Chapter 7: AIs and DP Settings
Chapter 7: AIs and DP Settings
When we play the game we manipulate DP settings to maximize strategic potentials. But AIs do nothing of the sort. Instead they have DP settings forced on them from setup, historical events, but often by random chance.
AIs pick the A option in events about 95-80% of the time. This means that after the 1 option historical and random events that cause DP changes and the starting DP settings are factored in there is still a sizeable potential for variation. The more random events with 2 options or more the AI is eligible for, the more the AIs can have varying DP shifts. Same goes for historical events. If that AI has many historical events, he can have his DP settings shift into all kinds of strange directions.
Often these shifts are detrimental to a particular AI's performance. For example if the Ottoman AI shifts to too much innovative and centralization, he will tech too quickly, often he'll be in the lead. But OTOH, he'll have many revolts, because of the decreased tolerance to war exhaustion. This can result in an Ottoman empire that can't get big but can screw up the game by making muslims tech as fast as Europeans.
Here's another example, England and France have many land/naval DP shifting historical events. If they pick land too far, come 1600 or so when their colonial empires need to take off, they may only be sending 1 or 2 colonists to colonial provinces a year, and often as just TPs too, resulting in puny colonial empires by 1700 or so.
Another problem is when an AI gets too many aristocratic DP shifting events and he'll go too plutocratic. This can result in him having an innability to DOW as often as he needs to, make alliances frequently enough, or not resolving wars quickly enough when he is at war. This is because of too low of a DIP rating. We can handle 1 to 2 diplomats a year but AIs aren't programmed to be restricted that much.
Well all of this should make you aware enough that DP settings do indeed have a dramatic effect on AIs. Now let's analyze each DP setting and how it does or can be made to effect AIs to help or cripple them.
Plutocratic/Aristocratic:Aristocratic makes the AIs have better diplomatic ratings. This increases the amount of diplomats they recieve annually and also improves their relations with surrounding nations slightly, mostly it helps compensate for hits to their relations. It also makes cavalry cheaper. The downside to it is that it makes warships more expensive and lowers trade and production efficiency.
OTOH Plutocratic makes ships cheaper and increases trade and production efficiency. But it also lowers that DIP rating and increases the cost of cavalry.
Most AIs begin the game around 3 or 4 aristocracy and due to random and historical events, tend to fluctuate around that number too. We OTOH, are well aware of the benefits of high plutocracy and usually tend to eventually go full plutocracy. This gives us an edge over the AIs in that we can make ships cheaper than them and we have better merchants. Both these advantages really give us quite an edge in the long run.
At high aristocracy the AIs have low cavalry costs. Ironically this is often a detriment to them, because they tend to make alot of cavalry then. AIs have no sense about where and when to use cavalry effectively. They also do not target our armies, particularly in plains terrain where they can capitalize on cavalry advantages. Instead they choose to either gather troops together to use either offensively or defensively, keep those troops in a defensive spot, or usually pick a province of one of their enemies and start to seige it. If they have 20,000 cavalry and 5,000 infantry, that will not stop them from seiging a mountaneous province first. We can then march in with little or no cavalry and lots of infantry and butcher their army. Much of the map is covered with mountaneous and swampy terrains that cavalry is crippled in.
Cavalry also has a much higher support cost than Infantry does. An AI with alot of cavalry is really going to be paying through the nose for their army. As I've pointed out in previous chapters, this saps their available funds for investing quite a bit. Therefore for these reasons, except in select circumstances, we actually don't want AIs to make much cavalry.
This leaves one sole benefit for an AI to be aristocratic, high DIP, which is very important to healthy AI diplomatic behaviour. Fortunately there is a way to bypass the low DIP of an AI being too plutocratic with this command here.
Code:
command = { type = DIP which = 6 value = 3600 }
If this is used in conjunction with a big, proabably full shift to 0 aristocratic, AIs can receive maximum benefit from this DP setting.
Having an AI at full plutocratic, can be very useful, particularly if that AI should be competing well with our merchants. It will help him quite a bit, increasing his trade efficiency(TE) on average by about +6%. This will delay human players achieving global trade dominance. Global trade dominance is where a human player can fill every COT in the game with 5 to 6 merchants and due to overwhelmingly superior TE, the AIs can't do anything about it and can't outcompete a human player's merchants faster than humans can replace them.
