Victoria 3

Victoria 3

Kuromi's AI
Showing 11-20 of 24 entries
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Update: Sep 6, 2024 @ 11:57am

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

Update: Sep 5, 2024 @ 7:02pm

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.

Update: Jul 28, 2024 @ 4:02pm

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.

Update: Jul 12, 2024 @ 4:57am

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.

Update: Jul 10, 2024 @ 1:29pm

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.

Update: Jul 7, 2024 @ 9:26pm

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/

Update: Jul 6, 2024 @ 2:25pm

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.

Update: Jul 4, 2024 @ 10:36am

Sync'd with 1.7.2 base game.

Reverted the wanted military size income factor change in v2.0. The change was originally done as I observed that countries generally had a higher ratio of treasury income to GDP (from 20-25% to 30-45%). However vanilla AI also spends less of a fraction of that income on military (from 50% to 35%). So the two factors end up cancel out neatly.

Increased the minimum military spending from 10% to 20% treasury income after subtracting the cost of bureaucracy.

Changed military size's population factor to be capped by 2 times the income factor, up from 1 time.

The mod no longer sets a minimum amount of battalions for Ottoman, since it's added to the base game in 1.7.2.

Optimized the military size calculation to not invoke the budget calculation multiple times.

Raised the threshold of army deletion from 2 times the wanted amount to 4 times. Most European powers start with rounghly 2 times the wanted amount after the aforementioned changes. Qing and Japan are the outliers.

(Temporarily) Undid the change to critical convoy capacity. I observed British AI deleting ports. It is likely caused by EIC being granted their own market rather than this change. Still better safe than sorry.

Update: Jun 27, 2024 @ 5:36am

Set compatibility to 1.7.1 with no code changes.

Update: Jun 26, 2024 @ 4:27am

Sync'd with 1.7 Sphere of Influence.

Undid changes to the Greener Grass Campaign decree.

Undid social tech weights.

Undid reduction in conservatism weight when 20% of population is radical.

Undid valuation of minting.

Undid disabling Plantation Economy AI strategy under Isolationism.

Decreased wanted military size income factor to 5/7 of the previous value.

Set weight for power bloc statue to zero if monument effects are disabled in game rule.