Europa Universalis IV: Developer diary 43 - Artificially Improved

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heroforhirerob

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So...if I'm reading this properly...you can never have more vassals than your total number of diplomats? Or do you just need a diplomat to set up the initial vassalage? (The French Empire of the early 19th century had TONS of vassals.)
 

Idiotboy

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Cascading aliances were never real problem, unless you were not prepared for them.

They were seriously immersion breaking for some of us though. I just hope that the AI dont autocall all their allies when there is zero net help to be gotten. A landlocked Muscovy being called to help Castille conquer Fez sort of play.
 

Thetitan

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So...if I'm reading this properly...you can never have more vassals than your total number of diplomats? Or do you just need a diplomat to set up the initial vassalage? (The French Empire of the early 19th century had TONS of vassals.)

France starts off with a ton of vassals in 1444, so yes, A vassal stays a vassal. But there is a diplomatic limit to how much alliances/Royal marriages/Vassals...all the semi permanent diplomatic relations with other countries. If you go over the limit (displayed in the adviser tab by hovering over the diplomatic points) you loose 1 diplomatic power per month per treaty over the limit. Same as if you have more military leaders than your limit (most starts with 1) you pay military points every month.
 

Idiotboy

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France starts off with a ton of vassals in 1444, so yes, A vassal stays a vassal. But there is a diplomatic limit to how much alliances/Royal marriages/Vassals...all the semi permanent diplomatic relations with other countries. If you go over the limit (displayed in the adviser tab by hovering over the diplomatic points) you loose 1 diplomatic power per month per treaty over the limit. Same as if you have more military leaders than your limit (most starts with 1) you pay military points every month.

Sounds like that could be a major asset in early England play. France is stuck with a bunch of weakass 1 prov vassals while England can get actual useful allies to balance out the stronger french start.
 

Dutchling

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So...if I'm reading this properly...you can never have more vassals than your total number of diplomats? Or do you just need a diplomat to set up the initial vassalage? (The French Empire of the early 19th century had TONS of vassals.)
Diplomats and Diplomatic Upkeep are different things. The first is mainly used for short stuff (in time) like arranging RMs, alliances, peace treaties, etc. And upkeep is 'used' when you have RMs, alliances, vassals, etc.
 

TheDarkMaster

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I'm very glad to see this dev diary. It addresses all the issue and concerns I had previously when Wiz was posting about improved AI. I do kinda wish that there where a few more settings in the list for how aggressive the AI is, but this is fine. Just one last question, will there be tooltips on the menus that explain exactly what each setting is and does to help new players out?
 

CharlesTheBald

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I would like to know more about lucky nations, what are the advantages given to them? If I remember correctly, in EU3 the lucky nations were given fixed bonuses right? Like less inflation, more manpower etc...

Wouldn't it be better if they were actually given just luck? You know, increased chance of getting good monarchs, skilled leaders, positive random events, decreased chance of negative random events and stuff like that... Instead of a fixed modifier.

And here's an idea for a future patch: give the player the option to choose which 8 nations to be lucky, would be a nice little feature. :)
 

Zoston

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I really hope that the algorithms for AI concession acceptance are good, or even better if they're modable. If it's set so the AI always turns down offers of provinces which neighbour none of its own, are not colonies, and aren't of the AI's culture or cores, that would help so much keeping borders prettier. And more importantly (to me) prevent the all too common occurrence of continental European powers getting random coastal provinces in England or Scandinavia. It would save me a lot of hassle trying to 'fix' borders, if the game itself could be made so gaining overseas/distant provinces that aren't colonies requires exceptional circumstances (like inheritances, invasions, basically stuff that doesn't grab single coastal provinces just cuss the AI algorithm tells it said province is worth a lot of gold and stuff).
 

rubert

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Sounds great. The coalition system sounds especially nice as it should at least slow player's expansion. I wonder if the coalitions will stay intact even if you don't wage wars for long periods of time but are still powerful enough to conquer most countries? I usually stopped playing EU3 games (or switched to different country) when I had a large empire which none of AI countries could realistically challenge.
 

takedown47

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Colour me very very impressed, especially by the Hunter-Killer armies. I think they've made my day, no more tricking the AI while its sieging a useless province.

No more ping pong either which is nice.
 

Wizzington

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All seems significantly improved over EU3, but how fixed are the AI countries initial attitudes to their neighbours over time?
A nation's listed 'Threats' & 'Rivals' in EU3 varied considerably with subsequent changes in that nation's circumstances & I'm sure that will still be the case. But some questions spring to mind:

Regardless of the starting position & initial attitudes, the implication seems to be that any (over)expanding nation will naturally become seen as a threat by any nearby nations & thereby attract coalitions against it. But does a reduction in their over-expansion at least start to cause the gradual break up of a coalition that is forming against them, without necessarily a war?

e.g. If Bohemia has been forced to give up (some significant) territory in a peace treaty (even if in a separate war against a non-member of the coalition against it) would it cause the automatic & immediate break up of any coalition that had been forming against Bohemia?

Would the remaining powers in any coalition automatically stay together (at least initially) in the event of a White-Peace with the over-expanded nation? Or even in defeat, if the nation that the coalition were against is still considered by them to be over-expanded?

Does a truce with an over-expanding nation actually prevent or merely discourage that particular nation (re)joining any coalition against it?

Does a Bohemia that doesn't expand (or even loses some initial territory) ever lose their initial 'threat' status in the eyes of an AI Austria that may be achieving success elsewhere?

Yeah, if you let AE go down coalitions formed against you will break up eventually (the time it takes depends on how much AE you got in the first place).
 

Wizzington

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I'd like to thank you Wiz for having so many options for the AI. Having a separate Difficulty/Handicap is very important for me. Its actually one of the things that has bugged me about the AI in total war games in the past. Normal difficulty gave me a slight boost and the next step up (hard) gave the AI a slight boost. There was no "balanced" setting.

Now I'm at work so I haven't had time to read through all the posts so I apologize if this has been asked before.

Are the AI settings exposed to modders? For example, could I either create or modify a difficulty setting increasing aggression or the handicaps further?

Thanks,

Jec

Handicap is moddable, difficulty is mostly hardcoded.
 

Wizzington

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I'm very glad to see this dev diary. It addresses all the issue and concerns I had previously when Wiz was posting about improved AI. I do kinda wish that there where a few more settings in the list for how aggressive the AI is, but this is fine. Just one last question, will there be tooltips on the menus that explain exactly what each setting is and does to help new players out?

Yep.

I really hope that the algorithms for AI concession acceptance are good, or even better if they're modable. If it's set so the AI always turns down offers of provinces which neighbour none of its own, are not colonies, and aren't of the AI's culture or cores, that would help so much keeping borders prettier. And more importantly (to me) prevent the all too common occurrence of continental European powers getting random coastal provinces in England or Scandinavia. It would save me a lot of hassle trying to 'fix' borders, if the game itself could be made so gaining overseas/distant provinces that aren't colonies requires exceptional circumstances (like inheritances, invasions, basically stuff that doesn't grab single coastal provinces just cuss the AI algorithm tells it said province is worth a lot of gold and stuff).

All variables involved are moddable (though modders can't add new ones, but you can tweak stuff like how likely the AI is to prefer border provinces, how much it will factor in overextension, how far away it will take provinces etc). Attitudes are also fully moddable, as well as a lot of diplomatic and economic variables.