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Developer Diary | Tech

Hey everyone! I’m Plankie and one of the programmers on Hearts of Iron. Large parts of my work consists of feature work, bug fixing, and general game improvements. My absolute favorite part of game development is working with the AI and trying to make it more fun and interesting and immersive to play with. So, in this week’s dev diary I’ll focus on showing how the AI interacts with one of our major new features: The International Market

On a very high level, there are a few things that the AI needs to be able to do in order to utilize the market:
  • Gain market access so that we can see what other countries have put up for sale
  • Sell equipment to others, i.e. putting equipment up for sale on the market
  • Buy equipment from others, i.e. decide what we want to buy and how much
It also needs a surplus of equipment to sell, but fortunately the AI already knows how to produce equipment, so that just needs a little bit of tweaking!

The basis of the AI’s behavior on the International Market is the surplus/deficit it has of different types of equipment on the production stockpile (you know that list of equipment you see under the logistics tab). In general, it will try to buy equipment it has a deficit of and will offer to sell equipment it has a surplus of. This base behavior is then modified by other factors, such as AI strategies.

image2.png

The familiar logistics tab showing what equipment is available on the production stockpile. The right-most number showing surplus/deficit is an important component of how the AI interacts with the International Market.

Putting things up for sale
Before anyone can buy equipment from the AI, it obviously needs to put equipment up for sale. Just like for a human player, it is only possible for the AI to add equipment to the market if it has a surplus of it. However, just because there is a surplus doesn’t mean that it’s a good idea to put all of that surplus up for sale. And if the surplus disappears and we start lacking equipment again, the AI should take the equipment off the market so it can use it itself instead. We basically want something like the following behavior:
  • If we need the equipment ourselves, don’t sell it
  • If we have a lot of surplus equipment, start selling some of it, but not all of it

The problem is that we need to define how much “a lot” is so we know when to start putting the things up for sale. This could depend a lot on what type of equipment it is and what situation our country is in. We could do something simple and say that “if we have a surplus larger than 200, then start selling”, but 200 infantry equipment and 200 strategic bombers are on completely different scales so using absolute numbers is not a good idea. But manually having to define the numbers for different equipment types and situations and countries also means a lot of work and balancing, so we at least want some good default behavior with a possibility of tweaking it.

In one of the first iterations of the market AI, we just made it put a certain ratio (say 20 %) of its surplus equipment up for sale. Despite the simple approach it worked pretty well, and since it’s simple it’s also easy to understand and debug. It had some shortcomings so we modified it a little bit, but it’s still the basis of how the AI puts things up for sale. Every market AI update, it calculates its total surplus of every equipment type (surplus on production stockpile + anything on the market stockpile) and makes sure that the ratio is correct.

This means that if the AI needs the equipment themselves, they have a total surplus of zero, so they put 0.2*0 = 0 equipment up for sale, i.e. they won’t sell it. They will also pull back anything already up for sale so they can use it themselves. And if they have a total surplus of 100 equipment, it will put 0.2*100 = 20 equipment up for sale (assuming a ratio of 20 %). So the more surplus it has the more it tries to sell, while still retaining a buffer in case things go sour and it starts needing the equipment itself. It also means that we don’t need to specify an absolute number for the threshold, it adapts itself to the situation.

But as mentioned, the approach had some shortcomings. The AI had a tendency to “trickle in” equipment on the market, trying to sell 1 rifle as soon as it had a surplus of 5 rifles, etc, and this felt very artificial and not very human-like. This led us to modify the algorithm so that the AI thinks about the equipment in batches instead of singular weapons. The size of a batch is roughly how much equipment can be delivered in one month using one factory for payment, so instead of seeing the AI try to sell 3 rifles, it now waits until it reaches around 350 rifles (one “batch” of surplus) before putting it up on the market.

At this point we had a reasonable default behavior for how the AI puts equipment up for sale, but we still needed the capability of tweaking it. This is done through scripted AI strategies! If you don’t know what AI strategies are in HoI4, it’s essentially a way that content designers and modders can tweak the AI behavior through script. With AI strategies, it’s possible to modify things like
  • how much equipment is needed before considering it as a surplus to sell on the market
  • the ratio of equipment the AI wants to put on the market
  • the min and max amount of equipment to put up for sale (overriding the default batch size)

With the AI strategies, it’s possible to for example prevent minor countries from selling all their trains (which aren’t used much before the war, so they are technically a surplus). It is possible to script Germany to not sell their huge surplus of weapons when preparing for war (fun fact: the German AI isn’t really aware that its going to end up in a big war until just a few months before the war breaks out, so without different scripted AI strategies they wouldn’t prepare enough for it). Needless to say, the AI strategies are a very useful tool for the designers!


