And we're back!
Started by Syt, May 21, 2021, 01:46:04 PM
Quote****** Make sure you load LotusAI AFTER ARoAI in mod load order in Paradox launcher! ******### General AI Behavior Changes #### The AI should in general declare wars much more often than it did before and be much better at creating the games main formable tags.# The AI should be much more reasonable/realistic in what it demands in war goals. At least more player-like. Particularly, there should be less border-gore. The AI will actually use the Transfer Vassal cb, which was simply not implemented in vanilla ai.# The AI should attempt to pass popular laws more frequently.# The AI should be much more aggressive with it's generals, recruiting more generals and splitting armies into smaller stacks so it can both defend & attack.# The AI will naval invade much more frequently and aggressively than before, and should not get stuck in wars because it has to do a naval invasion and can't figure out how.# The AI will seek to annex vassals that it can and will seek to subjugate weak countries that it can.# The AI should be less inclined to sit in a stalemated war forever without white peacing.# The AI should be quicker to accept peace when it has lost a war.### Game Balance Changes ###!>Major Balance Change<!# Because White Peace is fundamentally broken and unfixable in mods, wars will now end when one side reaches 0 war support. Some related values have been tweaked to account for this. It is now predictable when a war will end: whoever reaches 0 War Support first will capitulate.# Some values related to the automated battle system have been adjusted.# Dominions no longer break when their overlord does not defend them. (This included civil wars) This is the primary cause of independent Dutch East Indies or East India Company, which imo is flavorfully awful and should be extremely rare in this mod.# Added a hidden decision that only the AI can take that will prevent a new civil war from firing while already at war. These nested civil wars are the primary cause of indepedent revolter tags throughout the course of the game, and are the primary cause of late-game bordergore with tiny weird indepdendent countries popping up everywhere. The game simply does not handle these nested wars well; I think as a player however they are more managable, and it is super cheesy to be able to use this button as a player, so it is restricted to just the AI.### Game Start Changes #### Removed all starting treaty ports except Macau. (They are just no longer treaty ports, the tiles are still owned by their respective overlords)# Parma, Lucca, and Modena have been removed from Austria's Custom Union because Austria will very often retain a deathgrip on them even if Italy forms. This helps Italy integrate all of the minors more consistently.# The borders between the Mexico, the US and Canada have been adjusted to allow for the AI to consistently recreate clean borders. (and also allows for player USA to get everything historic Mexico in 1 or 2 wars without getting truce locked) There is slightly less uncolonized land now, but typically the US has to spend more of it's time filling that in now with less of Mexico/Canada helping.# Mexico & the USA now start at war along with Texas to help with the border situation & issue of Mexico backing down & trucelocking.# Hokkaido now starts fully owned by Japan.# Mindanao in the Phillipines now starts fully owned by Spanish Phillipines, because the AI very rarely chooses to ever colonize the last bit of the Phillipines and that small tag adds nothing meaningful to the game.# Western Australia now starts fully owned by Western Australia, because the AI very rarely (never?) chooses to colonize this bit of Australia and that small tag adds nothing meaningful to the game.# Added Russian claims to the 2 central Asian states that are fully enclosed in the Caucuses.# The level 40 Barracks in Lower Egypt has been reduced to level 10 to help Ottomans not get curbstomped quite so badly and consistently.# Mexico has been given two level 5 naval bases because as AI it sometimes liked to declare war on Caribbean countries without realizing it doesn't have the boats to do so. NOTE: The root issue here has since been addressed and the AI shouldn't declare overseas wars if it doesn't' have enough boats, but I left the naval bases for Mexico for now.# Liberia is no longer a protectorate of the USA; This is the only way I could figure out how to stop USA from colonizing in West Africa & getting involved in African colonial wars. (they are forced to have an interest in that region because of the protectorate)### Journal/Event/Decision Changes #### The Heavenly Kingdom war now starts instantly after choosing a decision in the corresponding event, and Heavenly Kingdom gets an Annex wargoal on Qing.# The Alaska Purchase & Canadian Border Treaty both now have no relations requirements other than not being at war. This is mainly to help the AI, thoug it technically makes things easier for the player it is trivial.# The American Civil war (when it starts by event) now give both sides an annex cb. This is because it will never spawn with clean borders.# Great Britain now has a copy of Netherlands decision to give territory to East India Company that the AI will automatically take.# Added a decision to Netherlands that will annex all of Dutch East Indies subjects into DEI, and turn DEI into a puppet. It requires Nationalism, and the AI will take it.# Added a decision to Great Britain that will annex all of British Raj subjects into British Raj. It is available once the Raj tag is activated fpr East India Company. (usually like 20-30 years into the game the AI gets it)# These new decisions I feel are necessary due to the backwards mechanics behind annexing vassals. The AI does not understand that it needs to reduce relations with its overlord in order to be able annex its own subjects, and barely understands needing to reduce reduce relations with the subject it wants to annex. The mechanic itself is counter-intuitive, because good relations should be a good thing, and in games like EU4 you annex vassals with good relations, not poor ones.# Added a decision for Great Britain and Netherlands to automatically re-vassalize an indepdendent Raj or Dutch East Indies. IMO there is no reason these tags should ever be independent if there is no mechanics or flavor for them becoming countries run by the native population, they just sit there being a nonsensical independent european colony. What's worse is the reason they become independent is usually because of nested wars causing automatic peace deals.# Reduced Colonial Investment level requirement of British Raj decision from 5 to 3.# Britian now has an additional decision to directly annex vassals in Malaya, unlockable by the same requirements as it's Raj decisions.# France now has a decision to annex Algeria if it is France's puppet, again for the same reasons & because France starts with the Algiers state they are clearly intended to take Algeria & did historically (maybe not in 1836, oh well). The issue was Britain/Spain like to Transfer Vassal CB Algeria away from France and then it become a really ugly border due to Algiers state still belonging to France.# Russia now has a decision to annex the 3 central asian minors if they are vassals of Russia. This is for the same reason as the others; the AI doesn't actually understand how to annex vassals, and just pushes the normal "annex vassal" button on the very rare occasion that the conditions for it have been met by chance. NOTE: I added this before fixing the Conquer State issues, and now Russia typically will take them directly instead of puppeting them, but left this there in case.
Quote from: Syt on November 16, 2022, 03:11:53 PMOne thing that's annoying (and I'm not sure if it's a 1.0.6 thing or existed before) is that with war parties dropping out (getting annexed?) you often end up with a war where there's no unpressed war goals (all goals are checkmarked), but there's still belligerents left who will keep fighting till one side completely surrenders - even though neither side has anything to gain anymore.
QuoteThis mod is designed to add price fluctuations and more uncertainty to markets.Often times, commodity production and prices are affected by unforeseen events related to weather, production, storage, delivery or lack of market information. In my opinion, markets in Victoria 3 are too stable and this mod aims to correct that.Every year, and every five years, volatility modifiers are applied to buildings. These modifiers are grouped into four types:- Yearly statewide volatility for most building groups (mines as an example)- Yearly countrywide volatility- Five year statewide volatility- Five year countrywide volatilityThis means that all mines in the same state will share all four volatility modifiers, while mines in another state, but in the same country will only share two. The modifiers affect throughput, or the ability to produce. Most of the time, short term modifiers are much more significant than five year ones, but it's not always the case.The effects of these modifiers are fairly small, but they do stack. This means that once in a while, effects can be devastating or give a huge advantage. Effects are balanced so that globally they even out. For the individual country however, they will not be. This makes every game more unpredictable and unique.The effects also applies to migration attraction, as well as certain special buildings like university, construction sector and ports.This mod should be compatible with all other mods.
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