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unmerged(73269)

Second Lieutenant
Apr 1, 2007
160
0
The AI use of war taxes is moderately suicidal. (Feel free to correct me, but that's what I usually see.)

I am not a modder, but it seems to me one could set up an AI only event that worked like this:
Code:
IF (AI) AND (WE>5) AND (At War)
THEN
 Apply inverse war taxes modifiers (I.E. -50% tax and -0.1 WE/month)

MTTH of a few months. Lasts until peace. (That is to say, have an inverse event that turned off the modifiers if peace broke out.)

Occasionally, some poor AI with no war taxes but high WE anyway would get reduced WE and gimped taxation, but in general the AI would be effectively "turning off" war taxes if WE exceeded 5. (Or some other number.)

It may be even possible to check if war taxes are on directly - if so, just check for WE>5 plus war taxes on. (As I said, I am not a modder.)

Sensible?
 

unmerged(106806)

First Lieutenant
Jul 7, 2008
200
0
They should just remove the whole option for the AI (or code it better), because as it is now, it is 9 out of 10 times a suicide button for the AI. Does the AI really need it?
 

BritNavFan

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I completely agree about war taxes being a suicide button for the AI.

War taxes are a static modifier, so you can't use events to effect them. The easiest solution is comment them out:

from
Code:
war_taxes = {
	global_tax_modifier = 0.5		#50% bonus
	war_exhaustion = 0.1			#steady increase.
}
to
Code:
war_taxes = {
#	global_tax_modifier = 0.5		#50% bonus
#	war_exhaustion = 0.1			#steady increase.
}
in \common\static_modifiers.txt. (And of course it's best to make your own little mod, so you still have the vanilla files available if you think better of one or another of your changes.)
 

sprites

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or you can add some modifier like this

Code:
aiwartaxes = {

	trigger = {
		ai = yes
		wartax = yes
	}

	war_exhaustion = -0.09

}

the AI will have only a tenth of normal WE increase using wartaxes
 

BritNavFan

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Static modifiers are directly tied to the executable: you can't make new ones, you can't remove old ones (but you can make old ones do nothing), and you can't change the circumstances under which they apply.

They're different from event modifiers, which you can add as you see fit.

*** EDIT ***
Actually, you could do this. You'd make a triggered modifier or an event modifier that cancels out the war taxes modifier. I'm not sure whether it would work as a triggered modifier, though if it did that would be very easy, but if it didn't you could easily mod it with an event modifier, an event to turn the event modifier on, and another event to turn the event modifier off.
 
Last edited:

unmerged(73269)

Second Lieutenant
Apr 1, 2007
160
0
Actually, you could do this. You'd make a triggered modifier or an event modifier that cancels out the war taxes modifier. I'm not sure whether it would work as a triggered modifier, though if it did that would be very easy, but if it didn't you could easily mod it with an event modifier, an event to turn the event modifier on, and another event to turn the event modifier off.

I thought that was what I suggested in the OP.
 

mallard454

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I don't think it's really an issue any more. In the latest beta patch, the AI countries don't seem to use war taxes all of the time; my vassals were not raising war taxes during a war, which is annoying because I started the war so they'd give me extra money.
 

safferli

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I don't think it's really an issue any more. In the latest beta patch, the AI countries don't seem to use war taxes all of the time; my vassals were not raising war taxes during a war, which is annoying because I started the war so they'd give me extra money.
That was my observation thus far as well. The AI manages war taxes much more reasonably now!