Once MEIOU and taxes comes out I'll be jumping up and down with joy, at the least they aim to please. This is just one too many times this has happened.
What the hell is MEIOU?
Once MEIOU and taxes comes out I'll be jumping up and down with joy, at the least they aim to please. This is just one too many times this has happened.
What the hell is MEIOU?
It was a mod for EU3. As was Death & Taxes.
Strategy is not just about shoving problems in the player's face but also about giving resources to solve that problem. It is this judicial use of resources that is the center point of any strategy. You have X number of men and you need to do X+1 number of things. How do you prioritize? Which one gets done last? Which one gets the most people? Etc.
My point is, if the AI is now going to behave smarter, I want smarter diplomacy actions to counter it too. Though it is a human playing the country, I cannot do anything I want. Many of my actions are still curtailed by game mechanics. I can't, for instance, assassinate the Castillian king to ensure a personal union. Despite the OP being a powerful colonial Tyrone with Religious Ideas, he can never ever get the Pope to grant Inter Ceteara in favour of Tyrone. Even if he is the Papal Controller.
I am all for smarter AIs. Just make the humans smarter too.
Oh, okay. What does MEIOU stand for?
Mihi Est Imperare Orbi Universo
This is not "smart diplomacy," those are basically just hostile actions. Smart diplomacy means you have to be smart.
Think about this: "the AI" is really just a set of mostly linear algorithms that dictates the behavior of countries. They mainly produce nonlinear dynamics because there are so many AIs acting at the same time, bound by different starting and spatial positions. This implies that all outcomes are incidental to strategy: by the time something actually happens in the game, it's probably too late for you to utilize/negate it unless you just luck out. Most alliances breaking, for instance, happen because of shifts in geopolitics, not because of anything the player did.
The AI can't really be said to be smart or dumb, because it's just a fixed set of algorithms. Players can be smart or dumb, because players can design "algorithms" ad-hoc as the game progresses. How smart your diplomacy is depends on how good those ad-hoc "algorithms" are at putting the AIs into positions where it can't help but act in your interest. A good example, I think, is keeping France alive and strong instead of dismantling them, so that many countries in Europe depend on you directly for diplomacy. Go to war with them every 25-30 years, release some minors, then let them eat them back up to keep them as a big, contained target. Make the AI depend on you, instead of the other way around.
You are right. Smartness of the AI is really a perception. I mean, as Tyrone, I would find it very smart that the AI Spain hates me for taking Mexico, but really it is just 'programmed' that way.
And the move you suggest is indeed 'strategic' in the good ol' fashioned way. Always have a big baddie to direct others' hatred. I am only expressing my hope that these subtle maneuvers won't go unrewarded, that they won't blow up on my face without reason. And that I would be informed of the reason when it happens so that I can prepare better the next time. Live and learn.
Advanced Colonial Portugal
The trick to playing Portugal is to ignore Europe for at least 100 years while cultivating royal marriages and good relations in Europe. Your only objective in Europe as colonial Portugal is to maintain a balance of power between England, France, Spain and Austria for at least 150 years, until you're capable of seizing the Holy Roman Imperial throne from Austria by vassalizing electors. You do this by shifting your rivals and alliances on a 25-year timer, so that you're always allied to the underdog (getting a PU with either Castille or England makes this a very strong strategy), which serves as a deterrent to the current big bad blob and encouragement to their rivals. Do NOT attack or conquer anything European even if you get it free of charge somehow, don't integrate your PUs, don't do nothing but shape geopolitics until everything is in place. Played this way, in almost all cases, you are what determines which way the balance of power goes, so you and you alone can determine which wars are fought.
