Is it normal that AI builds crapload of invasion armies?

  • 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.

MarKr

First Lieutenant
14 Badges
Nov 10, 2017
209
4
  • Stellaris: Synthetic Dawn
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
Hi,

I played today and in a middle of a war I noticed this:
20190112162602_1.jpg

20190112162617_1.jpg

Every planet I've met sofar had only about 5 defense armies, 120 ships seems like a huge overkill. Is the AI meant to work this way?
 

ragehavoc

First Lieutenant
1 Badges
Jul 5, 2017
245
1
  • Crusader Kings II
No, it is a bug, Glavius stated on his mod that no matter what he changed the numbers to that the AI would still create way too many and that there is a hard code issue that the devs need to fix because, as stated by others, it easily creates a loop that can destroy the AI economy.
 

Todie

Doer of things and stuff in the videogame
38 Badges
Mar 9, 2018
1.963
2.090
www.twitch.tv
  • Imperator: Rome
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Cities: Skylines Industries
  • Age of Wonders II
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Imperator: Rome - Magna Graecia
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Stellaris: Nemesis
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV
  • War of the Roses
  • Cities: Skylines
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Cadet
  • Tyranny: Archon Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Stellaris
  • Cities: Skylines - Snowfall
  • Stellaris: Megacorp
  • Hearts of Iron IV: Expansion Pass
  • Magicka 2
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Crusader Kings II
It has to do with how AI budgeting works now, and the lack of pacing / compartmentalizing and means thereof currently available in scripting.

Ive spent hours trying to adress this for my AI mod, without forcing it with triggers, to no avail.

Basically, the AI functions through weighted circumstances. At some point, it determines its worth having morr armies. So it starts producing them. Everywhere, quing them up as much as they can afford, rarely even canceling construction when the need gets filled; they can have 1 army less than they want, and still start production of 20 more...

The same problem is prevalent with other construction the AI does. Its less noticable, but still problematic - particularly while the AI remains unable to replace buildings or districts (nor can ot repair them)

With armies, this is partilly a result of minerals being abundant and not directly tied up in other expenses during war time...
 

Amorenkaire

Major
84 Badges
Jul 2, 2013
735
1.073
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Stellaris - Path to Destruction bundle
  • Sword of the Stars II
  • Magicka
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • 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: Sunset Invasion
  • Hearts of Iron IV: Together for Victory
  • Cities: Skylines - Parklife
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Shadowrun Returns
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Humanoids Species Pack
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Apocalypse
  • Surviving Mars
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • Cities: Skylines
  • Europa Universalis IV
  • Crusader Kings II: Holy Fury
  • Victoria 3 Sign Up
  • Surviving Mars: First Colony Edition
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Rule Britannia
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: El Dorado
  • Shadowrun: Dragonfall
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Stellaris: Distant Stars
  • Crusader Kings II: Conclave
Remember that AIs are incredibly, stupidly, inanely dumb.

This is why Norwegians testing a computer operated, IR sensor machine gun turret found the rude surprise that they can created an efficient animal depopulation device for their wildlife when it started open firing on /EVERYTHING/.

Hopefully the devs find a way to add in some sort of limitation to how many things the AI can build/construct per tick, but that would be a system that would likely take a while to fix. And remember that this has always been there, its just that now that minerals are separate from alloys, they'll have a supply of it to burn on AI armies where as before it would wait behind ship and other expenditures.
 

Rithral

Major
35 Badges
Dec 16, 2002
757
160
Visit site
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Field Marshal
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • BATTLETECH
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Colonel
  • Stellaris: Apocalypse
  • BATTLETECH - Digital Deluxe Edition
  • Stellaris: Distant Stars
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Hearts of Iron IV: Expansion Pass
  • BATTLETECH: Season pass
  • BATTLETECH: Heavy Metal
  • Semper Fi
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • For the Motherland
  • Hearts of Iron III
  • Victoria: Revolutions
  • Hearts of Iron II: Armageddon
  • Victoria 2
  • 500k Club
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
It has to do with how AI budgeting works now, and the lack of pacing / compartmentalizing and means thereof currently available in scripting.

Ive spent hours trying to adress this for my AI mod, without forcing it with triggers, to no avail.

Basically, the AI functions through weighted circumstances. At some point, it determines its worth having morr armies. So it starts producing them. Everywhere, quing them up as much as they can afford, rarely even canceling construction when the need gets filled; they can have 1 army less than they want, and still start production of 20 more...

The same problem is prevalent with other construction the AI does. Its less noticable, but still problematic - particularly while the AI remains unable to replace buildings or districts (nor can ot repair them)

With armies, this is partilly a result of minerals being abundant and not directly tied up in other expenses during war time...
If it needs one colony ship it will queue up one at every single shipyard it has.