• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

jju_57

Banned
47 Badges
Oct 13, 2003
13.775
2.006
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Stellaris
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Crusader Kings II: Holy Fury
  • Hearts of Iron IV: Expansion Pass
  • Prison Architect
  • Hearts of Iron IV: La Resistance
  • For the Motherland
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III: Chronicles
  • Europa Universalis IV
  • Hearts of Iron II: Armageddon
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Majesty 2 Collection
  • Semper Fi
  • 500k Club
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
So the solution is to do away with mercs and force the AI to use normal troops. How do we do that? Is is as simple as setting the mercenary pool size to 0? Or do we lower the cost to be equal to normal unit maintenance? That way they still have mercs but at the cost of regular troops.
 

jju_57

Banned
47 Badges
Oct 13, 2003
13.775
2.006
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Stellaris
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Crusader Kings II: Holy Fury
  • Hearts of Iron IV: Expansion Pass
  • Prison Architect
  • Hearts of Iron IV: La Resistance
  • For the Motherland
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III: Chronicles
  • Europa Universalis IV
  • Hearts of Iron II: Armageddon
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Majesty 2 Collection
  • Semper Fi
  • 500k Club
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
I seems we change these lines in the files:

3.0 #_MDEF_MERCENARY_MAINTENANCE_ -------- change this to 1.0
12 # Maximum sized mercenary pool --------- Keep this the same
In static_modifiers

mercenary_cost = 0.5 -------- change this to 1.0
 

The Blood Eagle

General
12 Badges
Feb 20, 2011
1.726
36
  • Cities in Motion
  • Crusader Kings II
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • For the Motherland
  • Semper Fi
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • 500k Club
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: Pre-order
If you change mercenary recruitment costs to 1 million ducats, I doubt you'll ever see them again.

Question is then; will the AI find yet another place to justify 100% minting?
 

George LeS

Ruler of the Queen's Navee
8 Badges
Feb 13, 2004
4.850
16
  • Europa Universalis III
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Heir to the Throne
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • 500k Club
I seems we change these lines in the files:

3.0 #_MDEF_MERCENARY_MAINTENANCE_ -------- change this to 1.0
12 # Maximum sized mercenary pool --------- Keep this the same
In static_modifiers

mercenary_cost = 0.5 -------- change this to 1.0


The last line may be incorrect. What it does is change the cost of building mercs from 150% of standard units, to 200%. This will also be reflected in maintenance (at present, it's effectively 450%, or 1.5 x 3.0). Is this what you intended?

One thing none of this changes is the (hardcoded, I think) increase in Merc costs if you raise a many over a short period of time. But I've never actually studied how this works, nor have I read anyone else's study.
 

Qilue

Captain
70 Badges
Jun 20, 2004
467
58
  • Stellaris: Galaxy Edition
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Magicka 2
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Magicka 2: Ice, Death and Fury
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Magicka: Wizard Wars Founder Wizard
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Crusader Kings II: Jade Dragon
  • Stellaris: Nemesis
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Magicka
  • Pirates of Black Cove
  • Europa Universalis IV: Res Publica
  • Europa Universalis: Rome
  • 500k Club
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Europa Universalis III: Collection
Mercs do count towards force limit. Perhaps the solution might be a combination of things.

Reduced maintenance for AI nations.
Only recruitable during war.
A national decision where they can be converted into regular troops once a war ends.
Some coding so that the AI is less inclined to keep mercs and more inclined to replace them with regular troops.
Perhaps a difficulty based inflation cap for AI nations, VE 64%, E 32%, N 16%, H, 8% and VH 4%.
 
Last edited:

Colombo

Banned
40 Badges
May 12, 2005
1.484
0
  • Surviving Mars
  • Pillars of Eternity
  • Magicka 2
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Tyranny: Archon Edition
  • Stellaris - Path to Destruction bundle
  • BATTLETECH
  • Magicka: Wizard Wars Founder Wizard
  • Age of Wonders III
  • Surviving Mars: Digital Deluxe Edition
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Surviving Mars: First Colony Edition
  • Imperator: Rome
  • Prison Architect
  • Surviving Mars: First Colony Edition
  • Divine Wind
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Deus Vult
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Cities in Motion
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Heir to the Throne
  • Magicka
  • Majesty 2 Collection
  • Europa Universalis IV: Res Publica
  • 500k Club
  • Cities: Skylines
  • Europa Universalis IV: Pre-order
I wanna throw my ideas and combine it with some ideas I liked there.

1 Mercenaries as proffesional soldiers.
Many of you thought, that "standing armies" of EU3 are something like levies, peasants from fields. What if, we changed that to reflect this problem?
Mercenaries: mutch better than regular soldiers, but more expensive. But:
a) you can change your regular soldier to mercenary soldier (for a price of course), in addition to hiring mercenary soldiers in standard way. Making proffesional soldiers this way, those would be replaced very slowly (those regaining men from manpower, forgot that word..). If one can change those back to levies, thats optional.

