Victoria 3

Victoria 3

OUTDATED - Anbeeld's Revision of AI
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Update: 7 Aug, 2023 @ 2:54am

Version 1.3.5
– The conditions for the downsizing of the last port in the country are now much stricter, reducing amount of cases where small countries completely cut themselves off any trade.

Update: 23 Jun, 2023 @ 3:03am

Uploaded actual files of the 1.3.4 update.

Update: 23 Jun, 2023 @ 3:01am

Rollback due to new files being incorrect.

Update: 23 Jun, 2023 @ 2:51am

Version 1.3.4
– Industry Banned law is now checked when a country considers to construct vanilla heavy industry buildings.
– The part of the code that adds a special priority to placing a port in the capital state now checks if the capital state is in fact coastal.

Update: 9 Apr, 2023 @ 3:36am

Version 1.3.3
– Fixed a bug where AI countries couldn't set tax level to very high.

Update: 26 Mar, 2023 @ 8:37am

Version 1.3.2
– Greatly increased the amount of comments throughout the code, mainly in its body in form of scripted effects.
– Added a bit more documentation to the GitHub repository[github.com], a brief explanation of how the mod works and some nuances in compatibility patch instruction.
– Renamed a bunch of effects, triggers and values to better reflect their meaning.
– Scripted trigger aroai_consider_building no longer has $profitable$ argument, which must be reflected in your compatibility patches.
– Fixed a few bugs and made some small improvements while I was reading through the code: reduced priority on production method of ports that requires oil, adjusted conditions of downsizing government administrations, fixed AI countries with laissez-faire being able to downsize production buildings, and more.

Update: 15 Mar, 2023 @ 7:37pm

Version 1.3.1
– Fixed a bug that led to railway subsidies being forced on player.

Update: 13 Mar, 2023 @ 8:59am

Version 1.3.0
– Autonomous investment pool is fully supported with government queue being managed by ARoAI and private queue being managed by the vanilla AI, which honestly required much more work than I would expect. Thanks Wiz for introducing "turn off parts of the AI" defines at my request that made it possible, which is pretty much unprecedented in Paradox games.
– Many improvements to construction decision making, from introducing advanced evaluation of building priorities based on median productivity and profitability, to simpler stuff like better state choices or tracking of ongoing constructions.
– A lot of work was done to country management in general. For example, desired construction points is now a completely dynamic value that is actually based on how much spare money a country has after all the other expenses instead of being limited by arbitrary targets. And when there's almost no workforce left, it will be reduced so the AI could lower taxes instead!
– Nearly the entire codebase got changed, refactored or reworked. Static building data is now processed much cleaner, while dynamic data collection is on a whole other level. Tried my best to care about performance as well considering all the additions to the scripts.
– Reworked game rules to provide players with better "difficulty" settings, including separate rules for China and India.
– Indescribable amount of other changes, especially considering I wasn't really tracking them.

Update: 19 Dec, 2022 @ 6:23am

Version 1.2.4
– Adjusted existing roleplay differences in building priorities and added some more patterns.
– Added a new game rule so you can disable roleplay differences in building priorities.
– Improved detection of building type array being invalid.
– Future proof changes in compatibility patch system.

Update: 18 Dec, 2022 @ 11:28am

Version 1.2.3a
– Fixed problems with save game compatibility due to building type array not getting cleared properly.