England not even attempting to win it) without bothering to take those last 3,4 coastal French provinces.

check post 1078.


base and front work together , they represent a % of each other , so a base of
2.0 and a front of 2.0 means 50% of troops in capital 50% of troops on the frontier.
Base of 1.0 and a front of 4.0 means 20% in the capital , 80% of troops on the frontier, etc etc etc

NOTE: these work exactly as described in PEACE time, in war a higher base than front will not see much action by owner state until that taken province is free of enemy troops, .............a front much higher than base will mean troops are made and immediately sent to the front, IF the "made" troops are only a small number , then the outcome will be anniahaltion and loss of warscore.

maybe we need to test a happy medium of 50% at capital and 50% to the frontier.

..................................................................

On this portion of the AI file ..
conquer = {
enemy = 5.0
supply = 5.2
distance = 9.0
owner = 4.0 #was 1.0
notsupply = 3.0
base = 9.0

the OWNER (above) of 1.0 will not care to retake its taken province , but will attack the enemy directly or in their provinces, a 4.0 means ( tested) cares somewhat to take some of its provinces back , and a 7.0 ( used in MAM Ai file and confirmed) will retake all its lost provinces, be it by loss from war or rebels.

Testing is very difficult and time consuming
 

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Toio said:
AND on another issue, I feel we need another ENG AI file starting in 1453 ( end of HYW) because one file to cover 1419 to 1496 seems to long.
I recommend the file below as the 1453 one

#
# English 1453 AI
#
region = { }
area = { }
expansion = 0
tradingpost = 50
neighbour = 20
enemies = 0
traders = 50
monopoly = 10
war = -75
ferocity = no
combat = { EIR SCO }
counterreform = no
combat = { }
base = 0.5
front = 5.0
conquer = {
enemy = 3.0
supply = 3.0
distance = 1.5
owner = 3.0
notsupply = 0.1
base = 0.3
}
garrison = {
fortress = 5.0
strategic = 12.0
size = 1.0
supply = 9.0
war = 8.0
}

Note; SCO in combat file instead of FRA

your thoughts and changes ALWAYS welcome
About this, we already have:
Code:
event = {
	id = 600041
	trigger = {
		ai = yes
		OR = {
			event = 164190 #ENG: The Loss of France
			event = 164191 #ENG: The Loss of France
			event = 164180 #ENG: English Final Victory
			year = 1455
		}
	}
	random = no
	country = ENG
	name = "AI_EVENT"
	desc = "End of HYW"

	date = { day = 29 month = april year = 1439 }
	offset = 10
	deathdate = { day = 29 month = december year = 1455 }

	action_a = {
		name = "Change to End of HYW AI"
		command = { type = ai which = ENG_EndofHYW.ai }
	}
}
And corresponding AI file:
Code:
#
# English End of HYW AI
#
continent = { }
region = { }
area = { }
expansion = 0
traders = 100
monopoly = 10
war = 0
ferocity = no
combat = { EIR FRA }
base = 1.0
front = 5.0
conquer = {
	enemy = 7.0
	supply = 0.2
	distance = 9.0
	owner = 2.0
	notsupply = 3.0
	base = 9.0
}
garrison = {
	fortress = 1.0
	strategic = 6.0
	size = 1.0
	supply = 2.0
	war = 5.0
}
Maybe your proposed changes can apply to this file.
 

Toio

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Garbon said:
Please keep SCO out of the file. England needs no encouragement to exterminate Scotland. Remember the rule about only adding minors to war files when you want that nation to annex them?

