Name | Europa Universalis IV | ||
Developer | Paradox Development Studio | ||
Publisher | Paradox Interactive | ||
Tags | |||
Release | 2013-08-13 | ||
GameBillet | 32.79 / € | ||
Steam | 9,99€ 8,74£ 9,99$ / 75 % | ||
News | |||
Controls | Keyboard Mouse | ||
Players online |  13330  | ||
Steam Rating | Very Positive | ||
Steam store | |||
SteamSpy | |||
Peak CCU Yesterday |
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Owners |  1,000,000 .. 2,000,000 +/-   | ||
Players - Since release |   +/- | ||
Players - Last 2 weeks |   +/- | ||
Average playtime (forever) | 9391 | ||
Average playtime (last 2 weeks) | 1459 | ||
Median playtime (forever) | 3897 | ||
Median playtime (last 2 weeks) | 1459 | ||
Public Linux depots | EU4 LINUX [50.69 M] | ||
DLC | Europa Universalis IV: American Dream DLC Europa Universalis IV: National Monuments II Europa Universalis IV: Conquest of Paradise Europa Universalis IV: Conquistadors Unit pack Europa Universalis IV: Native Americans Unit Pack Europa Universalis IV: Songs of the New World Europa Universalis IV: Songs of Yuletide Europa Universalis IV: Native Americans II Unit Pack Europa Universalis IV: Colonial British and French Unit Pack Europa Universalis IV: Muslim Advisor Portraits Europa Universalis IV: Wealth of Nations Europa Universalis IV: Muslim Ships Unit Pack Europa Universalis IV: Trade Nations Unit Pack Europa Universalis IV: Res Publica Europa Universalis IV: Anthology of Alternate History Europa Universalis IV: Indian Subcontinent Unit Pack Europa Universalis IV: Indian Ships Unit Pack Europa Universalis IV: Wealth of Nations E-book Europa Universalis IV: Republican Music Pack (Skopje Sessions) Europa Universalis IV: Art of War Europa Universalis IV: Evangelical Union Unit Pack Europa Universalis IV: Catholic League Unit Pack Europa Universalis IV: Songs of War Music Pack Europa Universalis IV: Guns, Drums and Steel Music Pack Europa Universalis IV: Art of War Ebook Europa Universalis IV: El Dorado Europa Universalis IV: El Dorado Content Pack Europa Universalis IV: Guns, Drums and Steel Volume 2 Europa Universalis IV: Common Sense Europa Universalis IV: Common Sense Content Pack Europa Universalis IV: Common Sense E-Book Europa Universalis IV: The Cossacks Europa Universalis IV: The Cossacks Content Pack Europa Universalis IV: Sounds from the community - Kairis Soundtrack Europa Universalis IV: Catholic Majors Unit Pack Europa Universalis IV: Sabaton Soundtrack Europa Universalis IV: Mare Nostrum Europa Universalis IV: Mare Nostrum Content Pack Europa Universalis IV: Kairis Soundtrack Part II Europa Universalis IV: Rights of Man Europa Universalis IV: Rights of Man Content Pack Europa Universalis IV: Fredman's Midsummer Epistles Europa Universalis IV: Songs of Regency Europa Universalis IV: Mandate of Heaven Europa Universalis IV: Mandate of Heaven Content Pack Europa Universalis IV: Evangelical Majors Unit Pack Europa Universalis IV: Ultimate Music Pack Europa Universalis IV: Ultimate E-book Pack Europa Universalis IV: Early Upgrade Pack Europa Universalis IV: Third Rome Europa Universalis IV: The Rus Awakening |
Welcome to this week's Dev Diary! Today I'm back to talk about some of the changes we've made to the AI for 1.34.
