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Summary
AI score for barracks / naval base considers all pops to be non-acceptedDescription
In defines/00_ai.txt, there is this block:
Code:
GOVERNMENT_BUILDING_STATE_ARMY_NON_ACCEPTED_POP_FACTOR = -250 # Multiply this score by fraction of discriminated Pops in the state
GOVERNMENT_BUILDING_STATE_ARMY_ACCEPTED_POP_FACTOR = 250 # Multiply this score by fraction of accepted Pops in the state
GOVERNMENT_BUILDING_STATE_NAVY_NON_ACCEPTED_POP_FACTOR = -250 # Multiply this score by fraction of discriminated Pops in the state
GOVERNMENT_BUILDING_STATE_NAVY_ACCEPTED_POP_FACTOR = 250 # Multiply this score by fraction of accepted Pops in the state
The game currently always subtracts 250 from AI score for barracks and naval bases, which seems to mean it considers all pops to be non-accepted. 1.8's changes to discrimination might be the cause.
It's hard to say what effect this has on AI behaviors. I find AI to be less eager to build up military (especially navy) to the scripted sizes since 1.8, but it is hard to quantify.
Steps to reproduce
Start a new observer game. Observe France / Prussia / Austria. (These countries are chosen to avoid qualification issues. Britain also works, though they start with Economic Imperialism strategy which gives extra score for naval bases.) Run the following console command:ai_evaluate_government_construction building_barracks
ai_evaluate_government_construction building_naval_base
One can see that the scores are 750 as opposed to 1000 or 1250. We can confirm that "non-accepted pops" is the cause by modding those factors to 0, and observe that the score goes back to 1000.
Game Version
1.8.6OS
WindowsAdditional
Bug Type
AI (non-player characters)Save Game
Attachments
Player Pain
3
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