I don't see what there is to complain about. The AI is doing its job well of not being the player's lapdogPlease don't post in a thread if your only agenda is to call the OP a noob.
I don't see what there is to complain about. The AI is doing its job well of not being the player's lapdogPlease don't post in a thread if your only agenda is to call the OP a noob.
Would you say you normally post in threads to deny that the OP has a legitimate point of view, or do you mainly do that only when it's an opportunity to call someone a noob?I don't see what there is to complain about. The AI is doing its job well of not being the player's lapdog
Would you say you normally post in threads to deny that the OP has a legitimate point of view, or do you mainly do that only when it's an opportunity to call someone a noob?
The point is that some people disagree with you on what is good game design. I've been known to turn upon my allies without more reason than "I want your stuff" I don't see why my allies shouldn't do that to me.Paradox can never make a game design mistake, apparently; players can only fail to properly play their games. And, just as people see faces in clouds, they can always cook up some explanation for why random numbers, or bad design, are actually clever plans or good design.
It was really illustrative how many people said "-5 relations per base tax border friction is fine, you're imagining it, stop overreacting, turn the difficulty down you babies" the day before it was reduced to -1.Paradox can never make a game design mistake, apparently; players can only fail to properly play their games. And, just as people see faces in clouds, they can always cook up some explanation for why random numbers, or bad design, are actually clever plans or good design.
It was really illustrative how many people said "-5 relations per base tax border friction is fine, you're imagining it, stop overreacting, turn the difficulty down you babies" the day before it was reduced to -1.
The reason the AI keeps turning is because the geopolitical situation keeps changing. Even if you were being perfectly passive, alliances would keep switching. I've managed to maintain all my core alliances for the entire current game simply by keeping France as a large, but contained common enemy for everyone in Europe to hate on. I keep breaking all their alliances while letting them eat minors, then releasing them again, only to start the process over, so that they remain a big target for all my friendlies to pile on. Relationship value seems to be secondary to these strategic interests, provided it doesn't go negative: the only thing that matters is that they depend on me for survival against France.
It's actually a lot like vassalization, only it doesn't use a relation!
That WAS bad design.
I feel that maybe you should be notified if your ally is about to break an alliance. For example, if AI Spain doesn't want you colonizing Mexico, then you should be notified about it and instead of continually colonizing land that leads to a breaking of an alliance, you can stop colonizing there and go colonize Florida or something. If Bohemia is afraid that your HRE expansion has their name on the list, then you should be notified that they are worried about your recent expansions near their borders. You can stop your expansion there and let them know that you won't crush them... yet. If an alliance is about to be broken because a common enemy has been lost, then you should be notified about it and plan accordingly. It would be much easier for us to plan our next moves if we knew what our allies feel about it.
I think a large part of the problem stems from the fact that Paradox is (seemingly) trying to make the AI act like a human player, instead of building a game in which both humans and AI act in a historical manner. It seems that due to the limitations of the system the game is built on, our only options are a dumb-as-cattle AI or a dumb-as-cattle AI that has been gamily engineered to provide challenge.
I don't think anyone's arguing against that. It's just that Paradox is missing out on the primary reason we play with actual humans, which is to say that we can interact with them on a level other than "ally" and "enemy." If the reason for the Spanish betrayal of OP was his intrusion on their South American interests, that's a step in the right direction. But I think between two humans, they would have worked something out and divided the land between them instead of trashing their century old alliance and instantly warring.I think the ultimate goal of AI is so that it is basically an artificial human. (I'm probably completely wrong on this one, I know nothing about AI.) I'd rather not them turn the other way.
I don't think anyone's arguing against that. It's just that Paradox is missing out on the primary reason we play with actual humans, which is to say that we can interact with them on a level other than "ally" and "enemy." If the reason for the Spanish betrayal of OP was his intrusion on their South American interests, that's a step in the right direction. But I think between two humans, they would have worked something out and divided the land between them instead of trashing their century old alliance and instantly warring.
Claims are the new border friction, making it near impossible to maintain neighbor alliances. Pretty much anyone who gets a claim on you will turn hostile if they think they can beat you. In my Brandenburg game, Poland, Denmark and Bohemia have all turned from green hearts to flames after getting a single claim on my territory.
The only way in which the AI treats you differently from another AI on Normal is in how they coordinate with your armies if you're allied in a war.
Hard doesn't make the AI hate you just for being human, it makes the AI fear you just for being human. So they react more strongly to human expansion, put more resources into wars with humans, and will leap on an opportunity to attack a weak human that they want to conquer them/cut them down to size. It doesn't attack you just because you're human though, so you're not gonna start up the game and have everyone be hostile to you.
I have noticed the same thing. The problem being that the AI over reacts to minor changes. As a human I do not care about every single claim and CB I have. But the AI thinks a single claim on a province belonging to an ally is enough reason to start hating.
Diplomacy needs some tweaking. It´s not that the AI starts hating you for no reason. The problem is that the AI starts hating you for very minor reasons.
Broadly, this is completely wrong, at least as far as video game AI. The goal of programming an AI to play a computer game is to provide a structured and scalable challenge to the human player of the game, within the design goals of the project. For instance, it would be really very straightforward to develop a fighting game AI that could 100% perfect any human player. But this isn't desirable - except, sometimes, in arcade games, it IS desirable, so that you can make somebody credit feed. Another example: the leading edge of AI design for Chess and Go isn't trying to make them play like a human. It's trying to make them play very well, by harnessing the strengths of computer architecture.I think the ultimate goal of AI is so that it is basically an artificial human. (I'm probably completely wrong on this one, I know nothing about AI.) I'd rather not them turn the other way.