Buying equipment
If the AI is lacking some type of equipment, it will consider buying it from the International Market (assuming there is someone offering to sell it). First of all it decides how many civilian factories it is willing to spend on purchasing equipment. Second, it looks at all the available equipment up for sale and determines if there is anything there that matches what it needs. After that, if the AI has factories to spend and there is equipment it wants to buy, it’s just a matter of deciding what to buy first and how much of it. This is done by computing a score for each potential deal, a score which takes into account:
  • Construction cost of needed equipment - we prefer to fix our biggest needs first
  • How good the equipment is - we prefer newer equipment with better stats
  • How expensive the equipment is - we prefer cheaper stuff
  • Applicable subsidies - if we have any subsidies we prefer to use them
  • Scripted AI weight - we want to make the content designers and modders happy

image4.png

Example of a debug info window for the market AI. Here, the US AI has a deficit of 294 tactical bombers and almost 19k infantry equipment. It would prefer to buy bombers since the value of the lacking bombers is higher than the value of the lacking infantry equipment, but for the moment only British infantry rifles are up for sale, so the Americans starts buying that instead.

So, now we know WHAT we want to purchase, but what about HOW MUCH? If we asked to buy 19k infantry equipment but only were prepared to pay with one factory, we could end up with a deal that would go on for years. In order to circumvent problems like these, the AI tries to create contracts that are neither too small nor too large by tweaking the amount of equipment and assigned factories until the completion time is acceptable. At the time of writing (and subject to change), the AI avoids purchasing more equipment than what can be delivered in ca 10 months. It also uses the aforementioned “batch size” as a minimum limit of how much equipment to buy.

image1.png

Paying off 19k infantry equipment with just one civilian factory takes a couple of years. Long-term weapon deals sound better before you do the math…

Of course there are also AI strategies for affecting how the AI purchases equipment. These are values that either go into the scoring calculation (affecting what the AI prefers to buy and from whom if there are multiple alternatives), or that tweak things like the threshold of when it wants to buy equipment of a certain type.

Establishing market access
Now we know how the AI puts equipment up for sale, and we know how they determine what they want to buy. But all that is for nothing unless the AI has access to another country’s market, so of course it needs some way of gaining market access.

This is a relatively simple process since market access is nothing more complicated than a normal diplomatic relation, like docking rights or a non-aggression pact. Naturally, the AI is able to respond to requests for market access if you ask them, but it would be a pretty boring feature if they never took the initiative themselves. The exact factors that go into the AI’s desire to have market access with another country are of course subject to change as we balance the game, but at the time of writing the most important factors are:
  • Diplomatic opinion - I really like this since I think opinion is underused in HoI4. It makes it possible for you to achieve market access with a country as long as you are prepared to spend some sweet PP to maintain it ;)
  • Trade influence
  • “Ideological” opinion - Some ideologies like other ideologies more or less
  • Competing factions - If the two countries are in different factions

image3.png

The Soviet Union is really not interested in opening their market to those British capitalists.

The results of this is that you tend to see something similar to trade blocs, groups of countries that trade with each other (often along faction or ideological lines). The boundaries between the trade blocs are soft, however, and it’s often possible to convince countries to trade with you by raising their opinion of you.

Producing surplus equipment
Finally, since the International Market revolves around surplus equipment, it wouldn’t be much fun if there was no equipment to trade with. This ties into some changes to how the AI produces equipment, especially when they have already fulfilled all their own needs.

As some of you may have noticed, since BBA a lot of smaller countries have been bad at fully utilizing their military factories. As soon as they have fulfilled all their equipment needs (including having a buffer for any armies in the field), they stop using their military factories. This behavior was not introduced with BBA, but because of some other changes to how the AI recruits armies the problem became much more visible. The reason they stop producing equipment is because they technically don’t need any more equipment, and if you don’t have any equipment you need to produce… well, they simply stop producing it. As human players, we know that a war is looming on the horizon and there is no reason to stop production just because “we have enough”. It’s better to be prepared with a larger stockpile. And with the International Market making its entry, we can suddenly satisfy our inner capitalists and earn something by selling our surplus equipment.

So, now, when the AI gets to the point where they have enough equipment to fulfill their own needs, they start transitioning into a “surplus production state”. In this state, they once again use AI strategies to determine what to produce. This makes it possible to script countries to produce different types of surplus equipment, which in turn would allow for more “equipment diversity” on the market place and a larger selection of equipment to choose from.


Summary
We are nearing the end of this dev diary, so let’s quickly sum it up!

We did a little deep dive into the AI for the new International Market feature, and got to see the logic for how it puts surplus equipment up for sale and how it constructs purchase requests. In addition, we looked at the factors affecting how the AI opens up their market to other countries, and finally, how surplus equipment is produced when all other needs are fulfilled.

