Edit: nevermind, too pedanticPlease take a moment to consider this thread as a whole.
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Edit: nevermind, too pedanticPlease take a moment to consider this thread as a whole.
Well speaking for myself, because the outcome of the campaign can be wildly different depending on randomness (and as I said I primarily play with other people which is incredibly dynamic) so the nations I choose are based upon national ideas, geography, or just their theme. Maybe I wanna be a version of Spain that exerts more influence in Europe and doesnt colonize.To be honest, why would you ever replay any country?
Is there any way in which you can make the AI better able to handle missions? At present the AI does nothing with them except click the ones it accidentally fulfills, which means that missions are effectively nothing but buffs for the player. Because of how powerful mission rewards are, this is hugely destabilizing for the game balance.I think dynamic missions / trees are a great way to alleviate some of the concerns of the game becoming dull or boring since missions tend to be static (Do X Get Y)
As far as I am concerned, as a player first and foremost, I had tons of fun playing through the historical missions of nations such as the Teutons, Ottomans, Sweden etc and then retrying the alt-history paths, especially with the Teutons.
It's certainly far from perfect, as we are limited by the technology of our time but it's a nice way to implement variety and help you construct your narrative, as much as we can. Would you like to spearhead the HRE ? Sure, we can accommodate that and give you a different set of missions. Would you like to conquer it instead ? Done, no problem. All while keeping such mission paths isolated, so if you want to ignore them and move to other missions, you can do so. This choice (especially in newer trees after 1.33) is in your hands. Making missions takes a long time, researching / designing / scripting is a difficult process when the framework of the game is old and we are trying to provide fresh content every patch, if I could wave a magic wand, I would make all content (trees, reforms, privileges) much deeper and flavorful in an effort to provide you with more replayability while maintaining as much of the sandbox feeling as possible.
As a player, I like mission trees but I am not blind to their shortcomings either. I have a lot of fun playing them and I understand concerns such as readability and "hidden rewards" which is why we implemented Event Insights, as a way to give you an idea of what you will get, with sacrificing as little immersion as possible. As you can see, the development of the game is not symmetrical and I would like to believe that with every update we become a little better and wiser, thus making better content for everyone. At the end of the day it doesn't matter if you are a minority or a majority, your opinion on the game should be heard and ideally discussed, and if we don't agree it's no issue, we are united in our love for this game that has been going on for over 10 years now.
Interested to hear what BB might say, but an uneducated answer I'd personally give :don't count on it.Is there any way in which you can make the AI better able to handle missions? At present the AI does nothing with them except click the ones it accidentally fulfills, which means that missions are effectively nothing but buffs for the player. Because of how powerful mission rewards are, this is hugely destabilizing for the game balance.
Interested to hear what BB might say, but an uneducated answer I'd personally give :don't count on it.
It's effectively impossible with how MTs in EU4 are built rn, would likely be extremely hard to a point of not being feasible even if MTs & AI were remade from scratch.
The problem lays firstly with such task requiring effectively linking every possible mission requirement with an AI routine for fulfilling them. For instance "If I have an active mission that requires me to conquer X province, then begin a routine for war preparation". This would've been difficult even years ago, but now, with each new patch introducing funkier and funkier mission requirements, this becomes effectively impossible.
We now have missions that can be completed in several different ways. AI would need to be able to pick and choose one route instead of trying to go for all of them.
We have some requirements that just don't have a simple solution, like :have X of some modifier. AI would also need to be taught to figure out a good way to do that.
Secondly, it comes from AI being built as a set of tools that deals with each in game system on a largely individual basis. What I mean by that is that the AI routines for, say, managing what idea groups to pick (which is script based rn) are largely decoupled from AI systems for dealing with, say, their army compositions. Our brains can somewhat look at the game and our country as a one whole thing, AI cannot.
My point here is that you'd not only need to teach AI how to prioritize each possible mission requirement, but also how to do it in a way that doesn't conflict too much with, y know, giving a semblance of being an actual country.
In essence even if PDX spent a ton of resources on teaching AI how to do mission trees, there's a good chance that AI would end up performing significantly worse as a result.
I think the most important point though is that with how extensive mission trees are in EU4, this game would actually break apart if AI had even half of the player's ability to fulfill their mission trees.
MTs rn are made to make the player feel powerful and their gameplay unique. The actual mechanical cohesiveness of the game (as well as realism for that matter) is a non factor.
Imagine if Spain in your games legitimately started getting PUs on half of Europe, or if Poland went on a conquest spree after getting the their avada kedavra slave horses, or if Teutons AI tried to go for their holy horde... I guess there'd be some fun ridiculousness in that? But that's obv not a long term solution to anything.
