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Anbeeld

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Announcement

ARoAI is updated to version 1.3.3 with support of Victoria 3 patch 1.2.7, but its further development is suspended. Any person or a group of people have my permission to do whatever they want with the mod, the only requirement is to mention that your work is based on it. Check GitHub repository for the source code, modding tools used, and some documentation like an instruction on creating compatibility patches.

Description

Anbeeld's Revision of AI aka ARoAI is a mod that focuses on making the AI in Victoria 3 as good as possible at developing economy and infrastructure of the countries controlled by it.

Vanilla algorithm of constructing buildings and managing budget is disabled in favor of more efficient fully custom scripts, which leads to AI countries being noticeably stronger, including higher GDP and SoL. The same scripts are used to provide players with the Autobuild feature that you can enable in the decision tab.

Steam Workshop
Paradox Mods

aroai1936.jpg
 
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Anbeeld's Revision of AI aka ARoAI is a mod that focuses on making AI in Victoria 3 as strong as possible without giving it any unfair bonuses, ideally with things looking natural in order to not break player immersion.

Currently this mod only affects economy. Fully custom script is used for AI construction of buildings with vanilla algorithm being supressed. Things are rough around the edges as the game just released, but already it heavily improves economy development of AI countries, and future updates will further optimize it. The same script may be used by players in their countries for autobuild purposes through a decision, with game rule added to prohibit this if you want so.

I took vanilla AI screenshots from different playthroughs due to time limitations, but they were chosen without any specific cherry picking and should reflect general performance level.

Future plans include tweaks of AI diplomacy and warfare, along with many minor improvements.

The forum does not allow me to post the link, so I guess you need to search mod's name in Google.

View attachment 900071

Would it be possible to make from such mod a "Laissez-nous faire !" sub-mod where the auto-build is, for players, limited to the investment pools? That is to say:
a) capitalists "auto-build" from the capitalist investment pool (and from this pool only) -under all economic laws- capitalist-owned buildings;
b) aristocrats "auto-build" from the aristocratic investment pool (and from this pool only) -under all economic laws- aristocrat-owned buildings;
c) the player is the sole one to build and spend outside investment pools and the sole to build public buildings -under all economic laws-;

A last possible variation, based on a more important modification, might be to make a related institution for each public building and a related building for each institution, plus one institution for buildings that can be legally subsidized, and to transfer all institution's direct effects to buildings.
c bis) Bureaucrats would then "auto-building" from the treasury, according to a ratio based on institutions' investment levels, buildings related to the established institution.

1. Enacting a law stays a promise that might satisfy the population, and once the law is enabled, bureaucrats start their work according to the aforesaid promise. The player could only stop seeing his bureaucrats building the infrastructures decided by law by passing a law to abolish it, to get rid of it. We could even imagine two kind of legal abolition: a moratoria (no new buildings, but already existing building still function and their administrative costs have to be covered) and an abolition proper (already existing buildings no longer function, and their administrative costs are cancelled).

2. The player would, hence, not control who gets access to how many government services and who doesn't: bureaucrats will. If capitalists in Victoria II's laisser faire represents the so-called "free hand of the market", bureaucrats could, in turn, represent both the so-called "deep state" that might act against player's will -but according to his laws- and the logistics that have to follow player's decisions.
Still, laws could restrict where and how much bureaucrats would build of those infrastructures, so the player keeps some influence over it.

3. As those buildings would be constructed by bureaucrats, the player wouldn't have to micro-manage that. Still the AI would micromanage it in order to get the progressiveness of the establishment of those infrastructures, which is a good thing, I feel, in the representation of state building.
 
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Anbeeld

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Not sure about required triggers being present in the current build, but theoretically the script may be used for recreating laissez-faire in the future.
 
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Drakken

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Anbeeld, any update on your aim to work on Diplomacy AI goals as well?
 

Drakken

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Will it work on 1.4? Or did the paradoxes with the patch rule something there in AI?

PDS made quite a lot of changes to Economy AI, so it's better to wait until it's updated me thinks.
 

