AI really doesn't like to build transports

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Frederick III

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The problem with naval AI is that I didn't have time to completely rewrite it before the release of the game, so while I've spent plenty of time on it between release and now, it's always been subject to a lot of bugs and tendencies for fixes to create more problems just by virtue of being very old code. This also leads to it having a lower priority simply because some tweaking here and there isn't ever going to make it great, and I rarely have the kind of consecutive free time on EU4 (I work on several other projects as well) that would be needed for a total rewrite + testing + inevitable bugfixes for the new system.

Wiz - a partial solution would be to make transports cheaper and not cost force limits. The AI seems to prioritize combat vessels over transport vessels (rightly, since if you can't protect your transports they're useless anyway) and just doesn't ever have enough of them.
 

delpiero1234

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The problem with naval AI is that I didn't have time to completely rewrite it before the release of the game, so while I've spent plenty of time on it between release and now, it's always been subject to a lot of bugs and tendencies for fixes to create more problems just by virtue of being very old code. This also leads to it having a lower priority simply because some tweaking here and there isn't ever going to make it great, and I rarely have the kind of consecutive free time on EU4 (I work on several other projects as well) that would be needed for a total rewrite + testing + inevitable bugfixes for the new system.

Maybe Paradox needs more AI programmers if you don't have enough time to program a working naval AI..
Edit: Sounds like EU IV was released before the game was ready for release :eek:
 
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Emren

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It would be so much simpler if transports were taken out as a unit from the game. Back in CK1, troops basically walked on water for a fee. The longer the distance, and the more troops, the more expensive it got. AI handled that just fine. Other strategy games have dispensed with Transport AI as well, because it is not simple (and not critical) I suppose.
 

ankpraka

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The problem with naval AI is that I didn't have time to completely rewrite it before the release of the game, so while I've spent plenty of time on it between release and now, it's always been subject to a lot of bugs and tendencies for fixes to create more problems just by virtue of being very old code. This also leads to it having a lower priority simply because some tweaking here and there isn't ever going to make it great, and I rarely have the kind of consecutive free time on EU4 (I work on several other projects as well) that would be needed for a total rewrite + testing + inevitable bugfixes for the new system.
I admire your honest answers. Thanks.
 

Brent15

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The problem with naval AI is that I didn't have time to completely rewrite it before the release of the game, so while I've spent plenty of time on it between release and now, it's always been subject to a lot of bugs and tendencies for fixes to create more problems just by virtue of being very old code. This also leads to it having a lower priority simply because some tweaking here and there isn't ever going to make it great, and I rarely have the kind of consecutive free time on EU4 (I work on several other projects as well) that would be needed for a total rewrite + testing + inevitable bugfixes for the new system.
Sounds like it's time for a naval expansion! :D
 

delpiero1234

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Sounds like it's time for a naval expansion! :D
It sounds like the game has been released before it was ready for release. Wiz clearly did not have enough time to program a working naval AI and yet Paradox released the game anyways.
 

Brent15

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Having worked on the inside of game development I can tell you the wish list of improvements is never complete. A complete rewrite obviously wasn't considered a critical part of the scope for the original release (more probable it wasn't part of the scope at all!). Otherwise, that's what he would have been working on.
 

oblio-

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The problem with naval AI is that I didn't have time to completely rewrite it before the release of the game, so while I've spent plenty of time on it between release and now, it's always been subject to a lot of bugs and tendencies for fixes to create more problems just by virtue of being very old code. This also leads to it having a lower priority simply because some tweaking here and there isn't ever going to make it great, and I rarely have the kind of consecutive free time on EU4 (I work on several other projects as well) that would be needed for a total rewrite + testing + inevitable bugfixes for the new system.
Well, I know that players want more features, more shinies.
But customer satisfaction also comes from a stable and well running game, including AI.
After a year of development and DLCs, it's about time you were given a bit of time to polish the naval AI. It's one of the few glaring AI problems and it causes major problems:
1. it ruins player immersion
2. it increases the micromanagement required (weren't CNs supposed to solve this problem?)
 

SchwarzerKaiser

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In my current Germany game, Portugal lost all of its provinces and colonies in Africa to Morocco because they didn't transport any troops down there while at war with them. They were allied with Castile, who didn't send any troops either. Instead, Castile asked me for Military Access and thought it would be a better idea to send its troops through all of Europe to siege some random Mamluk province in Armenia (Mamluks were allied to Morocco). It was funny, but also kind of sad to watch.

It's good to see that naval AI is going to be improved though.
 

delpiero1234

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It's good to see that naval AI is going to be improved though.
The question is if Naval AI will ever be fixed in EU IV or if we have to wait for EU V or EU VI. Wiz said he plans on optimizing the Naval AI but he didn't say when..
 

Wizzington

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Well, I know that players want more features, more shinies.
But customer satisfaction also comes from a stable and well running game, including AI.
After a year of development and DLCs, it's about time you were given a bit of time to polish the naval AI. It's one of the few glaring AI problems and it causes major problems:
1. it ruins player immersion
2. it increases the micromanagement required (weren't CNs supposed to solve this problem?)

To be clear: I have downprioritized naval AI because of other things that I considered higher prio, such as economy AI rewrite, better army AI etc. This is not evil Paradox not giving me time, this is the basic reality of software development where you will never have time for everything you want and it's never as simple as 'throw in more manpower and everything is better'. Naval AI is next on my list for major fixes, you're free to think I should have gotten to it earlier, but it would have meant downprioritizing something else.
 

grommile

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it's never as simple as 'throw in more manpower and everything is better'.
And honestly, everyone who is uninformed enough to suggest that it is that simple should be told to go away and read Fred Brooks Jr.'s The Mythical Man-Month.
 

oblio-

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To be clear: I have downprioritized naval AI because of other things that I considered higher prio, such as economy AI rewrite, better army AI etc. This is not evil Paradox not giving me time, this is the basic reality of software development where you will never have time for everything you want and it's never as simple as 'throw in more manpower and everything is better'. Naval AI is next on my list for major fixes, you're free to think I should have gotten to it earlier, but it would have meant downprioritizing something else.
I work in software development as well (not game dev, though, I couldn't stand that level of stress :p), I was just adding some stuff to throw towards management regarding prioritization of tasks :D

Yes, you're right that the economy & military parts were priorities, glad to know that the naval bits are somewhere in the pipeline.
 

TimFisher

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I've seen the AI build transports, but I think they are low on the priority list. If it feels that it needs more artillery, artillery will be built before transports. If it feels the need for buildings, then buildings will be constructed first before transports.

To be fair, the human player must also make these compromises. I struggle to find the resources for building transports myself. The difference I think is that I don't get myself into a war that will require transports when I know I don't have the ducats to build or maintain them.

In the OP's case, if France knows that it has no intention of wasting its ducats on transports then it shouldn't seek to declare war on island nation(s).
 

Wizzington

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Actually the AI has different money pools for armies, navies and buildings, you can see this in action if you use aiview and hover over their shield in diplo. It has too low prio on using navy money on transports ATM, that will change.
 

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It honestly feels much better after 1.6-1.7 .England is regularly bringing troops to Mediterranean wars(they tend to ally Venice a lot) ,the Iberians are not going full retard vs the NA nations anymore and Austria actually builds a navy now up in the lowlands. The most extreme example that comes to mind is watching Denmark,Norway and Sweden sailing all around Europe to come defend Byzantium against the Ottos.

In EU3 I experienced 200 Ming galleys in the med. It's better than before. But still mediterranean galley fleets allied to france sailing around scotland in every war with england is annoying.