A reworked threshold system makes it not hire-and-fire advisors frivolously. In 1.33, the AI will usually keep a reasonable amount of advisors, often prioritizing military or admin. Another obscure bug was that if it took the AI too long to save up the money for the initial advisor cost, it could lose track of it, making the money "earmarked" but ever used. This made the AI hire diplo advisors way too often. One such bug was that when deciding which mana it needed the most, two of them could tie for first place - causing the AI to pick the third (worst) type instead. Like with forts though, it turned out that there were other issues worsening the problem.
#Best europa universalis iv dlc code
This too was the result of code intended to tighten the budget.
In 1.32 the AI rarely hires advisors, and often fires them as soon as they're at war. (All of these are level 8 forts, in an 1821 AI-only game. But overall, I hope you will find it a big improvement. Of course, the AI will still delete forts it really can't afford (such as QQ at game start), and it doesn't have human-level tactical or strategic understanding of fort positioning. The result after spending some time with this is an AI that seldom deletes any forts, often upgrades forts to higher levels, sometimes builds new forts (especially in strategic locations with good terrain), and is much more careful/intelligent with mothballing. The AI would often mothball forts in a way that allowed players to blitz them. So the AI was in a stalemate, where it could only build the lowest level of forts.Īnother issue was fort mothballing. 10 level 4 forts, but the finance minister says no, reasoning that "you shouldn't need this much money for building one fort". So it asked the AI "finance minister" if it can afford maintaining e.g.
#Best europa universalis iv dlc upgrade
In simplified terms: When the AI "defense minister" considered upgrading a fort, it wanted to make sure it could afford upgrading all its forts to the same level, or it would only upgrade to a lower level. Instead I wanted to dig deeper and fix underlying issues with the AI's handling of forts.įor example, there has for a long time been a bug that caused large countries to only build level 2 forts. Clearly we couldn't just revert the changes blindly. This was likely triggered by changes we did to tighten the AI’s budget, as it had had serious budget issues for a number of versions before that. The issue introduced (or at least worsened) in 1.32 was that the AI deletes many of its forts, and seldom builds new. Our goal is to have a public beta for 1.33, which could help a lot with early feedback and time to address it before the final release. Because of the large number of changes, some new AI issues will probably slip through this time as well. For 1.33, we have not only addressed those issues, but done a range of further AI fixes/improvements as well. Two of those in particular (advisors and forts) were too complex to make it into any of the hotfixes. Our last major update, we shipped some AI improvements, but a few new issues slipped through as well. At the end I’ll also mention some minor but impactful changes to the rules of land combat. Today I’ll talk about some of the many AI updates coming in the next patch, 1.33.