Anbeeld

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There are no economy AI changes in 1.0.4 as far as I can see. Overall it will work, but part of changes to diplomatic and warfare AI in the patch will probably require an update from my side to work with the mod.
 
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There are no economy AI changes in 1.0.4 as far as I can see. Overall it will work, but part of changes to diplomatic and warfare AI in the patch will probably require an update from my side to work with the mod.

The current (unintended) change that every point in Trade Center costs -1 Infrastructure definitely decreases the volume of trade routes being created early game.
 

Anbeeld

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Updated to version 1.0.6
– Ensured compatibility with patch 1.0.4 changes like diplomacy and warfare AI improvements, Petite Bourgeoisie caring about government wages, training rate debuff of military wages and typos in defines being fixed.
– [GAME BALANCE] Removed infrastructure requirements of trade centers added in patch 1.0.4, as this change is straight up game breaking and is confirmed to be unintentional by devs in its current state.
– Pumpjacks, a technology behind discovering and extraction of oil, is how prioritized by AI when it becomes available.
– Fixed downsizing of production buildings being effectively disabled in most cases due to too harsh conditions. Also adjusted the algorithm itself.
– High GDP per capita scaling of various building targets is changed to support further growth of the richest countries.
– Changed navy size targets, raising average value and lowering difference between mostly coastal and mostly continental countries.
– Improvements to how building targets interact with current tax level.
– Adjusted downsizing conditions for non-military government buildings.
– Construction of buildings by AI and Autobuild now starts in the first month of the game instead of second one.
– Preferred infrastructure when choosing states for crically important buildings is now higher.
– Minor performance improvements in some systems.
 
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Updated to version 1.0.7
– Fixed typo found by dgsaf from Victoria 3 subreddit that caused AI to almost always think it has a powerful protector in protectorate, tributary and violate sovereignty checks, noticeably lowering acceptance scope for no good reason.
– Removed changes to infrastructure requirements of trade sectors, as this issue is now coreved by an official hotfix.
– Vanilla building algorithm is now properly suppressed. Previously it could still a bit of government buildings to the queue, creating budget instability.
– Fixed government administration building not being constructed by AI under certain circumstances.
– Tax level switching is now a bit more flexible.
– Fixed minor bugs in building algorithm.
– Lowered frequency of AI spending update, as it becomes less important when construction is controlled by custom script.
 
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Random47

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Great mod! Thank you!

I change it for myself so when I enable autobuild in my country AI wouldn't build gov buildings (barracks, ports, railroads etc) by adding in the ARoAI_economy_triggers.txt file under the ec_consider, ec_evaluate, ec_sanction and ec_allocate lines is_player = no. So it looks like this:
Code:
ec_consider_barracks = {
    is_player = no
    has_technology_researched = standing_army
    ec_budget_health = {
        level = -1
    }
etc for other buildings and lines.
Question: do I need to do this with every line (i.e. ec_consider, ec_evaluate, ec_sanction and ec_allocate) or just ec_consider so AI wouldn't autobuild for me this buildings?