ok
 

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YodaMaster said:
About this, we already have:
Code:
event = {
	id = 600041
	trigger = {
		ai = yes
		OR = {
			event = 164190 #ENG: The Loss of France
			event = 164191 #ENG: The Loss of France
			event = 164180 #ENG: English Final Victory
			year = 1455
		}
	}
	random = no
	country = ENG
	name = "AI_EVENT"
	desc = "End of HYW"

	date = { day = 29 month = april year = 1439 }
	offset = 10
	deathdate = { day = 29 month = december year = 1455 }

	action_a = {
		name = "Change to End of HYW AI"
		command = { type = ai which = ENG_EndofHYW.ai }
	}
}
And corresponding AI file:
Code:
#
# English End of HYW AI
#
continent = { }
region = { }
area = { }
expansion = 0
traders = 100
monopoly = 10
war = 0
ferocity = no
combat = { EIR FRA }
base = 1.0
front = 5.0
conquer = {
	enemy = 7.0
	supply = 0.2
	distance = 9.0
	owner = 2.0
	notsupply = 3.0
	base = 9.0
}
garrison = {
	fortress = 1.0
	strategic = 6.0
	size = 1.0
	supply = 2.0
	war = 5.0
}
Maybe your proposed changes can apply to this file.

Ok, I will look at this file.

What about the question on first ENG AI file, as per post


EDIT should ID - 600041 have the year in the trigger of 1439 ? and not 1455.



use file below then for


# English End of HYW AI
#
continent = { }
region = { }
area = { }
expansion = 0
traders = 100
monopoly = 10
war = 0
ferocity = no
combat = { EIR FRA }
base = 0.5
front = 5.0
conquer = {
enemy = 3.0
supply = 3.0
distance = 1.5
owner = 1.0
notsupply = 0.1
base = 0.3
}
garrison = {
fortress = 5.0
strategic = 12.0
size = 1.0
supply = 9.0
war = 8.0
}
 
Last edited:

Toio

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is post 1085 ok?
 

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AI file to be implemented for tests

#
# Mehmet II of the Ottoman Empire AI
#
region = { }
area = { }
expansion = 0
tradingpost = 50
neighbour = 20
enemies = 0
traders = 20
monopoly = 10 #-500
war = 70
ferocity = no
counterreform = no
combat = { BUL BYZ ATH SER TRE KNI KAR ALB CAN RAG DUL SPR }
base = 0.1
front = 5.0
conquer = {
enemy = 1.0
supply = 0.1
distance = 4.0
owner = 1.0
notsupply = 1.0
base = 7.0
}
garrison = {
fortress = 5.0
strategic = 4.0
size = 1.0
supply = 9.0
war = 8.0
}
 

Toio

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A year ago yodamaster mentioned that the french forum tested the combat lists on the AI files to see if the AI attacked the nations on that list in order. If this is still true then change the file below

#
# Mehmet II of the Ottoman Empire AI
#
region = { }
area = { }
expansion = 0
tradingpost = 50
neighbour = 20
enemies = 0
traders = 20
monopoly = 10 #-500
war = 70
ferocity = no
counterreform = no
combat = { BUL BYZ ATH SER SPR ALB TRE KAR CAN RAG DUL KNI }
base = 0.1
front = 5.0
conquer = {
enemy = 1.0
supply = 0.1
distance = 4.0
owner = 1.0
notsupply = 2.0
base = 7.0
}
garrison = {
fortress = 5.0
strategic = 12.0
size = 1.0
supply = 9.0
war = 8.0
}
 

unmerged(40707)

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Not sure if it is really true but, at least, such order has a meaning for historical purpose.
 

Toio

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Monopoly values for the AI
now that we have had a few versions of the current monopoly values, i would like an opinion on thse values in the current Ai files.
Note: there are still some SPA AI monopoly values which still have a value of 100 instead of 10 or negative numbers

IMO, I feel we need to go back to the original values for monopoly
my reasons, ATM with no/lower monopoly value the AI continually loose money faster than before. This is from.... sending merchants to COTS and then have their merchant kicked out by another states merchant.
Also, the current system sees the COT states as well as big noncot states ( ie Austria) have massive amounts of money from trade and this means massive number of troops with the ability to maintain these numbers.

the benefit of the original monopoly values was that, a COT state can prevent a state (austria) dominating a COT and this aids minor states to place merchants and receive some income.
Other benefits is that it can break up long term alliances, like FRA with SPA who both have COTS.

there are more reasons, but I will wait until I get some replies.
 
Last edited:

unmerged(40707)

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First intention of the change was avoiding easy CoT embargo CB exploit for players. But current values don't prevent CoT owners from embargoing if there is a reason and some CoTs last longer than before.