2. I realy liked the idea of realy low soldier limit, that would be slowly builded through barracks etc. This would make buildings mutch more important strategic decision, as well as colonizing, expanding etc. But no starting limit is too harsh. Something like: 1 for every province + 5 flat bonus.

3. This idea wasn't mentioned there. Mercenaries have their niche even in this game without modification, well, without serious modifications. Colonies and new word. Hiring native mercenaries here should be possible and would make mercenaries realy important and usefull.
 

colinljx

Major
15 Badges
May 15, 2009
734
90
  • Crusader Kings II
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Call to arms event
  • Heir to the Throne
  • Victoria 2: A House Divided
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Victoria 2
  • 500k Club
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
  • Victoria 3 Sign Up
  • Crusader Kings II: The Old Gods
@colinljx: That's an interesting idea. Do you mind if I take it and modify it for RM?

Sure you can. (I assume you are talking about the inflation decision) The decision is fairly easy to write and can be used for other things like War Exhaustion reduction for AIs.
 

Shoobs

Colonel
40 Badges
Sep 12, 2007
816
94
  • Crusader Kings II: Legacy of Rome
  • Pillars of Eternity
  • Warlock: Master of the Arcane
  • Sword of the Stars II
  • Sword of the Stars
  • Rome Gold
  • Europa Universalis: Rome
  • Europa Universalis IV: Res Publica
  • Europa Universalis III Complete
  • Majesty 2
  • Heir to the Throne
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Divine Wind
  • Europa Universalis III: Chronicles
  • Europa Universalis III
  • For The Glory
  • Crusader Kings II: Sword of Islam
  • Stellaris - Path to Destruction bundle
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Necroids
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris
  • Europa Universalis IV: Common Sense
  • Mount & Blade: Warband
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Rome: Vae Victis
  • Europa Universalis IV
  • Stellaris: Synthetic Dawn
How about we go in the opposite direction?

Instead of trying to get rid of them or make them more expensive..or bring them more in line with regular troops..how about we completely tank their costs, increase their availability tremendously and find some way to reduce their effects on force limits?

In this way the AI could field all the mercenaries it wants and at the same time not destroy their inflation.
 

jju_57

Banned
47 Badges
Oct 13, 2003
13.775
2.006
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Stellaris
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Crusader Kings II: Holy Fury
  • Hearts of Iron IV: Expansion Pass
  • Prison Architect
  • Hearts of Iron IV: La Resistance
  • For the Motherland
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III: Chronicles
  • Europa Universalis IV
  • Hearts of Iron II: Armageddon
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Majesty 2 Collection
  • Semper Fi
  • 500k Club
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
I was under the weather last not so couldn't experiment. But I spent some time thinking aobut the problem. The problem is the AI inflation. A correlation was spotted that these AI nations had lots of mercs. So the first thing is to verify this correlation and then see if the mercs are the causation. Finally, if they are the cause does it resolve the problem or does the AI replace mercs as the cause and just use other things. And of course there is the possiblitiy that mercs are not the cause.

So my test plan is to do a number of runs. The first run modifies the maintenance cost of mercs. This should help establish correlation and causation. My thought is the AI mints because the monthly maintence costs are so high and they want to avoid bankruptcy.

The next test would be to raise the cost of buying mercs. Does this cause the AI to not purchase them? After all we don't know for sure why the AI builds them over regular troops. And if they don't build them are the AI nations still minting like crazy?

The third test is to see if we can modify the cost and maintenance of mercs to allow their usage but not cause massive minting. This will be the hardest test to do as many other variables come into play during a game run.

As for the modifiers you are right that I'm not sure how they impact the costs. But that should be a quick check that can be done really fast. If the cost line does double it I can set it to 0 to see if that makes them the same cost as regular units.

Thoughts?
 

lordkestrel

Lt. General
86 Badges
Sep 1, 2009
1.577
23
  • Magicka: Wizard Wars Founder Wizard
  • Crusader Kings III
  • Stellaris: Humanoids Species Pack
  • Europa Universalis III Complete
  • BATTLETECH
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Leviathans Story Pack
  • Victoria 2
  • Victoria 2: Heart of Darkness
  • 500k Club
  • Europa Universalis III: Collection
  • Victoria 3 Sign Up
  • Crusader Kings II: Way of Life
  • Magicka 2
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris Sign-up
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Holy Fury Pre-order
  • Stellaris: Apocalypse
  • Imperator: Rome Sign Up
  • Stellaris: Distant Stars
  • Crusader Kings II: Jade Dragon
  • BATTLETECH: Heavy Metal
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Nemesis
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Surviving Mars
  • Prison Architect
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Crusader Kings II: Holy Fury
  • BATTLETECH - Digital Deluxe Edition
  • Stellaris: Necroids
  • Europa Universalis III Complete
  • Europa Universalis III
  • Deus Vult
  • Hearts of Iron III: Their Finest Hour
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Magicka
  • Leviathan: Warships
The point was that you should test whether the AI is still capable of warfare without mercenaries. The other things were already more or less established.

Against other AIs, I think they'll be just as capable/terrible as they are now. Against a player large nations will probably fare worse, small nations should have no change.

