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Hardcore_gamer

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For example, lets say that the Player has poor relations with faction/nation A, and that then at some point faction B attacks faction A as well as the player.

Then would it be possible for the AI controlling faction A to put aside its differences with the player and team up to defeat faction B?

Because I really hate it in video games where you and the AI have a common enemy but the AI refuses to accept help or team up with you even if only for a temporary amount of time until the enemy is defeated simply because it doesn't really like you.

Lets take the world war 2 era Soviet Union as a example, they and the Western allies were ideological enemies, but once the Germans came knocking on Russia's doors they accepted help from them anyways simply because the situation called for it.

Since Victoria 2 is suppose to have like a very complex political and diplomacy system I was sort of hoping the AI would behave in a similar way.

Does it?
 

HisMajestyBOB

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I found the relations in Victoria 1 to not be very effective. If you had very low, -100 to -200 relations with a country, and it would be nearly impossible to raise relations again and especially to ally with them against a new common foe, despite this happening during the time period (ex. Prussia beats Austria, then later allies with them; UK and France fight Russia in the Crimean War, then side with them against the Ottomans in WWI). Part of the problem is that you received a limited amount of "diplomatic influence" points, making diplomacy slow and inefficent.
 

Hardcore_gamer

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I found the relations in Victoria 1 to not be very effective. If you had very low, -100 to -200 relations with a country, and it would be nearly impossible to raise relations again and especially to ally with them against a new common foe, despite this happening during the time period (ex. Prussia beats Austria, then later allies with them; UK and France fight Russia in the Crimean War, then side with them against the Ottomans in WWI). Part of the problem is that you received a limited amount of "diplomatic influence" points, making diplomacy slow and inefficent.

Hopefully this problem has been confronted in Victoria 2.
 

Grubnessul

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This is about my greatest complaint in EU3, hope it'll be sloved in V2.
 

Andrelvis

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This problem would be alleviated if, instead of relations tending towards -200 in most cases, they tended towards 0. In the games I have played of V1, I would always have my relations with China be in the negatives if I didn't improve them, even if I never interacted with it before.
 

Raph

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Actually, in EU3 I as player have been offered alliances from AI nations with whom I had poor relations, when they're fighting a common enemy of ours.
 

extox

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there is an ai mod in eu3 which deals with this. Its in the SRI mod. I think it does a fair job of imitating situational relations. If this is the same engine which it is, it can be implemented that way. Heck part of that ai mod deals with great power status which victoria is going to have as a feature.
 

Gatkramp

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there is an ai mod in eu3 which deals with this. Its in the SRI mod. I think it does a fair job of imitating situational relations. If this is the same engine which it is, it can be implemented that way. Heck part of that ai mod deals with great power status which victoria is going to have as a feature.

I reckon PI needs to look at the AI mod for guidance on how alliances should work... though the mod is imperfect, as it only models Europe. There would need to be regional levels, followed by a international level for the AI too if they were to incoperate it.

The AI mod did however make EU3 infinitely more interesting to play.