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Originally posted by boreal_s Sure, my Duke, let's revert to our main theme
So here is the short list of what CK AI has to think about:
I. Preparations for war
- build proper upgrades in provinces
- conclude alliances
- store enough cash (heh, what is enough cash?)
- check you have good CB on your enemy (different CBs allow winner to get different spoils of war)
- check you have a right of passage up to the enemy's territory
II. Waging war
- pathfinding (including weather consideration)
- pick strategy for all armies
- pick tactics for every army in another province
- find enemy, rout him and besiege cities
- get something of value in a peace treaty
III. Dynasty problems
- check if you have enough heirs ready to back you up
- check if any nice inter-dynastical marriage is possible
- check if your Ofiicial Heir is appointed and it doesn't disappoint everybody else
IV. Feudal Management
- check if current feudal structure may turn your vassals disloyal
- check if your Count should be promoted to Dukes
- check if your Royal Council is working properly
V. Realm Management
- don't forget to go for next advance (better for the most needed)
- see if you need any Law to issue
- check if you have a fine reason to impose a Duty on your vassals
VI. Religious Deeds
- hey, it's been too long without dying in a Crusade!
- and the Pope has been listening to evil Guelphs for too long!
And please mind that Characters are having different Traits, so each AI Ruler evaluates current situation differently from Player and other AI Rulers.
That means AI will think in different ways when playing AI vs AI. Wonder whether it will cheat against itself?
At times I'm afraid this game will be too hard for human beings, so the AI will have to play it alone...
Well I have to say this is a very impressive list, now I do have a question, in EU, EUII & HoI, many of the AI input variables were stored in text files to allow easy modding. Are you considering a similar approach for the AI of CK?