Are you saying that a NAP will just create a truce for X years?What about adding non-aggression pacts in game when one country is sensing another country may be a future threat? This way, Spain and Portugal or Castile and Aragon give each other a non-aggression pact if they feel France next door is getting too big. Or a non-aggression pact between Austria and Bohemia if they feel Poland is getting too big.
Non-aggression pact could be maybe 20 years?
At hard level
- AI will consider sending condotierri to non-neighbours.
- AI is more likely to pounce on when player is weak.
- AI is less likely to ally the player.
etc..
The AI player doesn't currently do any planning, i.e. considering (ahead into the future) the effects of a sequence of actions it might take. A number of independent subsystems perform a series of (what you could call) emotionally driven actions, coordinated (for the most part) only implicitly through observed changes in the gamestate. Sometimes it manages to form a coherent strategy nonetheless.
Overall, there is limited value of looking more than 1 step into the future in this game any way due to the vast number of possible outcomes. If you can quantify how much you will immediately be better off by doing something, that's enough to make decisions that are reasonable in most cases. However, it does lead to things like FRA easily conquering Iberia because CAS/ARA/POR don't realize the future threat of destroying each other in intra-peninsular wars.
I don't think we'll ever attempt to incorporate a general planning system in EU4 due to performance reasons (disregarding the small detail of its implementation).
Algorithms don't design themselves you know (actually, they can, but...)Currently up thinking about the army AI again at this hour because it's my big headache.
Are you saying that a NAP will just create a truce for X years?
Condottieri on Hard isn't aimed specifically against human, it also makes chances you can hire them greater as AI is more willing to offer them in general. Greater overall Condottieri use makes the game more dynamic and thus harder.
The game can be different in other ways on hard; AI does for instance cheat on revolt risk on Hard which leads to Timurids often holding together unlike on Normal. (This specific bonus we might find reason to nerf.)
I would eventually like to move most human specific checks to Very Hard. My vision for difficulty levels is:
Very Easy: AI extremely nice to human. We have a category of players for whom the game on Easy is too hard..
Easy: Same as now, perhaps disabling difficult features (and for Very Easy too).
Normal: Same as now.
Hard: Some light bonuses to AI in areas where it has problems (same as now, possibly reduced), advanced AI features, but "fair".
Very Hard: Very heavy bonuses to AI (similar to the bonuses of old) and checks to make it cooperate against human to a limited degree. For the masochists.
This is just want I want to do, and it's only a matter of time to be available.![]()
Thanks for answer. Could you add two different settings in option. One for AI bonuses and second for AI features tuned on? So I could play on full AI capable algorithms but without bonuses they get on hard ?
It's a part of the anti-blob crusade
How about a check box we can enable for more AI calculations for those of us now using a toaster PC? I think Civ games did this.
Any chance since we are between releases that one of the device diary topics could cover a dummies version of AI programming for EU4 ? I think Wiz mentioned that as a possible topic. Something that could give the average player some insight on the process and a better idea on why certain ideas work while others are too problematic.
Condottieri on Hard isn't aimed specifically against human, it also makes chances you can hire them greater as AI is more willing to offer them in general. Greater overall Condottieri use makes the game more dynamic and thus harder.
The game can be different in other ways on hard; AI does for instance cheat on revolt risk on Hard which leads to Timurids often holding together unlike on Normal. (This specific bonus we might find reason to nerf.)
I would eventually like to move most human specific checks to Very Hard. My vision for difficulty levels is:
Very Easy: AI extremely nice to human. We have a category of players for whom the game on Easy is too hard..
Easy: Same as now, perhaps disabling difficult features (and for Very Easy too).
Normal: Same as now.
Hard: Some light bonuses to AI in areas where it has problems (same as now, possibly reduced), advanced AI features, but "fair".
Very Hard: Very heavy bonuses to AI (similar to the bonuses of old) and checks to make it cooperate against human to a limited degree. For the masochists.
This is just want I want to do, and it's only a matter of time to be available.![]()