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EU4 - Development Diary - 24th of October 2017

Good day all. As we reach ever closer to the release for Cradle of Civilization which, as you know will be released on...wait, we haven't announced the date yet? Well keep your ears to the ground and you may hear something about that very soon™. In any case, running up to that we have a military mixed-bag of features coming with Cradle that we want to talk about today, as well as a guest appearance from our AI Maestro @Gnivom .

Firstly in Cradle of Civilization we are bringing the ability to Name Generals. Does what it says on the tin: when recruiting a general, you will be able to give them a custom name or roll the die to generate a random name for them. This courtesy is, of course, extended to Conquistadors, Admirals and Explorers.

Name Generals.jpg


As an additional free quality of life change in 1.23, the number of pips your leader may receive is detailed in the tooltip, showing the random spread they will get as well as any bonuses you may get from Ideas and other such modifiers.

Staying on the Military Tab, we can also show the interaction to Slacken Recruitment Standards which will let a nation gain manpower in exchange for allowing somewhat less qualified men into the army. 2 years' worth of manpower can immediately be made available at a cost of 5 professionalism. Naturally, a nation needs to have at least some standards of Professionalism in able to slacken them.

slacken.jpg


Another small addition we have in Cradle is the ability to have compact battle results. This has been requested by the community in the past so we decided to add it into the expansion for those who don't need more than the bare minimum information punctuating the slaughter of war. This can be toggled on and off in the options menu

compact.jpg


Finally, sticking with the military theme, let's talk Templates. They are pretty awesome and remove a lot of micromanagement of recruiting armies. In Cradle of Civilization this is taken a step further with the ability to Conform to Template. In the Unit View, an army can conform to a template that you have specified earlier. Upon selecting a valid template, all superfluous units will detached from the army while required units are built and march directly to merge with the unit.

conform template.jpg


As this feature requires the ability to make templates (an Art of War Expansion feature) to be of any use we are unlocking that feature for owners of Cradle of Civilization too.

Now I'm handing the mic over to the Maestro of AI @Gnivom , to talk about himself and the changes to the AI in v1.23 Persia Update.

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Black News Indeed

I have worked on EU4 since February 2016. For the last year or so, I have had the great honour of being the master of its AI. But all things must come to an end, and I have decided to move on to other adventures, outside of Paradox. It is therefore my equally great honour to present to you my successor, @mikesc . These last months, I have taught him what he needs to know, as I was taught last fall. This will be my last week, so today is a good time to talk some about the AI.

AI Improvements
There has been much AI work put into 1.23. I will mention a few improvements here, and for the rest you are referred to the upcoming changelog.

Building AI
This may well be the most notable change, at least for those of you who often play into the late game.

The AI has always been horribly bad at deciding where to build buildings, which means an experienced player could easily be many times richer and stronger than the AI after only 100 years, with the same development. This has now turned around completely. Instead of deciding buildings based on scripted rules, it now calculates precisely how much it will gain from building each building, convert all values to ducats, and consider how big a treasury they need for the return on investment to be worth it. The reaction from QA after their first handsoff game with the new building AI was “You have created a monster”. Indeed, late-game AI is extremely rich.

It probably undervalues manpower and forcelimit at the moment, but that may be for the best.

This doesn’t only make the game harder however, as an expanding player will get a lot of free buildings.

Power Balance Threat
One feature in the AI that I believe was added by Chaingun, is called Power Balance Threat (PBT). It means that each AI determines another country, if applicable, that it considers a long-term strategic threat/rival. It will then try to weaken this country in subtle ways, such as sending gifts to or guaranteeing their neighbors. Allies can also be picked as PBT. The algorithm for determining PBT focuses on large and/or quickly expanding nations. Since this very often targets the player’s nation, the algorithm has been explicitly prohibited from selecting the player’s country, except on Hard and Very Hard. My understanding is that this was to avoid the perception of the AI targeting the player because of it being the player. This block has now been removed on Normal difficulty as well.