Many players make achieving global trade dominance, one of their highest, if not their highest, priorities. But does humans achieving this in say 1520 really make for a good game? IMO, humans achieving this so quickly makes for a boring game, as it makes you so filthy rich that the game is then all downhill from that point on. Once you have global trade dominance, you can do whatever you want. The struggle to overcome competing AIs ceases, because they simply can no longer muster the monthly income that you can. Does this current phenomonen of EU2 make any historical sense? Does it not make an atrocious farce out of gameplay? Hopefully I am not alone in my disgust of this common result in most games in the early to mid 16th century. Wouldn't it be more fun and historically relevant if we still had to struggle against AIs past this date? This can be achieved through a variety of means. Making key AIs having full plutocratic through AI only DP shifting events is a big step in this direction.
If an AI is a colonial power or a country that has some territory seperated by water, plutocratic can also help them quite a bit by making warships cheaper and making cavalry more expensive, thus increasing the size of their navy and limiting the growth of their army.
As I've pointed out in previous chapters, AIs have problems with overproducing armies, thus anytime we can make their army more expensive, we are usually helping them. The exception for cavalry costs would of course be in circumstances where an AI country clearly benefits from large numbers of cavalry. In these circumstances however, full land can compensate for the cavalry cost increases caused by being plutocratic. In my mod I only make an AIs aristocratic if I want to hurt him.
decentralization/centralization:The main difference as far as AIs are concerned between these two settings is the production efficiency(PE) increase and the effect that centralization has on annual income. The other settings can be compensated for by manipulating the innovative DP setting in conjunction with this DP setting to compensate for any unwanted effects and thus I'll discuss those effects in the innovative section of this chapter instead. PE likewise has a useful effect but since it can be tweaked in conjunction with other DP settings that effect PE, I'll talk about it there as well.
This leaves us with the annual income effect of centralization to consider. Annual income is derived from each province that is a city. Bailiffs make 75% of the net tax, taxable for census tax(annual income). All core provinces have the other 25% automatically given. But non-core province recieve some, all, or none of this 25% unaccounted for based on the centralization setting. Thus if an AI has many non-core provinces, like in the case of a colonial major, it is very useful to have it get full centralization, thus increasing it's annual income and thus his investing capacity.
The benefits to centralization are clearly better than the benefits to decentralization. All the unwanted effects can be compensated for by other DP settings. Thus the only reason we don't want an AI to have full centralization is if we don't want to help him but cripple him instead.
Narrowminded/Innovative:Narrowmindedness makes AIs tech more slowly, convert wrong religion provinces more often due to an increase of random conversion events and more available missionaries(really this one is matter of having any available at all), delays war exhaustion, increases the amount of colonists they have, and decreases stability cost. High innovativeness increases tech speed, decreases chances for coversion, increases war exhaustion, decreases the amount of colonists they receive(it could go negative), increases war exhaustion, and increases stability cost.
IMO narrowmindedness is almost always better for AIs than innovativeness. The war exhaustion usually hurts AIs and as I almost always give AIs more centralization to help their tax income and PE(which I'll explain more later on in this chapter) narrowmindness winds up being used to offset both the increased techspeed and war exhaustion.
Most AIs suffer from low stability worse than us. It's true that they often invest in stability, whereas we often don't but the facts are that they pay no attention to things that cause stability decreases. They will not hesitate to pick event options that in fact lower stability. We are careful of this if it will really hurt us, they are not. Also they pay no attention the stability lowering effects of diplomatic actions. Thus in the end their average stability is lower than ours. The decreased cost in stability then really actually helps them out quite a bit. Plus I also tend to make AIs have low serfdom. That increases stability cost and so often the full narrowmindedness merely offsets that as well.
It can be useful to have an AI have high innovativeness for a certain period of time though. If we have an AI that needs to increase his tech dramatically for a short period of time to gain a technological lead, like with England or the Netherlands, it may be useful to keep them as highly innovative for a 20 or 30 year period of time. Otherwise I would say in most circumstances, narrowmindedness helps the AIs best.
Freetrade/Mercantilism:I think that we as modders need to view AI DP settings as not something that represents a country's historical personality but instead view them as something that can be manipulated to achieve historical results. What does it matter if an AI has low mercantilism that had high mercantilism historically, if the low mercantilism can cause that AI to achieve more historically relevant results? We can make the starting DP setup be historically relevant but we ourselves never keep it that way. We manipulate them to our advantage while the poor AIs get tossed to and fro by blind chance. And we do not even see the AIs' DP settings. Why would someone see what an AI is doing and then scream, "no fair, that AI gets full freetrade, and I have to take years to get it," when they can't ever see the DP setting in the game? I think it is time we view DP manipulation for AIs the exact same way we view personal AI files, as a means of programming AIs to perform better and more historically.