I hope you found it interesting to see some of the inner workings of the market AI, and I definitely hope you will enjoy playing the game with your new trade partners! In next week’s dev diary you will get to join some of our content designers for a closer look at how to mod Hearts of Iron! Stay tuned!
 
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This is going to be an absolute mess, the AI already doesn't know how to properly run it's production, how to build vehicles/ships (and especially how not to waste XP & production time by NOT making 10 minorly changed variant of every vehicle) and regularly lets itself get into gigantic deficits of basic infantry equipment, artillery, now it's going to start selling them?
Why putting something down that you haven't even tried yet? Isn't that a little bit harsh?
 
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Seems to be a tough job to teach the AI how to efficiently use the market. I hope it doesn't mean even less units in late game to avoid sluggish performance ;)
Cheers!
I'm just imagining the developers at a blackboard with a pointer, while a robot sits at a desk looking confusedly down the barrel of a loaded gun.
 
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Does anyone else recognize the obvious problem? The AI almost never has a surplus of anything (it does gain surpluses in small bursts)*. I see this exacerbating an already horrific problem with AI production (not enough equipment) which will sell equipment as soon as it hits the small threshold or constantly be purchasing equipment because it is running deficits. I like the idea of this, but I sincerely hope this underlying issue is addressed in conjunction with the feature.


*Part of the fun I have with the game is playing as one side (say, U.S.), doing well and then switching to the other side (say, Germany) to see if I can save them and turn around their dire situation. I ALWAYS must fix (through much effort) the AI's horrific shortage of equipment of all kinds - always. This is how I know about the AI's issue with equipment production.
 
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Hey everyone! I’m Plankie and one of the programmers on Hearts of Iron. Large parts of my work consists of feature work, bug fixing, and general game improvements. My absolute favorite part of game development is working with the AI and trying to make it more fun and interesting and immersive to play with. So, in this week’s dev diary I’ll focus on showing how the AI interacts with one of our major new features: The International Market

On a very high level, there are a few things that the AI needs to be able to do in order to utilize the market:
  • Gain market access so that we can see what other countries have put up for sale
  • Sell equipment to others, i.e. putting equipment up for sale on the market
  • Buy equipment from others, i.e. decide what we want to buy and how much
It also needs a surplus of equipment to sell, but fortunately the AI already knows how to produce equipment, so that just needs a little bit of tweaking!

The basis of the AI’s behavior on the International Market is the surplus/deficit it has of different types of equipment on the production stockpile (you know that list of equipment you see under the logistics tab). In general, it will try to buy equipment it has a deficit of and will offer to sell equipment it has a surplus of. This base behavior is then modified by other factors, such as AI strategies.

View attachment 1011152
The familiar logistics tab showing what equipment is available on the production stockpile. The right-most number showing surplus/deficit is an important component of how the AI interacts with the International Market.

Putting things up for sale
Before anyone can buy equipment from the AI, it obviously needs to put equipment up for sale. Just like for a human player, it is only possible for the AI to add equipment to the market if it has a surplus of it. However, just because there is a surplus doesn’t mean that it’s a good idea to put all of that surplus up for sale. And if the surplus disappears and we start lacking equipment again, the AI should take the equipment off the market so it can use it itself instead. We basically want something like the following behavior:
  • If we need the equipment ourselves, don’t sell it
  • If we have a lot of surplus equipment, start selling some of it, but not all of it

The problem is that we need to define how much “a lot” is so we know when to start putting the things up for sale. This could depend a lot on what type of equipment it is and what situation our country is in. We could do something simple and say that “if we have a surplus larger than 200, then start selling”, but 200 infantry equipment and 200 strategic bombers are on completely different scales so using absolute numbers is not a good idea. But manually having to define the numbers for different equipment types and situations and countries also means a lot of work and balancing, so we at least want some good default behavior with a possibility of tweaking it.

In one of the first iterations of the market AI, we just made it put a certain ratio (say 20 %) of its surplus equipment up for sale. Despite the simple approach it worked pretty well, and since it’s simple it’s also easy to understand and debug. It had some shortcomings so we modified it a little bit, but it’s still the basis of how the AI puts things up for sale. Every market AI update, it calculates its total surplus of every equipment type (surplus on production stockpile + anything on the market stockpile) and makes sure that the ratio is correct.

This means that if the AI needs the equipment themselves, they have a total surplus of zero, so they put 0.2*0 = 0 equipment up for sale, i.e. they won’t sell it. They will also pull back anything already up for sale so they can use it themselves. And if they have a total surplus of 100 equipment, it will put 0.2*100 = 20 equipment up for sale (assuming a ratio of 20 %). So the more surplus it has the more it tries to sell, while still retaining a buffer in case things go sour and it starts needing the equipment itself. It also means that we don’t need to specify an absolute number for the threshold, it adapts itself to the situation.

