Does this work the same regardless of difficulty settings? I would be willing to rail about it if that would result in a more interesting "hard" setting. Throw immersion out of the window and free the AI from its shackles.In fact, the AI is heavily restricted in what it conquers purely for immersion/pretty borders reason, so that's what you should really be railing about if you want AI to play optimally at all times.
Does this work the same regardless of difficulty settings? I would be willing to rail about it if that would result in a more interesting "hard" setting. Throw immersion out of the window and free the AI from its shackles.![]()
Sure, makes sense. Could still be interesting, but I just threw it out there.It wouldn't necessarily lead to a more difficult game, because AIs are ultimately going to be conquering other AIs the vast majority of the time. Much like OPMs not developing as much won't either, because it means less easy grab high development provinces.
I think a major difference is that one is a legacy mechanic and the other is a fairly new system. I certainly understand that AI can't be perfect and concessions have to be made. I'm wondering if this particular instance is showing a flaw in the development system in general, and if that flaw is better handled directly than having the AI turn a blind eye to it as it does with other things.
I'm perfectly happy with the AI not doing annoying exploitative stuff, but I'd like if players have incentive to not do that as well, in cases where it makes sense.
Yes? I've said several times that the current tech system isn't great. It works fine for the purpose of how the game develops, but tech groups are a blunt tool and westernization is an unfun chore. That doesn't mean we're just going to replace it with any random idea though, you don't throw out a working system until you have a much better idea you believe in (and time to implement it).
That has nothing to do with the current discussion, however. Do you think the AI should make westernization snakes and be willing to conquer any territory it would gain gameplay benefits from, no matter how messy the map becomes?
When you do this, could you consider limiting based on an algorithm that considers nearby development? For example, a 30-development Venice is less out of place next to a 26-development Treviso, 24-development Brescia so raising development in Venice from 29 to 30 is more likely than if it were surrounded by 15-development provinces.We've discussed adding provincial caps but feel it would be too restricting on players who want to play really small nations. We're going to limit the AI instead, so it doesn't develop backwater provinecs to a ridiculous degree.
When you do this, could you consider limiting based on an algorithm that considers nearby development? For example, a 30-development Venice is less out of place next to a 26-development Treviso, 24-development Brescia so raising development in Venice from 29 to 30 is more likely than if it were surrounded by 15-development provinces.
Will these limits causes the AI to waste monarch points by going over their cap? It's one thing to say that the AI will prioritize other things than development in certain circumstances, it's another to say they will lose out in general because some hidden cap blocks them from spending.
You guys should develop this RPG, I would play itThis is basic player psychology. Player breaking the fourth wall and being silly is expected, AI doing the same is not.
For example, if you're playing an RPG and are constantly jumping at all times it won't break immersion, but imagine if you walk into a town and every NPC there is bunnyhopping.
They'll generally spend the points on policies and maintaining ahead of time bonuses instead.
I agree with Wiz. While it is far from perfect, it is not too much work, and it works good enough (in theory). One thing I like about eu4 is that the AI doesn't play like a player, but as a historical nation. I'm even fine with the AI having max monarch power at points. What I don't see, I don't need to care about. I don't see how making the AI not use all of its resources on development is a bad thing.
Speaking of the ai making bad provincial decisions. How about making it not build shipyards freaking everywhere before it even looks at a temple or a workshop?