This brings us to analyzing the effects of the mercantilism DP setting. Being more free trade causes an AI to receive more merchants, make his merchant sending attempts more successful, makes his merchants' cost more, and gives him more colonists. Being more mercantilist causes an AI to have less colonists(could be negative overall too), less merchants, less chance for successful merchant attempts but more chance for surviving merchants to last, and merchants to cost cheaper.
We need to consider which one of these best helps AIs. In this particular DP setting, I think it is clear that some AIs are helped more by being heavily freetrade and other are actually helped more by being heavily mercantilist.
For large colonial majors or countries that have decent TE due to religion and techspeed and have large funds in comparison to other countries, I think it is clear that they benefit from being heavily freetrade. If an AI has high TE, giving him low mercantilism can increase the amount of merchants he sends to COTs. This is also very good for delaying us humans' ability to achieve global trade dominance sooner. If the most trade efficient AIs are merchant starved, how can they compete well with us in COTs? We can outproduce them. We tend to go full freetrade in most games. This is because with our high TE which we make a priority we can really capitalize on merchant income, success, and sustainance in the COTs. AIs can be made to benefit more from this kind of income too.
AIs do not increase their available funds for investment by gaining more income from their merchants in COTs. Trade income only effects monthly income. The reasons why we want the AIs to be successful in COTs is so that we are less successful and so they will tech faster.
The extra colonists also help colonial majors. We get them when we intend to colonize alot but often the AIs don't have low mercantlism, so how can they compete with us in colonist production? They will need their DP settings tweaked right and have an AI file that is optimal for this.
Now there are some circumstances where high mercantilism is actually better for the AIs. Did you know that AIs regularly blow alot of their investable income of merchant placing that doesn't even succeed? Obviously some AIs just simply lack the TE that their competitors have. If this is the case, why should we force that poor AI to send merchant after merchant in a futile effort to make a profit? Instead we can make him full mercantilist thus decreasing the amount of merchants the he wastes foolishly while at the same time increasing the longevity of the few merchants he does send that are successful. A good example of this is German minors. They lack the funds to send mass merchants anways. Their one province often barely leaves them anything left over after troop support costs, and sometimes it leaves them nothing at all. If we give them low mercantilism, then the little they do have for sending merchants can be done more cheaply. We can also give them a low "trader" setting in their AI file, to keep them from sending many.
Defensive Doctrine/Offensive Doctrine:This DP is setting is IMO a bit odd. It's main effect for AIs is the morale increase/decrease, the +1 shock value or the -1 shock value, and the +1 seige value that comes with the -1 shock value. The cost of fortresses and Artillery seems petty to me.
The lower fortress costs that come with low offensive undoubteldy help AIs. This is because unlike us, do build fortresses quite a bit if they have the funds. But fortresses are a rip off even at the lowest setting. And an AI getting to save money at the expense of having troops that don't fight as well is hardly a good trade off.
The additional shock value can help AIs but if they have a leader with +1 seige, he will then lose it and since often AIs need to conquer provinces at the same time they have leaders with a seige value at all, it often doesn't benefit them as much, as AIs heavily rely on capturing provinces to win wars rather than winning land battles. As I said earlier, AIs don't actually target armies, they really just get attacked by them or run into them while pursuing another target. I suppose full offensive could be used by AIs to help 1 province minors survive better but there is a point when tweaking battlefield strength effects can be overkill. Human players may not appreciate the fact that some puny 1 province minor that is in an alliance of some country they DOWed, seems virtually invincible in battle. Thus I'm inclined to believe that 8 offensive is the optimal setting but anywhere from 3 to 8 is OK too as the offensive DP setting's effect on morale isn't too much.
OTOH having even 1 or 0 offensive can make an AI have a +1 seige bonus. This can then make them grab provinces even faster. But if the defending country is relatively close in battlefield strength then it is hardly a worthwhile setting to have. In some cases it may be benficial to use it temporarily. For example it can really help a Spanish AI beat up the Incan AI. If the Spanish AI has good DP setting for fighting already, he's unlikely to really be hurt by having 1 less shock value. The +1 seige value then helps him grab Incan provinces even faster. But obviously after awhile this should be set back to 3 to 8 to prevent him from being to easy to bully by other Europeans later.
As far as the Artillery cost effect is concerned, I haven't seen AIs make much artillery anyways.