But as mentioned, the approach had some shortcomings. The AI had a tendency to “trickle in” equipment on the market, trying to sell 1 rifle as soon as it had a surplus of 5 rifles, etc, and this felt very artificial and not very human-like. This led us to modify the algorithm so that the AI thinks about the equipment in batches instead of singular weapons. The size of a batch is roughly how much equipment can be delivered in one month using one factory for payment, so instead of seeing the AI try to sell 3 rifles, it now waits until it reaches around 350 rifles (one “batch” of surplus) before putting it up on the market.

At this point we had a reasonable default behavior for how the AI puts equipment up for sale, but we still needed the capability of tweaking it. This is done through scripted AI strategies! If you don’t know what AI strategies are in HoI4, it’s essentially a way that content designers and modders can tweak the AI behavior through script. With AI strategies, it’s possible to modify things like
  • how much equipment is needed before considering it as a surplus to sell on the market
  • the ratio of equipment the AI wants to put on the market
  • the min and max amount of equipment to put up for sale (overriding the default batch size)

With the AI strategies, it’s possible to for example prevent minor countries from selling all their trains (which aren’t used much before the war, so they are technically a surplus). It is possible to script Germany to not sell their huge surplus of weapons when preparing for war (fun fact: the German AI isn’t really aware that its going to end up in a big war until just a few months before the war breaks out, so without different scripted AI strategies they wouldn’t prepare enough for it). Needless to say, the AI strategies are a very useful tool for the designers!


Buying equipment
If the AI is lacking some type of equipment, it will consider buying it from the International Market (assuming there is someone offering to sell it). First of all it decides how many civilian factories it is willing to spend on purchasing equipment. Second, it looks at all the available equipment up for sale and determines if there is anything there that matches what it needs. After that, if the AI has factories to spend and there is equipment it wants to buy, it’s just a matter of deciding what to buy first and how much of it. This is done by computing a score for each potential deal, a score which takes into account:
  • Construction cost of needed equipment - we prefer to fix our biggest needs first
  • How good the equipment is - we prefer newer equipment with better stats
  • How expensive the equipment is - we prefer cheaper stuff
  • Applicable subsidies - if we have any subsidies we prefer to use them
  • Scripted AI weight - we want to make the content designers and modders happy

View attachment 1011153
Example of a debug info window for the market AI. Here, the US AI has a deficit of 294 tactical bombers and almost 19k infantry equipment. It would prefer to buy bombers since the value of the lacking bombers is higher than the value of the lacking infantry equipment, but for the moment only British infantry rifles are up for sale, so the Americans starts buying that instead.

So, now we know WHAT we want to purchase, but what about HOW MUCH? If we asked to buy 19k infantry equipment but only were prepared to pay with one factory, we could end up with a deal that would go on for years. In order to circumvent problems like these, the AI tries to create contracts that are neither too small nor too large by tweaking the amount of equipment and assigned factories until the completion time is acceptable. At the time of writing (and subject to change), the AI avoids purchasing more equipment than what can be delivered in ca 10 months. It also uses the aforementioned “batch size” as a minimum limit of how much equipment to buy.

View attachment 1011154
Paying off 19k infantry equipment with just one civilian factory takes a couple of years. Long-term weapon deals sound better before you do the math…

Of course there are also AI strategies for affecting how the AI purchases equipment. These are values that either go into the scoring calculation (affecting what the AI prefers to buy and from whom if there are multiple alternatives), or that tweak things like the threshold of when it wants to buy equipment of a certain type.

Establishing market access
Now we know how the AI puts equipment up for sale, and we know how they determine what they want to buy. But all that is for nothing unless the AI has access to another country’s market, so of course it needs some way of gaining market access.

This is a relatively simple process since market access is nothing more complicated than a normal diplomatic relation, like docking rights or a non-aggression pact. Naturally, the AI is able to respond to requests for market access if you ask them, but it would be a pretty boring feature if they never took the initiative themselves. The exact factors that go into the AI’s desire to have market access with another country are of course subject to change as we balance the game, but at the time of writing the most important factors are:
  • Diplomatic opinion - I really like this since I think opinion is underused in HoI4. It makes it possible for you to achieve market access with a country as long as you are prepared to spend some sweet PP to maintain it ;)
  • Trade influence
  • “Ideological” opinion - Some ideologies like other ideologies more or less
  • Competing factions - If the two countries are in different factions

View attachment 1011155
The Soviet Union is really not interested in opening their market to those British capitalists.

The results of this is that you tend to see something similar to trade blocs, groups of countries that trade with each other (often along faction or ideological lines). The boundaries between the trade blocs are soft, however, and it’s often possible to convince countries to trade with you by raising their opinion of you.

