Europa Universalis IV

Europa Universalis IV

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Scourge of Empires: Improved AI mod
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Balance, Fixes, Gameplay
标签: AI
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14.661 MB
2024 年 5 月 16 日 上午 6:56
2 月 1 日 上午 11:37
31 项改动说明 ( 查看 )

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Scourge of Empires: Improved AI mod

描述


Test the limits of your skill as you take on AI whose capabilities will surprise even the most experienced players!

Gain new challenging experience, choosing one of the following options:

* Original game with improved AI mode.

* Improved AI mode with extra bonuses against the player.

* Fifth Monarchy survival regime. Enact the secret Fifth Monarchy government reform and try to survive in a deadly race against time and extremely aggressive AI!



Scourge of Empires is not just a mod that gives the AI bonuses that border on cheating.

Its main goal is to improve existing logic algorithms to create AI that can imitate the actions of the player.



* Scourge of Empires is FULLY COMPATIBLE WITH EUROPA EXPANDED Family mods!

* Scourge of Empires is FULLY COMPATIBLE WITH POST FINEM mod!

- Reworked AI algorithms, related to country management, should be compatible with any other mods.

- Other features (estate priveleges and crown land management, building logics except fortification logics, advisors and idea groups management) may not work as intended.

* Scourge of Empires is NOT COMPATIBLE WITH ANBENNAR mod!

* Scourge of Empires can be used with XORME AI mod, but some features from both mods MAY WORK NOT AS INDENDED.



- UPDATED MISSION REQUIREMENTS: Original missions have been updated to help AI nations achieve completion requirements and complete missions in a more efficient way. No more bottleneck missions that slow down AI countries!

NOTE: changes have been applied only to missions from the latest DLCs - i.e. for Englands it's Domination, not Rule Britannia.

- REWORKED AI AGGRESSIVENESS AND PRIORITIZING: AI nations are focused on uniting home regions as soon as possible. Major powerhouses are formed between 1500 and 1550 before clashing with each other for regional dominance. On the other hand, natural "tall" nations tend to focus on inner development.

- BETTER IDEA GROUPS MANAGEMENT: AI is more competent in selecting idea groups and uses advanced logics that is based on national ideas, government types, ruler traits, personality types, ideas that were selected previously and other factors. Furthermore, AI is able to ditch idea groups that are not relevant anymore! And yes, Poland, Lithuania and Ayutthaya finally can create cavalry builds!

- ADVANCED PROVINCE DEVELOPMENT LOGICS: AI prioritizes development of gold provinces and invests power points in balanced development of provinces with other types of trade goods. No more coal provinces with 45 development in 1550!

- IMPROVED BUILDING ALGORITHMS: AI is using advanced logic when selecting buildings for each province and is able to replace ineffective buildings with buildings that will provide more benefit. No more churches and shipyards spam!

- REWORKED FORTIFICATION LOGICS: AI prioritizes provinces with best defensive terrain to build new fortifications and ramparts, is able to upgrade forts in a proper way and remove excessive defensive structures. Fortification nightmare now is a relic of the past!

- COMPETENT MANDATE OF HEAVEN MANAGEMENT: AI Emperor of China is using reworked logic to enact beneficial decrees, keep in check tributary subjects and eunuchs estate. Ming is now more competent at passing reforms, keeping the Mandate high and managing Crisis of the Ming Dynasty disaster to restore stability as quickly as possible.

- REWORKED SUBJECT NATIONS BEHAVIOR: AI subject nations will always start independence war after having received sufficient support from other countries as well as daimyo subjects with high liberty desire. No more Geneva as eternal Savoy subject with 100 liberty desire, whose independence was supported by dozen of countries!

- ADVANCED DIPLOMACY: Major powers are focused on vassalizing minor allies when it is possible. AI nations can return national provinces to their minor allies in order to get rid of -1000 "owns core provinces" vassalization acceptance malus. AI uses new Mesoamerican Tributary subjects in a proper way.

- IMPROVED MANAGEMENT OF ESTATE PRIVILEGES and related stuff: AI is using privileges more effectively, granting and revoking them when it's needed, using improved algorithms to seize lands, sell titles, manage russian modernization and prepare for the age of Absolutism on time.

- AI IS MORE LIKELY to form Mughals and Prussia. When formed, these nations get temporary bonuses to stay alive and keep blobbing in an aggressive manner.

- AI is able to swap government reforms if better government reforms have been unlocked by missions. Aq Qoyunlu/Qara Qoyunlu will change government to monarchy if they are eligible to form Persia.

- AI is more competent at dealing with rebels: no more provinces that have been occupied by rebels for decades and no more free Rhodes for Byzantium/Eastern Roman Empire!

- AI uses state edicts in a more efficient way and can actually use them in all their variety.

- AI chooses advisors more wisely.

- Improved Defender of Faith mechanics for AI nations.



Please check up this submod that introduces more changes to Institutions, Espionage, Covert Actions and Innovativeness!

热门讨论 查看全部(1)
19
8 月 23 日 下午 5:12
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296 条留言
Ckasaron 8 月 30 日 上午 7:57 
@BubbleGum, I don't think your mod is working alongside Europa Expanded as well as you claim. I'm currently using both EE and a small submod to change the function of the "mission tree selection" checkmark part of it so I can use both trees simultaneously - after the first day passes in a game, that checkmark no longer works to swap between trees. Instead the tree remains as-is and attempting to swap causes the arrows connecting missions to disappear instead.

This works fine when Scourge of Empires is not enabled - any idea what is causing this?
Guillermo2620 8 月 4 日 下午 1:07 
Could you integrate grotaclas bugfixes into this mod? It fixes several issues I've brought up to you before along with many others.

https://steamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3476043790
Ckasaron 7 月 20 日 上午 6:19 
@BubbleGum - well if its not possible, then in the future could you upload a version of this mod without the mission tree changes? It's clashing with several mods of mine that add/alter mission trees (Europa Expanded, Alexiad, compatches for both mainly).
BubbleGum  [作者] 7 月 20 日 上午 3:28 
@Ckasaron yes, unfortunately it's absolutely impossible to convince the AI to do certain missions in any other way.
hwalker145 6 月 14 日 下午 6:44 
Gonna see if this is compat with Economy Reimagined and will report back!
Ckasaron 6 月 7 日 上午 10:16 
I prefer this mod's idea to Xorme, but unfortunately your decision to change mission trees renders it problematic with some other mods I currently run. I'd love to see a version of SoE without the mission tree changes - is it really THAT hard to convince the AI to do certain missions without giving them a handicap to complete them?
Desbloqueador 6 月 1 日 上午 4:27 
In the final post, the mod works very well. Would it be possible to adapt this mod to work in Ante Bellum? I noticed that some missions are broken, such as some nations (Brandeburg, England, etc.)

But overall, it's an excellent mod! I prefer this one to the xorme.
BubbleGum  [作者] 5 月 29 日 上午 7:37 
@BlimsTheBrit I have to fix this bug. Thanks for letting me know.
BlimsTheBrit 5 月 18 日 上午 12:05 
I believe that, when using this mod in combination with extended timeline, due to ETs expansion of fort technologies (as in forts are unlocked at different technologies) the AI is able to build max level forts at times in the game where the player is limited to like level 2 forts, would there be any way to fix this/make this compatible? Or will I have to just deal with it/find a different mod combination

Thanks!