Naval/Land:This setting is one of the most important ones in it's effect on AIs. High naval gives the AI extra colonists, higher TE, higher infantry and cavalry costs, lower warship and galley and transport costs, lower manpower(MP), higher naval morale, lower PE, and gets rid of tax penalties, which effects annual income for provinces not connected the capital by land. High land gives less colonists(can cause a negative effect too), lower TE, lower infantry and cavalry costs, higher warship and galley and transport costs, higher MP, higher land morale, higher PE, and extra tax penalties for no land connection to the capital provinces. Obviously these are some pretty massive effects for just 1 DP setting.
If we want a colonial major to do well, we really need to give him full naval. Not having low land will mess up his TE, lower his annual income, make his navy smaller, weaker, and harder to rebuild, and constrict the amount of colonists he can produce. IMO there is just no reason we wouldn't want a colonial major to have full naval as soon as he needs to start colonizing alot.
Full naval can also help out countries like Denmark, who really need all the annual income they can get. Having nasty no land connection penalties and inferior navies can really mess him up.
Full land OTOH can really help countries like the Ottomans and Russia. They can use the ability to crank many troops to their advantage. They need to be too hard for humans to push around easily simply because they have too many good troops and can replace them easily. They don't need the naval advantages as much either.
The TE for large major AIs is very important too. Once again this DP setting has the potential to delay human global trade dominance. If low land is combined with low aristocracy and low mercantilism we can literally turn a major AI into a much more formidable trading force than we are used to having to deal with. Fortunately this also makes a lot of historical sense.
The low land/low aristocracy combination also allows those AIs to field larger navies. This makes it harder for us to bully AIs in large worldwide wars. It also enables them to rebuild their navies easier should they get slaughtered in a war.
Quantity/Quality:High quantity makes the AIs' morale lower, gives more MP, lowers the cost of cavalry and infantry, and if low enough gives -1 fire value. High Quality, gives higher morale, less MP, increases the cost of infantry and cavalry, and if at 9 or 10 gives +1 fire value.
Obviously if you've been reading this guide carefully up until this point, you can already figure that this setting being high is very useful to AIs. In fact I would go so far as to say that if you really want to completely screw up an AI for the rest of the game, give him low quality.
With the decrease in MP and higher cavalry and infantry costs, high quality helps AIs budget their money much better as it significantly reduces the chances of having an oversized army remaining at the end of a war. The only real draw back to high quality is that if it is overdone it can cause an AI to be too strong in wars. But obviously we very much want large AI majors to be very strong in wars so we can't bully them so easily.
MP that AIs and us get for troop building and troop supporting is not the same thing. The restrictions on MP from DP settings effects the MP that is used for creating troops. It's the number that is on the top right of the screen. It has that men icon next to it. The MP that we use for supporting troops isn't penalized. So by reducing MP from high quality and low land, we restrict an AI's capacity to build troops not support them.
Giving quality increases to AIs at the beginning of the game can also cut down on human player early game exploits as it makes AIs too strong in battle to pick on easily.
Free Subjects/Serfdom:Free subjects causes an increase in cost to stability, an increase in cost to infantry, an increase in PE, and an increase in land morale. Serfdom causes a decrease in the cost of stability, a decrease in cost of infantry, a decrease in PE, and a decrease in land morale. Obviously with the exception of the stability increase costs, low serfdom is best for AIs.
The low innovative however, offsets this. Likewise it also offsets the increase in PE from low serfdom, increased centralization, low aristocracy, and possibly high land. With all of these effects AIs have more income. But it doesn't wind up making them tech significantly faster because the low innovativeness penalizes their tech speed. The excess penalty is compensated for by the additional PE and/or TE and the increase in tech speed from centralization. And it winds up evening out in the end.
Giving those increases in monthly income from the additonal PE and TE also has another beneficial effect. If you recall in chapter 5, I talked about how AIs weigh economic strength in deciding whether or not to DOW and that this was one of the largest factors involved in that decision. Well the extra income discourages AIs from bullying weaker neighbors, like one province minors.
It also happens to decrease the likelyhood of diplo-annexations. Many people strongly dislike the fact that German minors get killed so quickly. What some may not realize is that if they don't get killed off quickly they'll likely just get diplo-annexed instead. The extra income from DP setting tweaks can reduce the likelyhood of both of these occuring. It doesn't perfectly solve the problem. Nothing that I know of can, that's why I've said often in this guide that the engine simply can't handle 1 province minor. But at least with DP settings tweaks we can delay these things from happening as well as reduce unwanted AI wars.
By using both AI files and DP setting shifts, which often don't even need another AI event and can merely be added to an existing AI file shifting event, we can manipulate AI behaviour to be better and more historical to an even greater degree.