@Blindbohemian I get what you mean when you talk about the AI being either too "competitive" or too passive. The devs tried to balance the HRE for it to not become a huge collection of blobs for a long time. Having huge blobs destroys the immersion, but when you yourself are a blob, it seems unfair to scold the AI for that.
I think this is a symptom of a bigger problem. The AI has no regards for balance of power. Yes, there are rivals, but when the only value producing coalitions is AE, which can be burned or avoided, it is only a matter of time before the world consolidates into a few blobs.
I think the player should be incentivized more to use the return cores and release countries options. Upsetting the balance of power should be a big deal, so that if a Louis XIV's grandson is about to inherit both Spain and France, countries who are independant and fear the hegemony of France should gang up against it, even if it's not an agressive move. Sure, some countries could be soothed, and total domination shouldn't be completely impossible, but it's currently far too easy to just become the stronger country without ever having to fight a coalition war.
This would require a total reworking of AE and the way diplomacy work, though, and would likely be seen as the game "punishing" "competitive" players.
2. Never. The AI should not be evaluating its position relative to history. The game has its own history, being procedurally generated.
3. If the country picked trade and has strong allies, yes you can be friendly to them, but if they play like a total noob with no protection whatsoever, go feed on them.
4. Yes, that's what I'm saying above. More than just a country being agressive, its position in the world should be evaluated as a threat to the "Westphalian order".
I think this is a symptom of a bigger problem. The AI has no regards for balance of power. Yes, there are rivals, but when the only value producing coalitions is AE, which can be burned or avoided, it is only a matter of time before the world consolidates into a few blobs.
I think the player should be incentivized more to use the return cores and release countries options. Upsetting the balance of power should be a big deal, so that if a Louis XIV's grandson is about to inherit both Spain and France, countries who are independant and fear the hegemony of France should gang up against it, even if it's not an agressive move. Sure, some countries could be soothed, and total domination shouldn't be completely impossible, but it's currently far too easy to just become the stronger country without ever having to fight a coalition war.
This would require a total reworking of AE and the way diplomacy work, though, and would likely be seen as the game "punishing" "competitive" players.
1. That makes sense."How safe am I"?
"Given the history of this country, how likely are they to try to harm me"
"This country seems to have picked trade ideas over quality so they probably don't care too much about military, so I can be more likely to ally them"
"Oh this (player) country seems to have conquered half of the world, maybe I should think of it as a threat, start allying others and get military idea groups"
2. Never. The AI should not be evaluating its position relative to history. The game has its own history, being procedurally generated.
3. If the country picked trade and has strong allies, yes you can be friendly to them, but if they play like a total noob with no protection whatsoever, go feed on them.
4. Yes, that's what I'm saying above. More than just a country being agressive, its position in the world should be evaluated as a threat to the "Westphalian order".
- 1