• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Showing developer posts only. Show all posts in this thread.
Nice work. the amount of AI variables exposed makes me hopeful, despite how opaque a lot of them are right now.

I went through your files. in ai_plan_goals I tried a few different things.

to manage manpower a bit better:
Code:
is_low_mp = {\
    trigger = {
        manpower_percentage < 25
    }
    aggressive = -50
}

is_high_mp = {\
    trigger = {
        manpower_percentage > 75
    }
    aggressive = 50
}

to try to manage attrition (no idea if this actually does anything, could be completely wrong, just copied from the landlocked naval example):
Code:
# land
land_morale = 10000
land_morale_modifier = 10000
land_unit_attrition = 10000
land_morale_recovery = 10000

I interpret 1 define differently, "STRIKE_TEAM_ADVANTAGE" being an overkill target, which I set lower to 2, thinking it will for example aim to have a 40k stack fight a 20k stack, and not more

do you have any idea what wait_ae is or does? it's in the aiview goal planner all the time under a war declaration

I wish you could better inspect the tactical decisions being made. it seems almost impossible right now to distinguish between different army behaviour. I just ran a long game overnight, which seemed to be avoiding attrition at the beginning, but now at year 820 it's regularly stacking 60k with 10% attrition. that's my biggest problem with this AI, it still ends up with 0 manpower regularly. also is there any way to change the wages paid to max?

are you on any imperator discords? could be useful for further investigation or testing

here's a printmap of my overnight game to 820 - is this considered a game amount of blobbing for this late in the game?

Keep in mind when writing goals that they get updated quite infrequently (lowest guaranteed frequency is once a year, it will also do it on e.g. ruler change).

wait_ae will in 1.1 depend on a concretely moddable value ae_ceiling in goal files.

Type "mapmode ai" in console and select an army. You should see a color coded maps of utility values that (kind of) explaining why AI troops go where they are going. They may do different (hopefully more intelligent) things if pure_weight = yes hasn't been set though.
 
Last edited: