Victoria 3
Kuromi's AI
Se afișează 11-20 din 27 intrări
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Actualizare: 5 dec. 2024 @ 3:52

Sync'd with 1.8.4 base game.

Increased the conscript ratio of national militia from 3 to 5. This reverts a vanilla change in 1.7.4.

Undid weight changes to economic system and land reform as the new movement system makes the conditions in vanilla sufficiently easy to achieve. It now only fixes a bug in AI weight for changing from Serfdom to Commercialized Agriculture.

Undid AI's critical innovation threshold change. It was raised in vanilla 1.8.4.

Actualizare: 28 nov. 2024 @ 14:54

Sync'd with 1.8.3 base game.

Raised AI's critical innovation generation to 0.625.

Slightly reduced ratio of military spending to total income minus bureaucracy cost. The bureaucracy cost was originally estimated to be higher.

AI strategy now only affects the population factor of army / navy sizes calculation and not the income factor. This softcaps how much Prussia would expand their army in pursuit of unification.

Being on the British Isles no longer shifts the balance from army to navy.

Lowered the cash reserve before queuing more construction from 10% to 1%.

Lowered the threshold for deleting army from 4 times to 2.5 times. It was originally raised to prevent massive army deletions at game start by Qing in 1.7. Now that Qing no longer starts with Poor Laws, I think it is okay to lower this value. It also helps EIC to stay afloat by downsizing its massive starting army.

Lowered Unify Germany strategy's recklessness from 75% to 25%. This stops Prussia from launching unwinnable unification plays.

Undid the increased chance to start passing a law when an autocracy pursues a liberal strategy. This was meant to help Alexander II of Russia. In 1.8 Russia got its own AI strategy to do exactly this.

Actualizare: 22 nov. 2024 @ 13:49

Sync'd with 1.8.1 base game.

Added a multiplier for wanted construction that scales with gold reserve. It starts when gold reserve exceeds 50%, and maxes out at 2 times when gold reserve is full. This is to mitigate a bug where the AI refuses to build more construction sectors.

Undid AI weight for establishing schools, since vanilla 1.8.0 added one.

Actualizare: 6 sept. 2024 @ 11:57

Renamed file prefixes from "kai_" to "ai_" to reduce mod incompatibility.

Actualizare: 5 sept. 2024 @ 19:02

Sync'd with 1.7.6 base game.

Implemented AI weight for construction sectors to prefer states with iron potential.

Removed AI weight for construction sectors in populous states.

Implemented AI weight for government admin to prefer incorporated states with insufficient tax capacity.

Lowered success chance requirement for passing laws across the board to 15% for conservative / reactionary strategies and 10% for the rest.

Increased AI weight for establishing schools significantly and relaxed its conditions.

Increased AI weight for abolishing traditionalism and serfdom back to vanilla level.

Increased AI weight for investing in education and health systems institutions.

Increased AI weight for transitioning to propotional taxation once less than 40% of the population are peasants.

Decreased navy size scaling with income by 25%.

Removed AI's infamy tolerance scaling with Nationalism / Pan-Nationalism that was introduced in vanilla 1.7.0. Now AI will think twice before going over 25/50 infamy unless they have one of the strategies explicitly encouraging conquest.

Increased threshold for raising taxes from 120% income-to-expense ratio to 124%.

Increased desired innovation generation to 50% over innovation cap.

Actualizare: 28 iul. 2024 @ 16:02

Lowered AI's desired taxation level by one level. This means AI will not raise taxes to high unless they need to deal with debt.

Reduced AI's navy size scaling with income by 25%.

Massively rebalanced evaluation of mobilization options. Compared to vanilla, the AI should be more willing to activate support equipments, and less willing to activate supplements and transportation.

Increased building weight for whaling and logging for AI with Agricultural Investments.

Made AI with Plantation Economy strategy wants to produce and export rubber.

Merged goods stances from industrialization strategy into the default strategy.

Limited all "wants_high_supply" goods stances to countries with over 1 million population.

Increased AI weight for abolishing Land Based Taxation from 100 to 400. The trigger is tweaked a little bit and graduated taxation is excluded for this purpose.

Changed AI weight for abolishing Serfdom and Traditionalism to be a constant of 400 rather than 1000 when a movement supports it.

Added AI weight for establishing schools.

Reverted the valuation of construction. This change was made redundant by other changes to AI's PM valuation.

Changed critical threshold for innovation to 0.

Actualizare: 12 iul. 2024 @ 4:57

Sync'd with 1.7.5 base game. No code change.

Cherry-picked a fix from UHM for the issue of Russia uninterested in conquering the state Amur.

Actualizare: 10 iul. 2024 @ 13:29

Sync'd with 1.7.4 base game.

Adjusted construction, army, navy sizes to produce numbers similar to vanilla.

The mod no longer changes AI's minimum legitimacy. Vanilla also lowered it in 1.7.4 so the change is now redundant.

Undid law enactment weight related to removing Traditionalism and Serfdom. Vanilla added logic for that in 1.7.4 so the change is now redundant.

Undid changes to AI's institution spending. Vanilla lowered AI's base institution spending but scales it with number of institutions unlocked. Deferring to vanilla numbers for now. Though I might reintroduce it in the future.

Excluded micronations (100k population and below / insignificant power) from certain goods stances. This is to stop them from creating too many trade routes and buildings.

Actualizare: 7 iul. 2024 @ 21:26

Fixed a script logic error preventing AI countries with 5M GDP from befriending and antagonizing (as opposed to straight up conquering) other countries. Credits to RedWalrus https://www.reddit.com/r/victoria3/comments/1dxskd2/

Actualizare: 6 iul. 2024 @ 14:25

Allow AI to spend more than 25% income on construction if they have excess income.

Changed the military spending calculation to scale softer with income.

Removed subsidies on trade center.