Producing surplus equipment
Finally, since the International Market revolves around surplus equipment, it wouldn’t be much fun if there was no equipment to trade with. This ties into some changes to how the AI produces equipment, especially when they have already fulfilled all their own needs.

As some of you may have noticed, since BBA a lot of smaller countries have been bad at fully utilizing their military factories. As soon as they have fulfilled all their equipment needs (including having a buffer for any armies in the field), they stop using their military factories. This behavior was not introduced with BBA, but because of some other changes to how the AI recruits armies the problem became much more visible. The reason they stop producing equipment is because they technically don’t need any more equipment, and if you don’t have any equipment you need to produce… well, they simply stop producing it. As human players, we know that a war is looming on the horizon and there is no reason to stop production just because “we have enough”. It’s better to be prepared with a larger stockpile. And with the International Market making its entry, we can suddenly satisfy our inner capitalists and earn something by selling our surplus equipment.

So, now, when the AI gets to the point where they have enough equipment to fulfill their own needs, they start transitioning into a “surplus production state”. In this state, they once again use AI strategies to determine what to produce. This makes it possible to script countries to produce different types of surplus equipment, which in turn would allow for more “equipment diversity” on the market place and a larger selection of equipment to choose from.


Summary
We are nearing the end of this dev diary, so let’s quickly sum it up!

We did a little deep dive into the AI for the new International Market feature, and got to see the logic for how it puts surplus equipment up for sale and how it constructs purchase requests. In addition, we looked at the factors affecting how the AI opens up their market to other countries, and finally, how surplus equipment is produced when all other needs are fulfilled.

I hope you found it interesting to see some of the inner workings of the market AI, and I definitely hope you will enjoy playing the game with your new trade partners! In next week’s dev diary you will get to join some of our content designers for a closer look at how to mod Hearts of Iron! Stay tuned!
I’m just wondering how it’s gonna work for the anarchists when they need to purchase arms… also can you fix putting Phibun as leader of fascist Thailand in 1936 as well as Bucard as starting French fascist in 1936 and Diego Hidalgo going to republicans Spain instead of nationalist, adding clement attlee as England leader postwar, and swapping Patton out with Maurice Rose in the civil war, considering Patton was somewhat pro-fascist and Rose was Antifascist
 
1. Why shoul i buy it on the market with IC when i can get it for free with landleasing?
2. Why should the ai give it to me for free with land leasing when they can get IC wtih sell?
3. Can i get it when i have not the tech? I ask for point 6 too!
4. Can i upgrade tanks and airplanes without blueprint?
5. Will you fix that the ai play the contract game: cancel yes? Cancel No? Cancel Cancel Cancel. Let pls the first charge go out!
6. What is when i need not the branch from 200 but only 50 supply to recuse my spy? In the moment landleasing will not delivery under requirement from 100-200.
7. Do you realy think the ai will sell trucks, tanks and planes? In the moment not realy. Look at point 6 and to few factorys for this. But they have it in the past.
8. How will you handle it, whom the ai will support with market and landleasing. I ask for Manchukuo vs China and the Germany focus.
9. How will you handle it, that the market cost IC. I ask for Manchukuo again. Start with no factorys. Self Mengkukuo has more.
10. Spy mission better control trade or political pressure to get market influence?
11. Political advisor with trade deal. Better market option?
12. No luck for italy at international market?
13. Transport and delivery how landleasing?
14. Give sell on market autonomy points?

On a very high level, there are a few things that the AI needs to be able to do in order to utilize the market:

  • Gain market access so that we can see what other countries have put up for sale
  • Sell equipment to others, i.e. putting equipment up for sale on the market
  • Buy equipment from others, i.e. decide what we want to buy and how much


That whats the ai in moment already can do. Or why know germany when i ask as Manchukuo for landleasing that Venezuela, El Savaldor and Italy send me together the same? Or Germany and Japan offer to me when i not ask but need it too? Cancel Yes? Cancel No? Cancel Yes...
 
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1. Why shoul i buy with IC when i can get for free?
2. Why should the ai give it to me for free when they have can get IC?
3. Can i get it when i have not the tech?
4. Can i upggrade tanks and airplanes without blueprint?
5. Will you fix contract cancel yes? Cancel No? Cancel Cancel Cancel - first charge must go out!
6. What is when i need not the branch but only 50 supply to recuse my spy?
7. Do you realy think the ai will sell trucks, tanks and airplanes?
8. How will you handle whom the ai will support with market and landleasing. I ask for Manchukuo vs China and the Germany fokus.
9. How you will handle, that the market cost IC. I ask for Manchukuo again. Start with no factorys. Self Mengkukuo has more.
10. Spy mission better control trade or political pressure?
11. Political advisor with trade deal. Better market option?
12. No luck for italy at international market?
13. Transport and delivery how landleasing?