You may now see even your allies act to slow down your growth, and some countries getting worse attitudes towards you, but don’t expect a huge difference.

Other Changes/Improvements
Many people have complained about the AI’s use of Edicts, and correctly so. From 1.23, it will spend a lot less money on Edicts.

AI aggressiveness has been slightly tuned down, especially when in debt.

Many small improvements have been put into the army AI. For example fixing many cases where it pathed through, rather than around, enemy armies (often leading to just cancelling the movement anyway).

Many more improvements will be found in the changelog.

I am currently spending my last week at Paradox trying to make some major improvements to army AI, that will be incorporated after 1.23.

Cheats

My personal opinion has always been that the AI should cheat as little as possible - that the player should play the game at equal terms with the AI. I believe the EU4 AI follows this philosophy more than any other strategy game I have played (at least on normal difficulty).

The cheats that do exist are typically not to make the AI more powerful, but to work as lubricant where the AI is not as precise as the player (which could be to avoid more complicated and bug prone code, or unnecessary computing power). A good example is the extra diplomat, which is only used for one-time actions. The obvious exception is the Lucky Nation bonuses, which are not available to the player.

So, let’s mention some of the cheats that do (and do not) exist:

There are maybe a dozen places in diplomatic AI, where it is nicer towards other AI in specific cases that make sense but could potentially be exploited by the player. It may for example call in allies as if with Promise Land clicked, without then being bound to actually give land. It will however try to give if possible.

The AI does not cheat with dice rolls in battles (or sieges, or anyplace else that I can think of)

The AI no longer cheats with Fort Maintenance, since a few patches back.
EDIT: There is still a bug that they can cheat anyway sometimes. See https://forum.paradoxplaza.com/forum/index.php?threads/1-22-2-vassal-not-paying-for-forts.1052067/ .

The AI doesn’t cheat with Fort Zone of Control. Nor was it ever meant to, although there has been at least one bug in the past where it could in rare cases.

Other than the Fort Zone of Control, the AI/Player cheats currently mentioned on the wiki are correct (to my best knowledge).

Additional considerations:

  • The AI may sometimes look up underlying numbers that are not available to the player.
  • The AI sometimes restrains itself to get a more historical outcome.
  • The AI is not allowed to pause the game, and has to play hundreds of nations simultaneously. Nor does it use the extra time it could get when the player pauses, or plays on speeds lower than 5 (so that behaviour isn’t affected by game speed).
/Gnivom

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Thanks a lot for that Gnivom. Next week we will have another guest speaker from the team to talk about a huge project we've undertaken for the game which, so far, we have managed to keep completely secret and will be rolling out with 1.23. See you then!
 
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Power Balance Threat
One feature in the AI that I believe was added by Chaingun, is called Power Balance Threat (PBT). It means that each AI determines another country, if applicable, that it considers a long-term strategic threat/rival. It will then try to weaken this country in subtle ways, such as sending gifts to or guaranteeing their neighbors. Allies can also be picked as PBT. The algorithm for determining PBT focuses on large and/or quickly expanding nations. Since this very often targets the player’s nation, the algorithm has been explicitly prohibited from selecting the player’s country, except on Hard and Very Hard. My understanding is that this was to avoid the perception of the AI targeting the player because of it being the player. This block has now been removed on Normal difficulty as well.

You may now see even your allies act to slow down your growth, and some countries getting worse attitudes towards you, but don’t expect a huge difference

Some of us might still want this. Could we at least have it as an optional toggle for normal? And perhaps in a later update, like a sliding scale relative to the difficulty for how PBT functions or is calculated? Kinda like how HOI4 has an adjustable difficulty for major powers, but for PBT.
 