Current design philosophy behind mission trees is entirely incompatible with making anyone other than the player have access to it, as well as entirely incompatible with keeping the world away from feeling like a weird incoherent mashup of history fanfics even if they did have access to it.
Current mission trees have a lot of good sides(clearly lots of people enjoy them), but I don't think you can argue that they are not ruining the .. Mechanical cohesiveness of the game, and it can't change without a reversal of Tinto's development policy, which, as we established, is also infeasible.
The above post is a good break down about why the AI behaves the way it does (go into the game files and search for "ai_will_do") and not to beat a dead horse but I think a better version of your question is "can you make the AI better able to pursue the dynamic rewards that currently live in mission trees" and the answer is yes, if they were parsed out of mission trees and put into a system the AI can handle, like eventsIs there any way in which you can make the AI better able to handle missions?
Aye. I agree with that being poor design as a general rule, but AI specific ways of completing missions, and prolly their rewards would've been a huge upgrade compared to what we have now.Or you could just have the AI cheat and auto complete most missions at a certain date. Only free personal unions would be problematic. Claims, prestige, +trade power is not that big of a deal.
I don't like having different standards for the AI and player, but that ship has sailed half a decade ago.
Feel like it's important to note that this system is heavily underutilized. A ton of events straight up don't have any AI logic implemented for them or AI is hardcoded to always pick one options. This is partly because devs clearly don't have enough resources to deal with it properly, but also to block some of the "weird' things that player can do himself. The entire system in general is built to provide the game with more RNG and steer the world in a certain way moreso than to make AI take actions that have some sense.When faced with an event choice, the AI has weighted factors like relative army strength that will influence its decision and that works fairly well (they wont suicide into an event triggered war if they are vastly weaker than you, for example).
It seems that many people here feel that way, because you're not the first one to mention how difficult they find it to ignore missions. Having done that myself in most of my recent games, I think a key element is to start the campaign with clear goals in mind, rather than just trying to succeed as best as possible. In particular, if you know from the start what you want your end borders to be, it's suddenly much easier to ignore any mission that would take you outside of those borders. At least, that's what's been working for me, so maybe it can help some other players.That's why "just ignore them of you don't like them" is very difficult to do. We are all humans, and even if we'd like more strategy we have our part of fun and dopamine boost to do so. It's like asking a children to not eat the chocolate on the table whereas it is well exposed there just waiting to go in their mouth.
You would think that would be all the more reason to address some of the biggest issues with existing missions rather than vehemently opposing things such as improved descriptions of the rewards as we have seen people do in this thread...At this point mission trees represent several years of the game's development, they're obviously not going anywhere ; it's time to let it go already.
Dynamic missions would be great. Sadly Paradox threw out a dynamic mission system out to accomodate the static mission trees. Having a few predetermined mutually exclusive paths does not do a whole lot to address the idsues with mission trees being static and predetermined.I think dynamic missions / trees are a great way to alleviate some of the concerns of the game becoming dull or boring since missions tend to be static (Do X Get Y)
I found it by digging the files - first you need to complete the mission "Resolve the Sabbath Issue" which only fires at 1460, then the estate privilege appears from clergy state and can be granted. Some missions like Mongols are very straightforward while others are rather non-polished, and many of the hints just come from rules, without actual explanation.Well, apparently Ethiopia's BS mechanics won. Despite owning half of Africa by 1500 I'm quitting the game. My autonomy is trough the roof and after 20 minutes of googling and doing mission gymnastics I have no idea what "Biblical Sabbath Reform is". Its not in the priest estate list (which I had to revoke a privilege and tank loyalty JUST TO SEE) and I cant find the damn thing on Google. Because there is no question that THE ACTUAL GAME would NOT have that information even though its impossible to play without it.
Please don't respond by telling me under what terribly designed rock "Biblical Sabbath Reform" is hiding in. I deleted the save and I no longer care about this worse than a bugged mod experience.
To be honest, why would you ever replay any country?
Sure, but there are hundreds of other fun tags to play, which go many different ways.Because playing the game is fun? Because there are many different ways a run can go once you unpause?
There's also tons of tags that plays basically the same.Sure, but there are hundreds of other fun tags to play, which go many different ways.
There's also tons of tags that plays basically the same.
Some tags are more prone to different outcomes, and some tags are just favorites of people. Some tags have "themes", and some times the way tags play changes with patches that changes the meta and opens up new ways of playing.
Now I'm wondering; was your original question a serious one?![]()
I found it by digging the files - first you need to complete the mission "Resolve the Sabbath Issue" which only fires at 1460, then the estate privilege appears from clergy state and can be granted.
How did you even become Jewish as Ethiopia?!Good try, but you're wrong
The privilege doesn't exist if you're Jewish and the mission is resolved in a completely different way. But it doesn't matter now, I'm on a break for a week playing Sunless Sea.