That whats the ai in moment already can do. Or why know germany when i ask as Manchukuo for landleasing that Venezuela, El Savaldor and Italy send me together the same? Or Germany and Japan offer to me when i not ask but need it too? Cancel Yes? Cancel No? Cancel Yes...
Did anyone understand this?
 
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In theory, if for example some goods commonly end up on the market in large amounts by around the same time a player wants to go to war, like 1939ish for Germany, does it make any sense to spend civs on equipment earlier than is absolutely necessary to complete a deal?
Aside from there is always the risk that later things aren't available anymore, depending on the amounts you might need time to spare CIVs for payment and -in case needed, I assume land routes are a thing if geographically feasible- convovs for transport.

1. Why shoul i buy with IC when i can get it for free with landleasing?
2. Why should the ai give it to me for free with land leasing when they can get IC?
3. Can i get it when i have not the tech? I ask for point 6 too!
4. Can i upgrade tanks and airplanes without blueprint?
5. Will you fix that the ai play the contract game: cancel yes? Cancel No? Cancel Cancel Cancel. Let pls the first charge go out!
6. What is when i need not the branch from 200 but only 50 supply to recuse my spy?
7. Do you realy think the ai will sell trucks, tanks and airplanes? They do it in the moment most time not. But they hat it in the past.
8. How will you handle whom the ai will support with market and landleasing. I ask for Manchukuo vs China and the Germany focus.
9. How you will handle, that the market cost IC. I ask for Manchukuo again. Start with no factorys. Self Mengkukuo has more.
10. Spy mission better control trade or political pressure to get market influence?
11. Political advisor with trade deal. Better market option?
12. No luck for italy at international market?
13. Transport and delivery how landleasing?
14. Give sell on market autonomy points?
Not sure if someone official will answer yet (I understand C0RAX's remarks the way we will get more info in a future DD), but some comments from me:

1. I concede that purchasing from those who are willing to land-lease doesn't make sense and LL will be the more attractive option to fill needs, but what is with the situation none of your LL partners has enough or item X at all...or you don't have countries willing to LL around? Sure, trading needs some relation score as well, but I could image that the requirement is lower.
2. Ideally then when they like you a lot and/or have strategic reasons. Or imagine the situation that you just would not be able to purchase that much you need for not succumbing. Granted, if the AI s really good at making those evaluations is another thing, but I see at least room in theory.
3. Good question, seconded (I would assume yes, as otherwise it would limit the usefulness of the IM quite a bit)
4. Why not - you can even do that with captured equipment. It is just tedious without knowing the blueprint to find valuable conversion options.
5. I hope so :)
6. The way I read the DD, you can only buy a batch. So buy more and feels save, if something unexpected happens and you need the equipment later
7. ATM they can only landlease. I hope that the AI is reworked and at least minors with generic content will use their chance to sell on the market. If their research priorities get reworked it should work that they can provide at least the "basic" stuff like trucks or support equipment (which would we already a help for anyone else, as that frees MILs for other items)
8./9. ?...sorry, not really getting your point here :(
10. Accorcing to the screenshots I would guess trade influence
11. I assume yes, see 10.
12. Again "?"
13. ???
14. Good question - I wondered that as well and have no idea. Ideally, the game would recognize such relations between seller and purchaser on the market and you could maybe get a reduced amount point amoun compared to LLing, but I'm not sure if that is technically possible.

Did anyone understand this?
Partly; see above.
 
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My biggest issue with the concept is the fact that when using lend-lease the utility the AI gets from what I give them is quite dubious. So as arsenal of democracy on steroids type US I feel extremely unconfident that I'll be able to provide discount weapons beyond infantry equipment in a way that will actually get used by them. Plus what if I feel like building thousands of strategic bombers and fighter yets, sell them for pennies and hope the UK specifically uses them, and they don't even though they're basically free? Nevermind more specific things like somewhat impractical heavy tank designs or support equipment, will they use heavier division templates to match cheaper offers? Will I be told that they're already maxed out of support equipment and giving them more for near free will not work because they're full?
 
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Hello,
I have a request to the developers regarding the changes made. Can you introduce the ability to "buy" military factories or shipyards from other countries? I mean mapping the situation when countries such as Japan, Brazil or Argentina, not having the appropriate shipbuilding infrastructure, ordered battleships in Great Britain, France or Germany using foreign shipyards, not their home ones. By the way, I dream of creating a more real shipbuilding production, in which there are individual shipyards, with a certain number of slipways that determine the maximum size of the ship that is possible to produce - just to illustrate, the Japanese had to build a special dry dock to build the Yamato, because all the ones they had they were too small before.
The second request, or rather a question. Do you have plans to create trees for South American countries?
Finally, a small request, could you introduce the possibility of determining the production size to land production, as it is currently in the production of ships? The AI can be set to infinity by default, and I, as a player, could plan my production better - I first produce 150 fighters (100 combat and 50 spare) and then produce 150 bombers - using the same paint. In my opinion, it is useful for countries with poorly developed arms industry.
 
