CK III - AI literally never increases development and how to fix it

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michx0

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Short summary of your issue
AI literally never increases development and how to fix it

Game Version
1.5.1.1

What OS are you playing on?
Windows

What platform are you using?
Steam

What DLC do you have installed?
Royal Court,

Do you have mods enabled?
No

Have you tried verifying your game files (Steam only)?
Yes

How much "pain" is this causing you?
10

Please explain the issue you experienced in the most condensed way possible
AI can not develop counties because of bug in a script that was introduced in Royal Court DLC

common/council_tasks/00_steward_tasks

task_develop_county = {

1. Let's look at

on_finish_task_county = {
...
scope:councillor_liege = {
if = { # Try to make relevant AI's focus on Acceptance
limit = {
exists = primary_title
primary_title.tier >= tier_kingdom
any_sub_realm_county = {
culture = {
cultural_acceptance = { target = scope:councillor_liege.culture value < 52 }
}
}
NOT = {
has_focus = stewardship_domain_focus
}
}
add_character_flag = {
flag = no_ai_increase_development
years = 30
}
}
else = {
add_character_flag = {
flag = no_ai_increase_development
years = 10
}
}
add_character_flag = {
flag = ai_development_max_years
years = 10
}
}
}

The logic:
A) When development increased, set flag no_ai_increase_development. More years for rulers that should concentrate on acceptance, less for everyone else.
B) Set flag ai_development_max_years that before 1.5 was used to set no_ai_increase_development later in on_monthly_county, but now is absolutely useless and needs to be deleted.

2. Now let's look at

on_monthly_county = {
scope:councillor_liege = {
if = {
limit = {
NOT = {
has_character_flag = ai_development_max_years
}
}
if = { # Try to make relevant AI's focus on Acceptance
limit = {
exists = primary_title
primary_title.tier >= tier_kingdom
any_sub_realm_county = {
culture = {
cultural_acceptance = { target = scope:councillor_liege.culture value < 52 }
}
}
NOT = {
has_focus = stewardship_domain_focus
}
}
add_character_flag = {
flag = no_ai_increase_development
years = 30
}
}
else = {
add_character_flag = {
flag = no_ai_increase_development
years = 10
}
}
}
}
}

The main problem is right here. Because of unfortunate copy-paste it uses the same logic:

---When development increased--- EVERY MONTH, set flag no_ai_increase_development. More years for rulers that should concentrate on acceptance, less for everyone else.

In result, AI that starts increase development task is forced to cancel it next tick. ELSE should be deleted so only rulers that should concentrate on cultural acceptance would be blocked.

Again, ai_development_max_years is obsolete now and should be cleaned as well.

Please explain how to reproduce the issue
Start any game in debug mode, set any AI ruler to increase development, 2 months later check flags to find no_ai_increase_development wrongly applied.

Is there anything else you think could help us identify/replicate the issue?
I set PAIN 10 (actually 11) because inability to develop also causes inability of tribal rulers to ever ever ever convert to feudal since they need dev 10 capital to take the decision. Basically half of the map is screwed to the ground because of this little problem.

Another thing I want to mention. I strongly believe that tribals will remain broken even after you fix the bug because cultural acceptance task has too much weight. Tribals often go to wars, conquer other cultures, have no money. Norse have additional +15 weight for some reason. They will rarely develop for sure. I would advice to reconsider weights at least for tribal rulers.

Last thing, not a bug, just my opinion. Small rulers (like realm size <= 10) should just convert cultures if they already have their culture present in realm, they shouldn't bother with acceptance at all. Simple logic - you have small realm, you want to unify it. You have big realm - you go for compromise.

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No

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michx0

First Lieutenant
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I would advice to reconsider weights at least for tribal rulers.

Sorry if sounded arrogant, obviously I understand that I can be wrong, needs testing. Just based on +2 new jobs and no weight calibration for old ones. Maybe tribals were too successful in development before 1.5 or something :)
 

PDXOxycoon

Programmer
Paradox Staff
Jan 29, 2021
199
4.896
Hello there, and thank you for the feedback. We're looking into it and will hopefully have a fix for it in the near future :)
 
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