Victoria 3

Victoria 3

Kuromi's AI
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Update: Oct 26 @ 8:21am

Updated to support 1.11.0 base game.

Update: Oct 9 @ 3:02am

Updated to support 1.10.5 base game.

Update: Oct 2 @ 1:00am

Updated to support 1.10.3 base game.

Undid changes to budgeting AI defines to accomodate deficit spending.

Tweaked production method parameters to make use of the disctinction of tradeable goods introduced in 1.10.3.

Tweaked economic_vs_government_spending_balance to consider interest rate and income.

Lowered the desired subsidies for railways. Ever since 1.10 AI tends to over build railways and bankrupting themselves by subsidizing it.

Undid aggression changes to Unify Germany.

Excluded Ibadi countrys from wanting to produce wine.

Added additional triggers for export stances to avoid late-game goods showing up in the global market ahead-of-time. The root cause is export subventions.

Update: Sep 23 @ 7:04pm

Updated to support 1.10.0 base game.

Undid the recklessness reduction to Unify Germany.

Moved the political strategy weight from positivist IG leader from nationalist to liberal.

Update: Aug 12 @ 6:25am

Updated to support 1.9.8 base game.

Completely rewrote political strategy weights to be primarily based on IG clout rather than just the ruler. The IGs' clout is added to the weight if they have a matching type or leader ideology. The ruler's IG gets an additional +20 weight. All political strategies now start with -10 base weight to discourage choosing a strategy with nonexistent support.

Fixed some triggers with slavery.

Update: Jul 21 @ 1:53am

Countries with low taxation efficiency (less than 0.7 pounds annually per 4 incorporated population) now reduces their population-based military size by up to 67%.

Reduced wanted navy size from population by half. In vanilla, coastal population contributes to army size at a rate of 75% while contributing to navy size at 50%. This meant island countries get 25% more military size from population.

Changed wanted navy size modifier trigger from pursuing an isolationist strategy to having a variant of isolationism. The value is changed from -25% to -50%.

Removed regime change wargoal score towards a rival's subject because it makes little sense.

Lowered the subsidies for power plants from must-have to wants-to-have. This allows power plants to be de-leveled when appropriate, while still encouraging the adoption of electricity.

Removed AI weight towards building power plants since the main issue preventing autonomous construction from building power plants have been fixed in 1.9.6.

Increased undesirable infamy level to a minimum of 37.5. This is so that a wargoal worth 25 infamy and +40% between two great powers would not exceed it.

Fixed an unintended weight trigger for egalitarian political strategy.

Increased the negative law weight for unaffordable institutions from -750 to -1000. Since petitions add a +750 weight, it used to cause laws to slip through.

Lowered AI's debt tolerance before going max tax from 50% to 10% towards the debt ceiling. This hopefully catches unrecognized countries before they enter a debt spiral.

Undid the change that disabled AI's arms racing behavior. The issue that caused AI to build military while in debt seems fixed in 1.9.

Undid changes to the critical innovation ratio. AI got better at following their spending variables in 1.9(.7?). As a result it's no longer necessary give universities such a high priority.

For valuation of a PM that uses an expensive goods, the price threshold is raised from +50% to +70%, and the score penalty is raised to -0.75. Unlike the parameter for increasing output penalty, the price parameter is not triggered if the goods doesn't yet exist in the market. This means AI can still switch PM to create demand for a new goods, but is discouraged from exacerbating an ongoing shortage.

Update: Jul 10 @ 1:43pm

Updated to support 1.9.6 base game.

Lowered building weights for Plantation Economy.

Refactored economic strategy weights to solely be based on literacy.

Plantation Economy strategy is no longer eligible under isolationism.

Industrialize strategy is no longer eligible under Industry Banned or Extraction Economy.

Removed transporation from default wanted goods.

Excluded Sunni, Shite countries from wanting to export wine.

Excluded Hindu countries from wanting to export meat.

Removed liquor from want-to-export for agriculture strategy.

Added heavy industry products to want-to-export for Industrialization strategy.

Increased the revolution aversion of generic strategies to compensate for the more frequent law changes. The new number is calculated thus: 100 - ((100 - Original revolution aversion) * (Original change law chance / New change law chance) * 0.4). This should make AI tiptoe around civil wars most of the time.

Lowered minimum GDP multiplier for constructing trade center in non-coastal states from 2.0 to 1.0.

Lowered minimum GDP multiplier for constructing trade center in unrecognized countries from 2.0 to 1.0.

Increased production method valuation based on output value from 0.25 to 0.45. Lowered production method valuation based on output value of favored goods from 0.25 to 0.05.

Lowered valuation of employment changes from 1.0 to 0.75.

Added an negative AI value for shopkeeper's share in a building. This means Public Traded is valued higher than Privately Owned.

Removed AI value for Traded Quantity, since 1.9.6 incorporated the change into the base game.

Removed changes to Greener Grass Campaign decree.

Removed changes to societal tech.

Update: Jun 26 @ 8:05am

Updated to support 1.9.4 base game.

Increased AI's military size scaling with income by a factor of 1.4 to compensate for not taking into account of investment pool transfer.

Added back the decrease subject payment change. In 1.9, great powers tend to have more money than they can spend.

Undid the changes to AI privatization. In my opinion the 1.9 employment changes to government administration made it more efficient to keep buildings government owned.

Update: Jun 25 @ 7:58am

Updated to support 1.9.3 base game.

Reworked goods stances so that industrial inputs are no longer explicitly wanted. It can be traded from the world market.

Added transportation to wanted goods.

Removed population requirements from goods stances.

Added a building group weight for power plants at 5.0 times in default strategy. This excessive number is to overcome the low workforce multiplier of 1/4 and compensate for the building's low employment number of 1000/5000.

Lowered the score for wanted goods with high prices from 3.75 down to 2.0. Mathematically this is a good estimate of the difference between profit and utility. The rest can be carried by building group weights.

AI weight for switching from Traditionalism to Laissez Faire no longer requires a movement.

AI weight for switching from Serfdom to Homesteading now requires a movement that specifically approves of it, not just preferred over the existing law. 1.9 changed most laws to only require relative preference, but Homesteading still requires explicit approval. I'm assuming this is intended.

Rolled some conditional AI weight for atmospheric engine into the base weight.

Increased institution spending scaling to 0.005 to 0.007. In 1.9 government administration employs fewer pops, leading to cheaper bureaucracy.

Increased AI's bias for investing domestically to 10 times.

Undid changes to AI value for PM changes that reduces shortage.

Update: Jun 18 @ 11:20am

Updated to support 1.9.1 base game.

Undid changes to diplomatic strategies for unifying Afghanistan. 1.9 added the annex country wargoal, which needs to be re-assessed.

Undid changes to reducing subject payment.

Undid various changes to budgeting.

Undid changes to starting wage levels. 1.9 changed all countries to start with medium wage level.

Undid various changes to military size scaling. Military size is no longer as big of a problem as government buildings cost less, and AI being better at managing its budget.

Undid changes to subsidies since ports are now private buildings.

Fixed a bug that causes landlocked countries to not scale army size with income.

Slightly tweaked construction scaling with gold reserve as most countries now reach full employment fast enough.

Lowered AI's valuation of trade quantity. Since the first PM of trade center has -50% trade quantity, it causes the first level of trade center to have a massively negative -5000 value. As a result AI is reluctant to build trade centers in states without one.

Fixed a bug where AI weight for going from Serfdom to Homesteading uses incorrect trigger.

Incorporated the 1.9.1 Schleswig-Holstein fix.