Remove the Hidden Trigger that Prevents AI Empires from Collapsing

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Bargey

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TL;DR -- there's a hidden trigger in the game files that grants every single province (not regions/governorships, but provinces) of an AI empire +35 loyalty in the case of any rebellion, preventing them from being disadvantaged by unhappiness, low stability, or internal collapse whatsoever. I go on about why this needs to be removed.

As many of you may have noticed, since 2.0, you likely haven't seen breakaway rebellions succeed. You also may have noticed that despite the advertisement in the dev diaries about how rebellions are now designed to "snowball", they never do such, and the only runaway rebellions you see are simply Civil Wars. Ever wondered why the Seleucids, a nation advertised to be hard to hold together in the country selection menu, stands so strong every game? Why invasion is the only way to cut a nation down to size?

This is because of a modifier inserted into the file /common/on_action/00_specific_from_code.txt, a modifier which, in essence, prevents AI empires from collapsing almost entirely. The code is as follows:
Code:
on_rebellion_in_country = { #root scope parent country
    effect = {
        if = {
            limit = {
                is_ai = yes
            }
            every_country_state = {
                capital_scope = {
                    add_state_loyalty = 35
                }
            }
        }
    }
}

In short, what this code does is: whenever an AI nation faces a rebellion, every other province within their empire immediately receives 35 loyalty on the spot. There is no limit to this. This is significant, and even the provinces with the most runaway unrest will never hit that rebellion threshold again before the initial revolt is nothing but a distant memory. To draw comparisons, this would be like if the "recent rebellion" modifier in EU4 that applies to a state after a rebellion, instead applied to your whole country and ended your period of turmoil then and there. Or if a Reactionary uprising in Victoria 2 then immediately removed 4 miliancy from all pops, shutting down every other rebel group that was about to add to the AI's problems. It just feels incredibly cheap.

The main reason I see this as problematic is because the way rebellions were reworked, they are only a true threat when they begin to snowball and expand. Now, for AI nations, it has been made quite literally impossible for a rebellion to grow out of control. As soon as a single rebellion occurs, every other province receives a large and significant injection of loyalty immediately, giving the AI empire literally no internal threat beyond disloyal characters. Even if an AI has rock bottom stability, they are in absolutely minimal position of internal risk of a snowballing rebellion and imminent collapse. A player would be scrambling with, say, 10 stability. An AI would suffer at worst one province breaking off before having 35 loyalty added to every single other province.

I understand the game direction decision of this, they want players to fight large AI blobs and have more of a challenge, sure. But artificially injecting a rebellion invincibility cheat into every AI nation is not the way to do it. It makes the entire world feel incredibly artificial and fake knowing that your opponents are propped up through behind the scenes cheats, in essence. It has felt very artificial and odd seeing the Seleucids survive strong every single game, for example.

I know this is easily moddable, but this isn't something that we should need mods to remove. This feels like a very slapdash fix which does more harm to the game than it actually solves. As such, I believe this modifier should be removed from the game in the upcoming updates if possible, until a better solution can be found, rather than granting the AI internal invincibility. The AI is not utterly incompetent. The AI will not immediately fall to revolts the moment you remove this modifier. The AI, on normal difficulties, does not need cheats so that it can blob indiscriminately without fear of rebellion. If the devs want certain nations to be able to blob, the Antagonist modifier for AI Rome already grants them increased pop happiness for stability. Every single AI tag does not need a helicopter rescue hidden within the code whenever they encounter a rebellion.

Solution suggestions [Feel free to pitch in with more]:

-Restrict the trigger to Hard or Very Hard mode, so that if players want the AI to be immune from rebellion, let them still have it I suppose.
-Identify more nations you want to survive and thrive and give them the antagonist tag, or a modified version of it. This tag gives them more internal stability through internal pops happiness.
-Remove the trigger entirely. The AI is honestly competent enough. It can manage the unrest, and the world will feel much more fluid if nations could actually fall from within which was very common in the period.
-If the AI really does need this crutch, reduce it to a reasonable amount. 35 loyalty is enough to keep a province loyal despite the heaviest unrest for literal years.
 
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Bargey

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Have you tried to run the game without it?
Yep! I have created a modded version in which this is simply removed. For the mostpart, the AI appears to be entirely capable of putting down rebellions. Seleucids made some bad moves, conquered their way to <10 stab early on, and faced a couple decades of rebellions and strife, and then the Parnians actually invaded(!!!) during the chaos.

Here's some screenshots. First is not long after the Seleucids made their incredibly risky conquests and hit single-digit stability in the first 10-15 years. Second is after the dust had settled around 40-50 years in. As you can see, Seleucids still emerged alive! But much worse for wear.

It'll take some stress testing to figure out if this really is better for balance, but honestly, I am currently seeing zero reason as to why the +35 loyalty trigger for the AI should exist at all.
 

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Bargey

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Some more updates after further testing time!

1. The rebellions are really nice to have for when the AI gets reckless. An AI empire going too far has to pay the price as the fringes of their empire take up arms against them.
2. There are significant issues with this, however. The AI is currently programmed to be aggressive beyond regard for their AE/stab. Several times now I have observed an AI nation taking 100+AE on with not a care in the world. This tanks their stab real fast. There is seemingly minimal balancing in the AI deciding what/how much to conquer at times. For example, Egypt went on a conquering spree of the Red Sea regions and Sudan. Their stab tanked down to about 10. The AI didnt seem to care, and continued to make small conquests until they had rebellions every few months.

Overall there seems to be a lack of balancing in terms of the AI prioritizing conquests and such, and as a result, the crutch of +35 loyalty was implemented. There's certainly a bit more at play here in terms of background balance.
 
