Do countries have different AI variants?

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rauyran

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Often, in his streams, @DDRJake mentions that a country is always aggressive or that another wants to expand in a certain direction. I've always assumed that the AI is the same for each country, but these comments make me think that there are different variants. Does anyone know if some countries get special versions of the AI?
 

Piotrzeci

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I would guess it is just their situation influencing decision-making. Countries have some tendencies like Ottomans taking this weird vertical snake out of Hungary or Morocco with their love to Algarve, but I think it is just their way of understanding their programming and applying it to their situation.
 

rauyran

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There is a small box which indicates what personality the AI ruler has. This is tied to their current ruler IIRC:

https://eu4.paradoxwikis.com/Personalities
Yes I know about that. I've always assumed that the AI used ruler personaility/traits, governemnt type, missions, rivals, culture/religion equally for each country. The comments made me wonder whether the tag affects the AI as well, e.g. do Ottomans have extra aggressive AI just because they are the Ottomans? Or does Britain have special code to make them build more heavies?
 

Piotrzeci

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Yes I know about that. I've always assumed that the AI used ruler personaility/traits, governemnt type, missions, rivals, culture/religion equally for each country. The comments made me wonder whether the tag affects the AI as well, e.g. do Ottomans have extra aggressive AI just because they are the Ottomans? Or does Britain have special code to make them build more heavies?
They probably just see bonuses to heavies in ideas and build them.
 

tip001

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I am pretty certain there are differences for AI somehow. I play a lot of spectate and countries like France and Ottoman prefer to combine to bigger armies and so stack-wipe the enemy much more frequent.

This could be a side effect from being a lucky nation, having dozens of buffs regarding warfare/ diplomacy like siege ability (out-siege opponent) and fort-defense, manpower recovery, etc.

So AI script could be same but lucky defines a big difference. Lucky nations are really OP and should not be in the game but that's a different subject I guess :)

Here the list:
  1. Castile (before year 1700 and Spain does not exist) / Spain (before year 1700 and Castile does not exist)
  2. Ottomans (before year 1700)
  3. Muscovy (if Russia does not exist) / Russia
  4. England (if Great Britain does not exist) / Great Britain
  5. France
  6. Austria
  7. Prussia (after year 1700)
  8. Netherlands
  9. Portugal (before year 1700)
  10. Brandenburg
  11. Sweden (before year 1700)
  12. Poland (If Commonwealth does not exist) / Commonwealth (before year 1700)
Edit: I was wrong on the supply-limit and corrected it above, it's not increased for lucky nation. Here the list below.

+1% Missionary strength
−10% Stability cost modifier
+10% Institution spread
+1 Monthly splendor
−25% Mercenary cost
−20% Embracement cost
−20% Advisor cost
−1 Interest per annum
+25% Manpower recovery speed
+10% Fort defense
+5% Siege ability
+10% Spy network construction
+25% Improve relations
−1 National unrest
+0.5 Yearly republican tradition
+1 Yearly legitimacy
−25% Aggressive expansion impact
 
Last edited:

Vetgirig

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I think Austria has some special AI script as long as its the emperor. Other than that though the AI is the same for all tags.


HRE minors have their own AI. Much simpler.

But otherwise its the same AI. It's just a number of if-thens that check alot of options and then expand in a way that easy to expand in and also prefer to expand in areas with accepted culture. Also when a AI see a weak enemy it loves to go after it.
 

petertju

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The HRE emperor also have a different script, it was mentioned in a prior dev diary.
 

Chaingun

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Each country's AI responds uniquely to that country's situation. This is not that strange, considering AI is basically IF condition THEN statements. Some differences in conditions are more dramatic than others, e.g. being HRE.