8./9. ?...sorry, not really getting your point here :(

8. When i play as Manchukuo and finish the german focus, Germany will sometimes ask to give me land leasing. Germany most time send not once a big delivery how other countrys but every month the same. But as Manchukuo i can not modifer how china the contract. China can do it. I mean it was not intended that germany give me land leasing. Thats why i believe that Germany ai are confused whom should they realy support. And switch some times land leasing between Manchukuo and China. And my Question is how will that goes on when the market comes? Will Germany give further land leasing or switch to market or both? And who will get it?

9. Manchukuo starts with no civil factorys but one military factry. The consum goods are red. And i have no idea how the calculation is for this with the new dlc. The overlord has the most factorys. They have write the new system is good for minor. But i see not what is on that good for Manchukuo? Mengkukuo has one civil but no military factorys. Indonesia has from both nothing. That will be a puppet problem only?! I memory that Mengkukuo AI will research tanks and sell his only civil factory for oil. In the moment is look at a stupid dead end. But in the future i believe with the market they can produce realy tank divisions?

12. Again "?"
13. ???

12. At the end of the ethopia war Italy will from the most nation boycottet. No idea from where they have all the 200 political points. I mean this will the market for Italy also close.

13. I would know will the market delivery monthly how land leasing and need it the same number of transport ships. Other point the transport way. As Manchukuo i get my land leasing from Germany and Italy overland. Finland with transport ships. The special case is Hungary. They will give me landleasing but can't the delivery finish as long as they not join the Achse. Will the market work with the same barriers?
 
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8. When i play as Manchukuo and finish the german focus, Germany will sometimes ask to give me land leasing. Germany most time send not once a big delivery how other countrys but every month the same. But as Manchukuo i can not modifer how china the contract. China can do it. I mean it was not intended that germany give me land leasing. Thats why i believe that Germany ai are confused whom should they realy support. And switch some times land leasing between Manchukuo and China. And my Question is how will that goes on when the market comes? Will Germany give further land leasing or switch to market or both? And who will get it?

9. Manchukuo starts with no civil factorys but one military factry. The consum goods are red. And i have no idea how the calculation is for this with the new dlc. The overlord has the most factorys. They have write the new system is good for minor. But i see not what is on that good for Manchukuo? Mengkukuo has one civil but no military factorys. Indonesia has from both nothing. That will be a puppet problem only?! I memory that Mengkukuo AI will research tanks and sell his only civil factory for oil. In the moment is look at a stupid dead end. But in the future i believe with the market they can produce realy tank divisions?

12. At the end of the ethopia war Italy will from the most nation boycottet. No idea where they have all the 200 political points. I mean this will the market for Italy also close.

13. I would know will the market delivery monthly how land leasing and need it the same number of transport ships. Other point the transport way. As Manchukuo i get my land leasing from Germany and Italy overland. Finland with transport ships. The special case is Hungary. They will give me landleasing but can't the delivery finish as long as they not join the Achse. Will the market work with the same barriers?
Thanks for elaborating the point that detailed, I'm now understanding your questions :)

8.) I guess we will have to wait here; no idea how the AI will makes the decision between landleasing and equipment trading in future. Maybe the dedicated future IM DD will clarify that; what C0RAX wrote here hints in the direction that the concurrence to LLing is on the devs radar: https://forum.paradoxplaza.com/foru...r-international-market.1583034/#post-28945371

9.) Minors (both with unique content or the generic focus tree) rely in the beginning a lot on "free" factories from their NFs - without they would even less in the position to get things running (and yes, puppets are even more hampered by the overlord taking factories) The IM is probably not intended to be an option in that build-up phase at all (neither as seller nor buyer), but as you pointed out, hopefully the new options will not lead to the AI doing stupid stuff. it is IMO also a problem of research priorities - as pointed out in my very first post in this thread currently small nations end up with high tech AT cannons (which they don't even build), while they still lack basic trains or the most simple plane hull.

12.) Hmm...the boycotts from the Ethiopian war. According to the developer corner DD on the IM, they will indeed completely block market access.

13) I assume we will have the same transport rules as for land-leasing and also the same amount of convoys needed, if (though there was a discussion in this thread earlier in regard to a screenshot showing a fairly high number of convoys needed for infantry equipment. Not sure if it is in line with what we need for LLing currently). For the case of Hungary I could imagine that (provided that they like you enough to trade with you at all) trading will be possible - applying the same strict rules for LLing doesn't make sense for that feature, IMO. But again, I guess we will have wait for the next DD on the matter here.
 