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IsaacCAT

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AE as it is implemented is crippling beyond sense. Not fun. I would prefer AE to promote alliances and DOW against the offender. What is worst and exciting at the same time for an AE monger than multiple declarations of War from unexpected coalitions?
 
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That's.... Pretty discouraging, to be honest. It means the Devs were unable to holistically resolve AI Nations' issues with revolts through just updates to their AI, at least within the timeframe they were looking to release this expansion. Not exactly a good look.
 
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Just commenting for awareness.

I would love if empires could actually fall appart like they do in Crusader Kings.
Of course it requires some balancing so it does not happen constantly but turning it off completely is just sad.
 
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Invert it

Make rebellions penalise other provinces loyalty :p

LET THE LORD OF CHAOS REIGN
 
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AE as it is implemented is crippling beyond sense. Not fun. I would prefer AE to promote alliances and DOW against the offender. What is worst and exciting at the same time for an AE monger than multiple declarations of War from unexpected coalitions?

Yes I agree and think if AE became a massive diplomatic penalty, rather than a stab malus and pop happiness malus.. this 35 loyalty buff could be removed. Then rebellions can happen, but are less likely to be due to AI incompetence in appeasing unhappy pops due to expansion and plummeting instability. Then hopefully managing blobbing empires will be a diplomatic game rather than a gamey 'manage AE and stability game' that the AI needs buffs for like this.

In saying that AE is the biggest factor in decreasing instability. So I don't know what could replace this, but I think it should be related to competence in managing famine and politics, but at the moment this would be too easy. I think the devs will in the future rework AE so that it doesn't effect stability, but atm without the link between AE and stability the game would be too easy as politics isn't fleshed out and can't really affect it.
 
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schultz

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This is a great idea. I think AI states expanding recklessly into areas where they historically did not is very immersion breaking.
I regularly see Macedonia expand into Germany.
If the AI can't handle province loyalty as is, then work needs to be done on the AI until it can, instead of giving it unrealistic buffs.
 
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Bargey

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I want to add that I don't think the issue is entirely with AE as a whole. AE, before 1.4, was actually a lot worse. I think it's pretty easy to strike a reasonable balance with AE and Stab in 2.0. That being said, the AI seemingly needs a lot of work in managing AE, and since it can't, they just made the AI invincible to the biggest effect of low stability.

It's disappointing, and I hope some work can be done on it. I love this game and the 2.0 update, but this is probably the most upsetting detractor from the experience for me. Like I said in my post, what if the AI in EU4 didn't know how to stop expanding and was made invincible from overextension revolts and coaltions instead of the team fixing the AI? People would call it out pretty fast. Or what if in, let's say, Vic 2, the AI could go over 25 infamy without a coalition because the AI can't stop expanding? Similarly, people would find it quite crazy.

I know devs face deadlines, and so I understand from a developer point of view why this was done, but I really think this needs to be high on the priority list to fix before work on 2.1 starts rolling ahead full steam.
 
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Just one question: How do we have late game challenges without this buff for the AI for now? Just curious how many of you played 1.5, where there was no aggressive AI and no buff, because the game was boring pretty quickly in 1.5.
 
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Just one question: How do we have late game challenges without this buff for the AI for now? Just curious how many of you played 1.5, where there was no aggressive AI and no buff, because the game was boring pretty quickly in 1.5.
That's a good point. AI challengers are important for sure. However, the current AI aggression shows that the AI is on a good path. But making every AI empire invincible is a bit much. AI Rome has the 'Antagonist' tag which makes them sorta immune by other means, which works out terrifyingly well for them. You can certainly have empires expand and pose a challenge to the player without also having them tank their stability into the single digits and their AE into the triple digits I am sure.

I am certain that a balance can be struck. Aggressive AI but not so aggressive that their stability drops into single digits, etc. Empires like the Seleucids, Mauryans, etc. are incapable of collapse despite being some of the most notable imperial declines in the game's time frame, all because of the crutch script made for the AI (and also due to a lack of content for those declines).

But in the end of the day, immunity from revolts is not a way to permanently fix things, and I hope Paradox finds a solution to the AI problem soon.
 
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Decius

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That's a good point. AI challengers are important for sure. However, the current AI aggression shows that the AI is on a good path. But making every AI empire invincible is a bit much. AI Rome has the 'Antagonist' tag which makes them sorta immune by other means, which works out terrifyingly well for them. You can certainly have empires expand and pose a challenge to the player without also having them tank their stability into the single digits and their AE into the triple digits I am sure.

I am certain that a balance can be struck. Aggressive AI but not so aggressive that their stability drops into single digits, etc. Empires like the Seleucids, Mauryans, etc. are incapable of collapse despite being some of the most notable imperial declines in the game's time frame, all because of the crutch script made for the AI (and also due to a lack of content for those declines).

But in the end of the day, immunity from revolts is not a way to permanently fix things, and I hope Paradox finds a solution to the AI problem soon.
I agree, especially with your last sentence. But I think the AI improvements takes more time than a quick fix, so until that happens I prefer the current AI buffs in comparison to going back to the AI before without them. So I'm not disagreeing with the topic of this thread, but before the hidden bonus gets removed, I want to have the AI improvements at the same time as the removal = please don't remove the hidden bonus as long as the AI is almost untouched in other areas.

That's all I want people to consider, what problems occur when we just remove the AI buff soon and proper changes to the AI aren't made simultaneously.
 
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walti921

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Wouldn't a simple calculation checked before declaring war help with this? Like if AE/stab=>2 do not declare war? Also some tweaks to ai being less greedy in peace treaties could help. Especially having them prioritize territory close/connected to existing holdings.

Not a programmer so not sure of the realities of implementing this or its efficacy, but seems logical.

Also make ai with very low stability prioritize white peace?