Also I added for every other building line like this:
Code:
ec_consider_logging_camp = {
    OR = {
        is_player = no
        AND = {
            is_player = yes
            any_scope_building = {
                is_building_type = building_logging_camp
                NOT = {
                    has_active_production_method = pm_government_run_building_logging_camp
                }
            }
        }
    }
    ec_consider_building = {
        building = building_logging_camp
        shortage = 0
        profitability = 1
    }
}
So now if I have some buildings run by government I would have to build them by myself, and If building run by workers cooperative - they will autobuild.
Question: do I have to do this with every building, or I can add this to some more general line like this:
Code:
ec_consider_building = {
    OR = {
        is_player = no
        AND = {
            is_player = yes
            any_scope_building = {
                NOT = {
                    OR = {
                        has_active_production_method = pm_government_run_building_logging_camp
                        has_active_production_method = pm_government_run_building_fishing_wharf
                        has_active_production_method = pm_government_run_building_whaling_station
                        has_active_production_method = pm_government_run_building_food_industry
                        has_active_production_method = pm_government_run_building_textile_mills
                        has_active_production_method = pm_government_run_building_furniture_manufacturies
                        has_active_production_method = pm_government_run_building_glassworks
                        has_active_production_method = pm_government_run_building_tooling_workshops
                        has_active_production_method = pm_government_run_building_paper_mills
                        has_active_production_method = pm_government_run_industry
                        has_active_production_method = pm_government_run_building_shipyards
                        has_active_production_method = pm_government_run_building_arms_industry
                        has_active_production_method = pm_government_run
                        has_active_production_method = pm_government_run_building_coal_mine
                        has_active_production_method = pm_government_run_building_iron_mine
                        has_active_production_method = pm_government_run_building_lead_mine
                        has_active_production_method = pm_government_run_building_sulfur_mine
                        has_active_production_method = pm_government_run_building_gold_mine
                    }
                }
            }
        }
    }
    OR = {
        $shortage$ = 0
        ec_no_building_shortage_on_country_level = { building = $building$ }
    }
    OR = {
        $profitability$ = 0
        ec_building_is_profitable_on_country_level = { building = $building$ }
    }
Will that work?
 

Anbeeld

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Will that work?
Consider trigger is all you need to stop buildings from being, well, considered for building at all. Evaluate and further ones happen only if Consider is true.
And yes, you can add some rules to the main Consider trigger and they will affect all the buildings.
Wait, is my code actually not that terrible?
 
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Consider trigger is all you need to stop buildings from being, well, considered for building at all. Evaluate and further ones happen only if Consider is true.
And yes, you can add some rules to the main Consider trigger and they will affect all the buildings.
Wait, is my code actually not that terrible?
Thanks a lot!
 

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Even though great powers do much better in economy, for small countries it turns to hell from my experience. I played as Denmark and I was invading a lot of countries in Niger region. Most of them had universities, government buildings, but that's not the main issue. Telling AI to use transportation in all industries turns production of small countries to halt. Why they don't build railroads is another question. But Sokoto, for example just couldn't buy engines for them, because of Isolationism. Why Hanover wasn't building railroads, but was trying to use them in mines and logger camps is also interesting. So everyone besides great powers had pretty bad time. AI also uses transport in all urban centers for no reason.

How entire Sweden collapsed to no existence by joining French customs union, I don't know. But it was a catastrophy, all of it's population left the country just because French had much better economy for obvious reasons. I don't know if it's because of the mode, but how coal-less Sweden was trying to use railroads before joining France was a pitiful picture.

Also, I would argue that telling AI to always use better automatization methods is a bad idea. AI should decide it by change in profit from it and by how many unemployed and peasants are in the state. It's about labor market. I've seen how even Sokoto was trying to use automatization while having millions of peasants... Or Sweden that just had no coal for automatization... I don't know how AI decides this all in vanilla, but leaving him no choice isn't the answer.

I'll take a guess and say that poor SoL of Sweden in that game was because of high automatization. There were too many poor peasants that decided to leave to France, that was highly industrialized because of it's coal mines. I know that it was worsened because I played an old version of the mode, where AI wasn't prone to destroy buildings, and all of Sweden had literally no infrastructure, but still.

I can't really judge the mod, the game itself is poorly written and it's very unfinished. So it's hard not to appreciate your efforts to make the game better.
 
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I don't know how AI decides this all in vanilla, but leaving him no choice isn't the answer.
It doesn't. It's 1900+ and France doesn't use basic tools on any of its farms. Can't tie method choosing to customs triggers either. Haven't found any workarounds yet, will return to this a bit later.

Let me be straight here, all of what you are saying is obvious. But I'm not just writing systems from zero. And there's a lot, and I really mean a lot of instances where I have no proper way to alter behaviour of Paradox AI. I'm wasting enourmous amount of time on developing workarounds and writing garbage code that does nothing to directly improve how AI plays the game, but otherwise I won't be able to do anything.
 
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