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unmerged(2238)

Lt. General
Mar 25, 2001
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To anybody with a knowledge of EU tweaking with any depth, (Hartmann and Doomsday come to mind, but anyone else) the big thing here is that we're debating a bunch of things; making colonization slower, doing something about sea transportation, making England better for the AI, maybe decreasing the massive VPs that come with colonization (debatable), etc, etc. But I think the main thing is that we need to know what exactly really CAN be changed.

A lot of people are suggesting changes, which are good suggestions, but really can't be implemented in the current game. So I guess all I'm saying is that before we start going off on crazy tangencies about how we can fix things doing X,Y,Z, we need to know if we can actually DO X,Y,Z. So what is actually feasible to do in terms of the things we have been discussing? Say, what can we actually change to effect those four things that I mentioned above (and other people are debating), just to get the ball rolling? What CAN be done, and what CAN'T be done? Because it seems to me that we shouldn't be debating and going over the things that can't be done, we should be focusing on those options that we CAN use and we can change. Anyway, that's just me...
 
As far as I know what the AI can handle without problem (and tested) with different settings is this :

1.Tax income
2.Trade income
3.Production income
4.Different value for good's
5.A little bit higher rate on monarch's tech investment (it was an try to help the AI in version 1.07, not needed anymore)
6.Some setting's in the AI files (ex. warmonger value)
7.Setting's for provinces (COT's,Capital,Good's a.s.o)
8.Earlier date for grapichs update

It's much more included in IGC but I know to little how to make some of that improvment's they have done, great work.

Next thing I will test (try to find) is if I can change the movement point's for ship's so it will be much harder to cross any Ocean with 'early' ship's and if the AI can handle it.
One more thing I will test later is to write some more specific AI script's for different countries (most of them have the same script).

At last, the AI in this game is one of the best I ever seen in a computer game and I'm very impressed that the AI can handle some of the 'testsetting's' I have made.
 
Sore point

That is indeed sorely missed. Considering how the game is customizable, the least Paradox could have done is privide a guide to scenario editing. And from what I've seen here so far, those who've digged into that arent too keen on doing it either... They did it the hard way and want us to do the same so fend for yourself mate !


G.