I actually would prefer the option to have them seperated as well just argued that if you can slack for manpower you should be able to do the same thing for sailors either with the same button or preferably with seperate buttons. I am not sure if navy gets profesionalism as well, if not I guess we could spend naval tradition instead for sailors. And sometimes you are going to need extra sailors, especially if you have a huge fleet that has to blockade for a long period of time you might just run out of sailors and have to pull back.

Yeah most of the time in my usual gameplay through I would just seize as many coastline in a such way that I usually end up with enough provinces to maintain my entire naval force-limit at sea indefinitely failing that. At least get enough monthly sailor to support my trade ships earning ducat and only pull out the big ones during wars.

I hardly ever run out. However most of the time my biggest shortage of sailors are usually when I am still trying to grow and need lot of ducat from trading. This is usually one of my biggest problem for a Muscovy -> Russia run. But as soon I state the entire Novgorod coastline plus a few in Baltic Sea. That goes away and I never pay attention to sailors that much afterward.

The funny thing is sailors actually make it far more easier to attack someone with less coastline province naval-wise which wasn't really the case historically (Venice vs Ottoman). But that is a different problem for another day.
 
Secret project: integration of elements from some of the "balance" or "overhaul" mods (MEIOU, Common Universalis, etc) such as population, governance, modified development system...??
 
Firstly in Cradle of Civilization we are bringing the ability to Name Generals. Does what it says on the tin: when recruiting a general, you will be able to give them a custom name or roll the die to generate a random name for them. This courtesy is, of course, extended to Conquistadors, Admirals and Explorers.
Almost forgot to ask, will we be able to name leaders we get from Estates and events like the Champion of the Joust? Or is it a case similar to heirs in that you can only name them when they're "born"?

Secret project: integration of elements from some of the "balance" or "overhaul" mods (MEIOU, Common Universalis, etc) such as population, governance, modified development system...??
That's a pretty good guess in my opinion.
 
So, for 5 Professionalism we can get either 20 Mercs or 2 years worth of manpower. Above 80 Professionalism this will cost 125 MIL (with the bonus of rolling 5 generals from which you can keep the best ones). Some time around mid game the 2 years worth of manpower option will start to clearly win out over the 20 mercs, more so when you consider that the mercs will also cost more money.

Once you go over about 800 manpower per month it will be more professionalism efficient to slacken standards over using mercs. I can begin to see why you removed the building interaction. Spamming those buildings in territories just to boost professionalism would have felt wonky and very gamey. Hiring new Generals alongside your crappy recruits actually makes sense thematically and has a proper cost associated with it given that Monarch Points are a properly scarce resource.

The question from a WC perspective is whether or not the benefits of a professional army outweigh the costs, and how viable it will be to keep manpower up by spending MIL. The 60 Professionalism ability is quite attractive in that it allows you to teleport armies around the world by disbanding and then re-hiring somewhere else. Interesting. I guess the balance will reveal itself over the course of a few 1.23 games.
 
I just can't see how professionalism won't just constantly be at zero with slacken being a very convenient dump to make sure we are always soaking max recruitment cost reduction.

manpower sources are just so bad, its trade company universalis anyways (running a stateless econ also trivializes states and you can tagswitch / culture shift at will), and the moment you get in a serious war where you actually need your professionalism its going to melt away like butter.
 
That... is also what I expect but I'm trying to be more optimistic. Maybe doing a 'Professional Army WC' will be a challenge all of its own that players will undertake as a means of challenging themselves.

I guess the problem is that Professionalism mostly gives military benefits and for a WC the military side of it is often just about the least challenging aspect.
 
I just can't see how professionalism won't just constantly be at zero with slacken being a very convenient dump to make sure we are always soaking max recruitment cost reduction.

manpower sources are just so bad, its trade company universalis anyways (running a stateless econ also trivializes states and you can tagswitch / culture shift at will), and the moment you get in a serious war where you actually need your professionalism its going to melt away like butter.
Here's your cake

Ohhhh you actually wanted to eat it?
 
