AI spending 22k on trade company investments and 0 on buildings

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EllisDee

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So this is why the spanish holdings are barren when I conquer them. Thanks!
I haven't played EUIV as much as other PDX games, and only just got back into it, so i can't say for certain...but it seems this is only part of the problem.
In my current game as Spain i've noticed 90% of their provinces have 0 buildings. At this moment, France has 2k gold in the treasury, and only 15 TC provinces.
It's 1700 and they've almost maxed their TC buildings, and have 11 castles, 11 temples, and just eight in combined total of the other buildings. Eight.
They have 2k in their treasury.

They never had any colonies, so it's not like they're developing their colonies instead of their homeland.
This is genuinely embarrassing.
Equally embarrassing is looking at their mana usage with that Rakaly tool: 1000 mana spent moving their trade capital around. Sheesh.
 
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Orioniys

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1.30 also introduced bugged naval attrition that ticks two time's a month. And AI being AI likes to ferry troops back and forth. Which means no manpower and more Mercs.
Something is also wrong with AI not counting Explorers and Conquistadors as something that takes a leader slot, and AI is constantly above leader limit by 2 or 3.
AI Colonizers are incredibly weak in vanilla. Hopefully pdx addressed some of it in Leviathan.
 

Battlex

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1.30 also introduced bugged naval attrition that ticks two time's a month. And AI being AI likes to ferry troops back and forth. Which means no manpower and more Mercs.
Something is also wrong with AI not counting Explorers and Conquistadors as something that takes a leader slot, and AI is constantly above leader limit by 2 or 3.
AI Colonizers are incredibly weak in vanilla. Hopefully pdx addressed some of it in Leviathan.
Explorers and conquistadors is fair game, as the loss of mil is probs worth finding colonies
 

Piotrzeci

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that can be fine, colonial nations tend to have very good products compared to european buildings, if they get %50 of its value it will be just as good like building at their own nation + their subject grows stronger
We are talking AI here. They built it in Panama without any control of Caribbeans and while I was actively disloyal.
 
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grotaclas

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1.30 also introduced bugged naval attrition that ticks two time's a month.
What are you talking about? Do you mean that you get attrition on the month tick and when you arrive in a new sea tile? I think that is intentional. From the patchnotes:
Arrival Attrition is now applied always when out of range and on open seas both for the navy and any loaded armies.
 
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MordredViking

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Good spot, just ran my own observer test and confirmed that.

Moderators; this should likely be moved to the Bug Reporting section?
 
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grotaclas

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I saw it's in bug reports and treated as such, still it's 10% attrition 2 times a months. Doesn't sounds right to me.
In my experience more than half the bugreports are not actual bugs and the developers never reply, so there is no clarification. But did you really see attrition two times per months without entering a new sea tile? If so when does it happen?
If it is from entering a new sea tile, it is not exactly twice per month. With small sea tiles and fast ships it can be much more than that, but with big sea tiles and slow ships it will be less
 
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comagoosie

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Is this behaviour somehow tweakable using mods?
There is a variable in defines.lua:

Code:
-- How many times the cost of the investment
-- must be in the treasury to consider buying it
TRADE_COMPANY_INVESTMENT_COST_THRESHOLD = 1.0,

Perhaps raising it to 3-5 might help. Idk, seems like there aren't many tweak-able knobs.
 
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Orioniys

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There is a variable in defines.lua:

Code:
-- How many times the cost of the investment
-- must be in the treasury to consider buying it
TRADE_COMPANY_INVESTMENT_COST_THRESHOLD = 1.0,

Perhaps raising it to 3-5 might help. Idk, seems like there aren't many tweak-able knobs.
The issue is 1.30.4 lowered buildings priority. To fix this, both building priority and trade company threshold needs to be changed. At at lest this how I fixed it in my AI mod.
I changed trade company threshold to 2, and score for every building is in 15-25 range.
 
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EarlKonrad

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1.30 also introduced bugged naval attrition that ticks two time's a month. And AI being AI likes to ferry troops back and forth. Which means no manpower and more Mercs.
Something is also wrong with AI not counting Explorers and Conquistadors as something that takes a leader slot, and AI is constantly above leader limit by 2 or 3.
AI Colonizers are incredibly weak in vanilla. Hopefully pdx addressed some of it in Leviathan.

1) I know that AI doesn't suffer from naval attrition but I'm not sure if their troops are also imune to naval attrition or not.

2) I was told multiple times by independent sources on this forum that AI doesn't have to pay for leader upkeep. Don't know if that is true or not.
 
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Orioniys

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1) I know that AI doesn't suffer from naval attrition but I'm not sure if their troops are also imune to naval attrition or not.

2) I was told multiple times by independent sources on this forum that AI doesn't have to pay for leader upkeep. Don't know if that is true or not.
I assume that AI troops suffer from Naval attrition, at least it would make sense.

AI pays for leader upkeep and it's p easy to verify on a monthly tick. But AI rolls generals for free, which is probably even worse. As AI gets substantial amount of professionalism this way and keeps around best generals.
 
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