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Mr_B0narpte

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Mar 15, 2009
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I've noticed that when the AI funds upgrades, it tends to over-fund them. I've seen it where an AI has just one AT brigade to upgrade (costing 0.86/IC daily to upgrade), but it invests a lot of it's industry (around 60 IC) into funding it.... I imagine it's caused by having the "Upgrading = 1.000" for the AI, but I would've thought it could handle upgrades akin to a human with advanced sliders, but apparently not! Example below, redacted as it's from an ongoing online game (where we're constantly editing the AIs, both Axis & Allied - it gets addictive!)

flanders ai upgrades redacted.png
 
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The default value i used since 1.08 is 0.35.

I've noticed that when the AI funds upgrades, it tends to over-fund them. I've seen it where an AI has just one AT brigade to upgrade (costing 0.86/IC daily to upgrade), but it invests a lot of it's industry (around 60 IC) into funding it....

That seems off. Is this caused by a temporary mismatch due to many brigades and divisions having been upgraded at midnight? There always is some latency involved with AI.
 
The default value i used since 1.08 is 0.35.



That seems off. Is this caused by a temporary mismatch due to many brigades and divisions having been upgraded at midnight? There always is some latency involved with AI.
Yes I'm using a mod where it's 1.00 for most/all AIs - but are you saying this is a hardcoded issue that can only be 'rectified' by reducing the amount of IC the AI can waste? Or, just a latency issue (I was running on very fast speed on single-player).
 
Yes I'm using a mod where it's 1.00 for most/all AIs - but are you saying this is a hardcoded issue that can only be 'rectified' by reducing the amount of IC the AI can waste? Or, just a latency issue (I was running on very fast speed on single-player).

When i say latency i mean that ic assigned is calculated each day at midnight. The ic assignment(as a percentage) is calculated based on the needs of the prior days. When there are drastic changes in either need or effective ic, than a mismatch does occur. Other causes may exist, but i did not investigate the issue in detail, so i donnot feel qualified to make sensible statement on the issue.

Keeping the upgrade slider not too high seemed sensible just because it reduces the risk of AI trying to add more items to the building list than sensible. A more steady stream of upgrades seemed less likely to overstrain the lack of brain of the AI.

What i am aware of is that AI will often underfund upgrades compared to need even when the upper threshold(say Upgrading = 0.35 ) allows more.