On a conceptual basis I actually like the nerf targeting on recruiting mercs. Recruit -> fight -> consolidate -> instant 1000% reinforce speed recruit mercs is by far the most broken aspect of the mercenary system but penalty feels like too little to be anything impactful...

Right now I think manpower levels and jungle attrition have to really be looked at to really make professionalism a real concept. Even if you flawlessly fight wars in the early game (one stackwipe into full siege), those two factors mean you're still coasting on zero manpower within the first few months.
 
Here's your cake

Ohhhh you actually wanted to eat it?
I am eating it. PDX has blessed me with a -15% merc cost reduction for playing how I always played.

Or are certain people under the delusion that you can actually maintain high professionalism while expanding at a reasonable pace? This is one of the biggest false choice mechanics I've seen.

PDX is going to have to double the professionalism bonuses to make high-prof a reasonable choice, and that's an underestimate. And then everyone just ends up default taking quantity, the ultimate professionalism group xd
 
I am eating it. PDX has blessed me with a -15% merc cost reduction for playing how I always played.

Or are certain people under the delusion that you can actually maintain high professionalism while expanding at a reasonable pace? This is one of the biggest false choice mechanics I've seen.

PDX is going to have to double the professionalism bonuses to make high-prof a reasonable choice, and that's an underestimate. And then everyone just ends up default taking quantity, the ultimate professionalism group xd

Probably the quality idea group gives boosts to professionalism.
 
Ahh I hadn't even thought about that. You're probably right.

I have to say I think that's very unlikely, if only because of the way Jake phrased it. I'm convinced this huge project is going to be out of left field. Even something like an extensive naval rework that has been requested a fair amount, I don't think they would add that in a DLC/patch that already has a high amount of content.
Persia update does add some new features, however, imo they are quite limited, if Paradox decides to sell it at the same price as MoH, it still needs some big changes.
 
My guess is that this dlc is Jake doing all the small stuff Johan didn't let him do, combined with the Arabia-area immersion pack.

Combined, there's quite a lot of stuff going on, even though the one big eyecatcher is missing.
 
How will the whole professionalism thing affect the Ming-Northern hordes dynamic? Ming is the richest country in the game and they will be able to afford the best troops, while Manchus and Mongols will be stuck at low maintenance. This could lead to Ming having actually much better troops than the hordes did right?
 
Next week we will have another guest speaker from the team to talk about a huge project we've undertaken for the game which, so far, we have managed to keep completely secret and will be rolling out with 1.23

"Huge project", when I hear something like that I'm thinking: "Oh they finally add EUIII Dei Gratia mod into the game, that explains those 'extra missionary actions' and individal culture/religion for each ruler/advisor. Or maybe it's a trade rework with floating CoTs and ability to steer trade in any direction, this would explain those extra trade goods. Perhaps we'll get fixed dynastic system with clear and more predictable PUs."

Unfortunately there is most likely a "huge" disparity between me and PDX of what should be called "huge project".. It may be as well something like dynamic colours in political mapmode or Inuit Advisor Portraits pack.
 
"Huge project", when I hear something like that I'm thinking: "Oh they finally add EUIII Dei Gratia mod into the game, that explains those 'extra missionary actions' and individal culture/religion for each ruler/advisor. Or maybe it's a trade rework with floating CoTs and ability to steer trade in any direction, this would explain those extra trade goods. Perhaps we'll get fixed dynastic system with clear and more predictable PUs."

Unfortunately there is most likely a "huge" disparity between me and PDX of what should be called "huge project".. It may be as well something like dynamic colours in political mapmode or Inuit Advisor Portraits pack.

Inuit advisor portraits pack probably won't come with an update named persia. Dynamic colors would be pretty cool.

Whatever it is it's free because they already released the video with the feutures and jake said it's something they've kept secret.
 
Big Project -> that hotjoin feature talked about all those years ago I'm sure Kappa