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13) I assume we will have the same transport rules as for land-leasing and also the same amount of convoys needed, if (though there was a discussion in this thread earlier in regard to a screenshot showing a fairly high number of convoys needed for infantry equipment. Not sure if it is in line with what we need for LLing currently). For the case of Hungary I could imagine that (provided that they like you enough to trade with you at all) trading will be possible - applying the same strict rules for LLing doesn't make sense for that feature, IMO. But again, I guess we will have wait for the next DD on the matter here.

That is in moment the standard. As long i get my land lease overland there is no problem 100 - 100k. When i now will say that must cost trucks or trains my dislikecounter will explode. You never listen it. And i think ts not usefull for small nation too. But when i must switch from land to sea it can destroy my economy and my frontlines fast. I can control which military branch get the oil. But not the same for the manpool or the transport ships.

15. Share combat XP.

When i give landleasing i get xp from the equipment when it will use in combat. How is it wenn i sell equipment? I mean the gamemechanic can't difference get it 1000 rifles with land leasing from the Swize and the other 1000 from the Swize market. At the end the other nation will have 2000 swiss rifles from the same type.
 
With the AI strategies, it’s possible to for example prevent minor countries from selling all their trains (which aren’t used much before the war, so they are technically a surplus).
I would much prefer that trains were also used by civilian population and by all kinds of factories and infrastructure/resource producers at an inflated rate during peacetime. That way trains would actually be used also before the war.

Then when war happens, the inflated rate disappears (rationing, enforced structure optimization) and can further be somewhat reduced through different war economy levels.

This could also be linked into the magical "steal civilian trains" button, changing it to "further austerity in civilian transportation" and making it reduce the rate of "civilian/production train use" so instead of conjuring trains from thin air, the decision frees up available trains for military supply usage.
 
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As some of you may have noticed, since BBA a lot of smaller countries have been bad at fully utilizing their military factories. As soon as they have fulfilled all their equipment needs (including having a buffer for any armies in the field), they stop using their military factories. This behavior was not introduced with BBA, but because of some other changes to how the AI recruits armies the problem became much more visible. The reason they stop producing equipment is because they technically don’t need any more equipment, and if you don’t have any equipment you need to produce…
That's not quite how I'd put it, I've seen countries having better division templates created (utilizing equipment the nation simply have never produced before), and avoiding to switch to them - either because of no equipment available at stock or other shortcomings, I can't tell for sure. Maybe you mean exactly that by saying of how the AI recruits armies, though.

That still is barely explicable, given how the same minors produce stuff just fine once at war; and how, for one, the Nertherlands avoid building planes even when they have home produced Aluminum (in America) and existing wings underequipped - i.e. even technically they do need more equipment.

I really anticipate you guys fixing it.
 
That is in moment the standard. As long i get my land lease overland there is no problem 100 - 100k. When i now will say that must cost trucks or trains my dislikecounter will explode. You never listen it. And i think ts not usefull for small nation too. But when i must switch from land to sea it can destroy my economy and my frontlines fast. I can control which military branch get the oil. But not the same for the manpool or the transport ships.
Be sure that you won't incur a read X from me at least for suggesting that land routes should drain trucks/convoys. I would also like to see hub motorization eating fuel (I know it wasn't done, I alwso no the reasons, I'm aware it will not change...but still in my ideal HoI4 world it would :p )

15. Share combat XP.

When i give landleasing i get xp from the equipment when it will use in combat. How is it wenn i sell equipment? I mean the gamemechanic can't difference get it 1000 rifles with land leasing from the Swize and the other 1000 from the Swize market. At the end the other nation will have 2000 swiss rifles from the same type.
Good question...

Is the International Market related to the embargo function (from the previous DLC) or other diplomatic actions?
As it was stated in the development corner DD on the IM, yes - embargoing means denying market access.
 
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Will old Death or Dishonor content be integrated with this? From what I remember, the old licensing system was supposed to represent the booming Czech arm's trade during the interwar.

Will licensing eventually get reworked this way, because currently the AI seems not to use it. Also will minor countries start with fewer Military factories to give them an incentive to buy on the market?
Licensing is not getting an AI rework as part of AAT. (It was initially discussed, but getting the AI to actually make intelligent use of licenses would sadly require a larger rework of the production AI than there was scope for)
 
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Licensing is not getting an AI rework as part of AAT. (It was initially discussed, but getting the AI to actually make intelligent use of licenses would sadly require a larger rework of the production AI than there was scope for)
thanks for the answer. I hope we will see an eventual rework of that.
 
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