The reasoning behind this is simple. The AI racks up WE like it is a precious commodity to gather as much of as possible. AI vs AI nations will both have the same massive WE, and the same year long recruitment time for new regiments. No real change from the way it is now, although wars might take a little longer to complete.

Against players, large nations (which would hence have unsieged provinces they can recruit from) will be slower to recruit new regiments, but at least the regiments will have full morale unlike mercs. Players will still have a small army running around whacking newly recruited regiments, which will keep WE pegged. Small nations get rolled over so easily that it wouldn't matter; after the decisive battle where you destroy their army they are done anyways.
 

jju_57

Banned
47 Badges
Oct 13, 2003
13.775
2.006
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Stellaris
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Crusader Kings II: Holy Fury
  • Hearts of Iron IV: Expansion Pass
  • Prison Architect
  • Hearts of Iron IV: La Resistance
  • For the Motherland
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III: Chronicles
  • Europa Universalis IV
  • Hearts of Iron II: Armageddon
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Majesty 2 Collection
  • Semper Fi
  • 500k Club
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
The test can't fix stupid. The AI will be the AI. The issue is can something be done to limit minting and inflation. Or am I wrong?

@luitzen How do you define if the AI is capable of warfare? Do you mean big or small countries? Its hard to know today as small countries get eaten currently. To test for something you need some clear objectives and definitions.
 

vcgetdown

Major
81 Badges
May 25, 2010
732
29
  • Magicka
  • Supreme Ruler: Cold War
  • For the Motherland
  • Hearts of Iron III
  • Sword of the Stars
  • Ship Simulator Extremes
  • Iron Cross
  • Lead and Gold
  • Sengoku
  • Victoria 2: A House Divided
  • Majesty 2
  • Majesty 2 Collection
  • Penumbra - Black Plague
  • Pirates of Black Cove
  • Semper Fi
  • Victoria: Revolutions
  • Rome Gold
  • Deus Vult
  • Arsenal of Democracy
  • Crusader Kings II
  • Commander: Conquest of the Americas
  • Darkest Hour
  • East India Company Collection
  • Europa Universalis III: Chronicles
  • Warlock: Master of the Arcane
  • Europa Universalis IV
  • 500k Club
  • Rise of Prussia
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Pride of Nations
  • Hearts of Iron IV: Expansion Pass
  • Victoria 2
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Dharma
  • Shadowrun Returns
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV Sign-up
I'm tempted to just play with inflation off so that they can be stupid and not run their nation completely into the ground, I want to make sure they stay afloat long enough for me to get around and run their nation into the ground for them :D
 

Strompeta

Major
57 Badges
Apr 7, 2011
519
79
  • Hearts of Iron II: Armageddon
  • Pillars of Eternity
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Pre-order
  • Sengoku
  • Semper Fi
  • Rome Gold
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Lead and Gold
  • Iron Cross
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • Europa Universalis III
  • Cities in Motion
  • Arsenal of Democracy
  • Darkest Hour
  • Europa Universalis III: Chronicles
  • Divine Wind
  • For the Motherland
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: Rights of Man
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Apocalypse
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Rule Britannia
  • Mount & Blade: Warband
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Rome: Vae Victis
  • Victoria 2
  • Europa Universalis IV
  • Hearts of Iron IV: Expansion Pass
Anyone know if this issue is solved?
Im in a game in which Castile, Burgundy and other european majors have above 100% inflation.

Im with Aztec Empire in 1630, my country was westernized about 1590 and now my tech levels are better than this european majors.

Sorry for my bad english but this is very annoying...
 

chgrogers

Major
91 Badges
May 22, 2008
508
2
  • Cities: Skylines Deluxe Edition
  • Hearts of Iron III Collection
  • Magicka
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Semper Fi
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Stellaris - Path to Destruction bundle
  • Cities in Motion
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Jade Dragon
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Third Rome
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II
  • Crusader Kings II: Sunset Invasion
  • Europa Universalis III
  • A Game of Dwarves
  • Europa Universalis III: Chronicles
  • Europa Universalis IV
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Europa Universalis 4: Emperor
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • 500k Club
Anyone know if this issue is solved?
Im in a game in which Castile, Burgundy and other european majors have above 100% inflation.

Im with Aztec Empire in 1630, my country was westernized about 1590 and now my tech levels are better than this european majors.

Sorry for my bad english but this is very annoying...

Try some mods. There are some that affect AI inflation slowing it and events preventing it from spiraling out of control but I know of no fix.

I thought I would say so before Andrew tells you not to necro old threads.
 

unmerged(540854)

Major
4 Badges
Aug 23, 2012
701
0
  • Crusader Kings II
  • Europa Universalis III Complete
  • Divine Wind
  • Heir to the Throne
The Ai also has the habit to keep spamming units and when out of manpower mercenaries when all provinces are already under siege. Wether this is because of a full que or the AI not being limited on production when already under siege its a massive waste of money for no gain at all. True any spare gold could be asked in a peace deal, but if its provinces or gold.... you are better off then just provinces since there is no gold. Venice just threw away over 20 units of mercenaries in a 740 day siege if it wasnt more.