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Alright, I downloaded Ad Infinitum and loaded it with EUR. The game didn't protest at all, so I started playing as Rome. An event appeared after a month, called "Ministers meeting", and then the game crashed a few ingame days later.
One problem is that it's so hard to know whether the add_ai_strategy command actually affects AI in EUR. Maybe I should test to include one single event with a very specific strategy.
 
Having not played EU3 this looks like a whole other area of the game to learn to mod.

It looks like the country scope commands appear in the EUR .exe.

Is it possible that these could be used to directly influence diplomacy ?

Currently as far as I know diplomacy is restricted to adjusting "relation".
 
Yes, you use those commands to adjust the AI strategy. You find those commands also in the save game, where you can mod them (look at Carthage/Qart-Hadast in the attached save game, they see the Bosporan Kingdom as a rival and perhaps want to conquer Ertruia):
Code:
   ai_hard_strategy={
        initialized=yes
        consolidate=yes
        date={
            year=474
            month=0
            day=0
        }
        static=no
        threat={
            id="BOS"
            value=400
        }
        conquer_prov={
            id=90
            value=400
        }
    }

This would be a great way to increase the likelihood of Punic Wars or to create a stronger balance of power (i.e. Carthage and Macedonia form an alliance, if Rome is too strong, or the Greek cities & leagues ally with Rome (or similiar), if some Hellenistic power becomes dominant in Greece).
 
Great news! I suggest we have a look at the changes made in Ad Infinitum (they seem to make sense) and start making something similar for EUR. If made correctly, this could lead to a much more interesting AI behaviour.
 
Wouldn't it be possible to give, for instance, Carthage a goal to build a larger navy? I think something similar was used for England/Great Brittain in a eu3 mod, can't remember wich one though.

Edit: A few more "commands" that might be of use

Code:
         antagonize={
             id="XXX"
             value=###
         }
         protect={
             id="XXX"
             value=###
         }
         rival={
             id="XXX"
             value=###
         }
        threat={
            id="XXX"
            value=###
        }
        befriend={
            id="XXX"
            value=###
        }
 
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I'm pretty sure I scoured the EUR exe a while ago for the possibility of doing something similar to EU3, but found that it was unlikely. I can't remember the exact reason right now, I'll have to re-check it.

But hey, if someone can prove me wrong I'd be a very happy man :D
 
Ok, I tested a little bit and my conclusion is the following: You can not modify the AI through events, so it won't be dynamic. But you can add a ai_hard_strategy-section to the country which is better than nothing.

An (very silly and extreme) example:
Code:
civil_war_faction = CA2
graphical_culture = carthagegfx
color = { 74 174 85 }
color2 = { 240 231 213 }

ship_names = {
	Adonis Anath Asherah Astarte
	Baal "Baal-Hammon" "Baalat Asclepius"
	Kathirat Kothar
	Melqarth Mot
	Resheph
	Shahar Shalim Shapash
	Tanit
	Yamm Yarikh
}

ai_hard_strategy = {
	conquer_prov = {
		id=156
		value=4000
	}
	rival = {
		id="ARM"
		value=4000
	}
	threat = {
		id="BOS"
		value=4000
	}
	befriend = {
		id="EGY"
		value=4000
	}
	antagonize={
		id="EGY"
		value=-4000
	}
	antagonize={
		id="ROM"
		value=-4000
	}
}

It seems to work. At least we can prevent a peaceful Roman-Carthagian dualism in the West.
 
Very fascinating work, Phi. Will have to test that out, for sure!

Edit: just did a quick search for things, it looks like the effects code for EU3 AI strategy in events is add_ai_strategy. Unfortunately, this command doesn't exist in EUR, so it seems like all we can do is prompt the AI to do things at the start but that's it. As Phi said, it's better than nothing.
 
Would it be possible to change country tags based on events? Each tag could have a different hard strategy. For example, CA1 (Carthage1) is obsessed with Sicily. If they lose it and don't regain it within a period of time CA2 (Carthage2) forms with a goal to colonize Spain, etc.
 
Yeah it would, but it would mess up the cores quite badly. Nothing that a few silent decisions can't change though (I'm thinking of an AI country taking decisions that convert cores from for example CA1 to CA2). Still, it's great news that the country files can be used!
 
Would it be possible to change country tags based on events? Each tag could have a different hard strategy.

Good idea, two questions come to my mind:
1. In "Magna Mundi Platinum" for EU3 a tag-change leads to some problems, if you don't reload your game. Is it the same in EUR?
2. What happens? What happens with the old ai_hard_strategy? Does it exclusively recognize the new? Both? Or nothing changes?
 
I tested it. The result: You can't change the hard-strategy through change_tag in a simple way. What does change_tag? It swaps two tags, i.e. CA1 and CA2. Hence if CA2 wants to conquer spain, CA1 wants to conquer Sicily and you do "CA1 = { change_tag = CA2 }", you only reach, that now CA2 wants to conquer Sicily and CA1 wants to conquer spain.

I think, a work-around would be complicated and perhaps not even possible: Let AI1 be a country which wants to conquer spain and CAR a country which wants to conquer Sicily. Make AI1 a clone of CAR (same characters, same tech levels, same culture etc., i.e. you move all characters from CAR to AI1). Secede all provinces and cores from CAR to AI1. CAR = { change_tag = AI1 }. Now Carthage, formally known as AI1, wants to conquer spain.