I will check but I don't see AI nations poorer than before. It could be a problem for Austria but I'm not sure it is the main reason. Austria doesn't have to spend money on colonization...

What are the other reasons?
 
Last edited:

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YodaMaster said:
First intention of the change was avoiding easy CoT embargo CB exploit for players. But current values don't prevent CoT owners from embargoing if there is a reason and some CoTs last longer than before.

irrelevant as the players can still embargo

I will check but I don't see AI nations poorer than before. It could be a problem for Austria but I'm not sure it is the main reason. Austria doesn't have to spend money on colonization...

why did you change from negative numbers to a plus 10 for most nations.

why has some SPA files still retain 100?
 

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Toio said:
irrelevant as the players can still embargo
Sorry, I wasn't clear enough. It was in order to boost trade without going until easy AI embargo against a player (values near 100). With this, the player is not the only one to know how to make money from trade, even if AI is not always efficient in merchants placement. In the end, AI makes more money when CoTs are lucrative enough but maybe it is not the best choice in early game.
Nevertheless, I never saw a real negative influence in early game but I could be wrong.

Toio said:
why did you change from negative numbers to a plus 10 for most nations.

why has some SPA files still retain 100?
Yes, only negative values were in cause and no competition at all in European CoTs and some of them closing unexpectedly. However, positive values remained unchanged because they had an historical meaning.
 
Last edited:

Toio

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YodaMaster said:
Sorry, I wasn't clear enough. It was in order to boost trade without going until easy AI embargo against a player (values near 100). With this, the player is not the only one to know how to make money from trade, even if AI is not always efficient in merchants placement. In the end, AI makes more money when CoTs are lucrative enough but maybe it is not the best choice in early game.
Nevertheless, I never saw a real negative influence in early game but I could be wrong.

Yes, only negative values were in cause and no competition at all in European CoTs and some of them closing unexpectedly. However, positive values remained unchanged because they had an historical meaning.


but you have not answered the issue with SPA and the 100 value in some files and do you recall the original values or where they different for all nations.

By the time level 4 comes arounfd for trade embargos, the major powers dominate all COTS and the minors are just a non factor in raising income.

What is a minor.........5 provinces and below?
 

unmerged(40707)

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Existing positive values were not changed. I don't know why they were chosen in the first place but they weren't involved in the replacement of all negative/null values by a very small positive value (10).
You can still see many previous negative value as a comment at the end of the monopoly line of the AI files.
 
Jan 9, 2005
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Few problems (possibly?)

Are AI files dynamic or static? I presumed static, in which case I've found a few errors and thus possible defunct AI's.

1648 scenario, SWE's AI is set to:


Code:
country = {
	tag = SWE
	ai = "SWE_1650_Pfalz.ai"

The AI file itself, however, is "SWE_1660_Pfalz.ai"

I found another but I lost it... I'll post again later when I find it. :eek:o
 
Jan 9, 2005
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Garbon said:
Likely a mistake. I'm not sure that the 1648 scenario was ever fully operational.
When I get the 1718 scenario working at a similar level, I'll develop/correct them on an equal footing.
 

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BUR should have traders set at 100.........they own a COT in flanders ( the biggest in northern europe) and they should be making as much as they could as they did historically, so changes below

#
# Europa Universalis. Burgundy AI
#
# FRA is in combat list in order to avoid Burgundy focusing of German minors
#
region = { }
area = { }
expansion = 0
tradingpost = 0
neighbour = 0
enemies = 0
traders = 50 100
monopoly = 10 #-100
war = 0
ferocity = no
counterreform = no
combat = { FRA }
base = 2.0
front = 7.0
conquer = {
enemy = 2.0
supply = 0.2
distance = 2.5
owner = 5.0
notsupply = 2.0
base = 1.0
}
garrison = {
fortress = 2.0
strategic = 9.0
size = 3.5
supply = 8.0
war = 7.0
}
 

Toio

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ai files for small traders should have

smalltrade0 should have traders 10 and not zero

smalltrade1 is ok at 20

smalltrade2 is ok at 50

smalltrade3 should have traders at 80 and not 100

thoughts