While "Everything is in place" depends on your particular objectives and which PUs you get, the ideal time to seize the throne is always right before Erbkaiser, so that you don't get dragged into internal wars and start generating hostility. You'll probably need to go over your relations limit a bit, but it's not a big deal, since you'll have most of the important DIP ideas and techs by then. Your lack of European expansion is crucial to this, since the lack of aggression combined with deceptively small size will effectively prevent anyone from setting you hostile--your only neighbor is a large historical friend. Once you have the Throne, you'll find that wars are frequently declared that you can join for Imperial Authority, since you're not an enormous Blobstria, and you should be able revoke the Privilegia around 1700. From here on, you can keep dominating: your vassals are now sufficiently powerful to take on a major power alone, so you don't need to expand into Europe at all anymore. Use this to shape Europe and cast it in your image. Set up the Papal States to own Italy, restore Byzantium and eject the Turk from Europe, then carve a path to Mecca, meeting your colonies around Africa.
At the end, you can wrap it all up by integrating and hitting Renovatio. Or whatever you want, that's just what I did.
Political map
Diplomatic map
Did that actually happen?![]()
I would be very interested to know if there are attitude modifiers on Hard difficulty that affect the probability of any AI player having the Hostile attitude towards the player (or indeed others like Threatened and Outraged). If so i am probably going to modify the other Hard bonuses onto Normal and just run that as Hard without the AI attitude changes.
I also think that nations should maybe be limited to 2 rivals (both human players and AI). I just got my English alliance broken due to getting their rival tag, even though we have no strategic overlap at all. The AI seems too eager to Rival just for the sake of it.
I would be very interested to know if there are attitude modifiers on Hard difficulty that affect the probability of any AI player having the Hostile attitude towards the player (or indeed others like Threatened and Outraged). If so i am probably going to modify the other Hard bonuses onto Normal and just run that as Hard without the AI attitude changes.
Play with AI bonuses and Hard difficulty on ironman... it happens although not consistently. Depends greatly on who sets you as hostile at the start, so there's a random element to it. More likely at the end of the HYW if you take all the English provinces straight away.
Day one - Austria, Spain, Portugal, Poland, Muscovy, Novgorod, Burgundy, Denmark, OE, Timurids and Ming enter the coalition against you. Reason? Uh... do they even need one?
This is probable. So hard in EU series is basicly "aggressive AI" option in Civilization series's I guess ?On Hard to computer goes out of its way to hate you just for being human. If you want the AI to behave normally but have an advantage (besides Lucky Nations), you just have to turn up Advantage/bonus to AI. IIRC Hard does not give any direct bonuses except from making the world more inclined to hate you.
It's silly because Wiz, the guy who programmed the AI (if you go and read the post in which he said the ways the AI cheats, AKA no boat attrition) he indeed states that the AI knows that you're human from the start.
On Hard to computer goes out of its way to hate you just for being human. If you want the AI to behave normally but have an advantage (besides Lucky Nations), you just have to turn up Advantage/bonus to AI. IIRC Hard does not give any direct bonuses except from making the world more inclined to hate you.
I think there is something we need to clear up here.
There are two kind of strategy game (or any genre for that matter)
In MMO they usually use the term rollercoaster MMO vs sandbox MMO (WoW vs EVE)
I saw a good term from another poster "puzzle solving" strategy game, a game like Warcraft or C&C.
In this kind of puzzle-solving singleplayer campaign, Dev will guide players through series of obstacle presented to them.
AI in this kind of game is usually scripted and most event is triggered solely by player. The whole game world is revolved around you.
It is fun and challenging in its own way. There is nothing wrong with that.
However, when you make a "sandbox" strategy game like EU4, you need different approach.
Each and every AI nations are suppose to play their nations to the best of their ability.
Ideally, AI should be able to mimic human behavior to certain extent and more importantly react to such behavior properly.
So far in 1.2, I'm impressed. Yes, they still do stupid things from time to time but it's a vast improvement.
I believe the only reason human nation is marked for AI is to help them.
So AI know what to expect from this particular nation.
We all know how erratic warmongering EU4 players are.
That's not what he said, though.
Please don't post in a thread if your only agenda is to call the OP a noob.Put the game on easy and turn on player handicap if you think the AI is too hard.