This has given clever players a little too much room to outsmart the AI. In 1.34, the second expression in particular has been reworked, to allow the AI to express its preferences in more detail. Lets take a look at an example: Here, I was trying to get out of a bad situation by giving away my allys land, but Nassau wouldnt have it. Its not that they dont want Candar to be released - note the green thumb - its that theyd much rather have me release some of my own land. Unlike the old Requires X to be part of the offer, this new condition can not be circumvented by completely filling the peace deal with less important treaties. As a consequence of this, weve also been able to loosen up the Does not want condition by making the thumbs green in more cases. One more subtle but important change is that when an AI warleader considers a separate peace with individual enemies, it will be more lenient. This helps expanding AIs take more stuff, while also reducing the risk and cost of war, compared to just waiting for the enemy warleader to sign a deal. It will also make it more risky for players to start a war where they rely too heavily on their allies. As a related side note, weve fixed a crash related to the PRESS_THEM_FURTHER moddable define. If enabled, it makes your war allies who have been promised land get mad at not getting enough land, even if the war leader doesnt take anything for itself. Independence Wars Given that were doing a Scandinavia-themed update, it seemed appropriate to do something about subjects willingness to declare independence. We havent changed a lot, but subjects will overall be a bit bolder when it comes to declaring independence. In particular they may now do it while at war, if at 100% Liberty Desire, so no more constant wars to pacify your subjects. Theres not much more to say about it, but we can for example see independent Sweden a bit more often, as well as a collapsing Timurids and occasionally breakaway nations in the Americas. War Evaluation (But Tunis will accept once I start the war) When the AI considers starting a new war, it will look at basically the same information as the player can see in this window to figure out who will join on either side. Unfortunately, this has had a couple of bugs, related to the Attitude towards enemies and Distant war reasons potentially changing as the war starts and additional countries join. This has made both players and AIs declare suicidal wars. These inconsistencies have now been fixed, where we could find them. But the problem remains when predicting acceptance for recursively called allies (such as allies of the Holy Roman Emperor when attacking a member state). Because of this, already in 1.33, the player interface doesnt try to tell you whether those countries will join or not. But the AI still tried to look at the checkmark. In 1.34, the AI will simply assume that recursively called countries would all join. This will fix the Burgundy suicides into Liege bug. Passive Subjects Players with Rights of Man are able to set their subjects military focus to Passive and Defensive, but these focuses have been a bit wonky for some time. We fixed a number of bugs with these for 1.34, and there is one I would especially like to share. In very simplified terms, this is how Passive was originally coded: Objective #1: Avoid foreign territory. But then single-province subjects with big armies would stay and take attrition (especially if another country is also standing there), as well as when enemy armies are approaching. So the objectives were reordered: Objective #1: Avoid enemy armies on home territory. And it turns out the AI knows you cant take attrition while fighting a battle So passive subjects would sometimes actively seek out enemy armies on foreign territory in order to avoid attrition! Other There have been a number of improvements to for example army and navy handling. This Dev Diary is already long enough, but the biggest bug worth mentioning is when the AI would just lock its armies in place near the coast, while its navy was too afraid (often irrationally) to come and pick them up. This easily caused e.g. Denmark/England/Spain not making themselves useful in wars. Historically, many AI bugs have been caused late in the development cycle of a patch, perhaps because they often need time to be found. Right now, were quite happy with the state of the AI in our internal builds so we will try not to repeat that mistake by stirring things up before 1.34 releases. Patch Notes Here are roughly the AI-related patch notes so far. This is still WIP and a more final and curated list will be released in connection with the update as usual. Buildings - AI will now properly calculate when to construct Docks based on a multitude of factors such as sailor percentage, idea group choices, capital position and more. - Fixed that AI sometimes deleted all forts right after a bad war. - Fixed another case of AI deleting forts unnecessarily. - Fixed bug that 'Conqueror' ruler personality made AI delete all/most forts. - AI less keen to build fort in capital (though still preferred). This will somewhat reduce the fort slog in Central Europe. Budgeting - Changed AI budgeting algorithm to be more flexible. Fixes e.g. small CNs sometimes not colonizing when they should. Geopolitics - Declare wars - Fixed some cases of AI declaring war over provinces it can't/won't take. - Made AI less likely to declare war on island nations it lacks the transports to invade. - Fixed bug that revolutionary AI could declare war on coalition target with any cb, thinking coalition members would join. - AI is no longer blocked from declaring independence when at war. - Fixed bug that sometimes made aggressor AI erroneously think HRE allies would refuse to join when attacking HRE minors. Geopolitics - Missions and Decisions - Added AI weights to mission trees which make them now more considerate which mission they want to strive for and how much (for context related reasons). - AI now understands and tries to achieve army_size and army_size_percent triggers in missions. Geopolitics - Other - Fixed bug that AI couldn't get hostile towards, and hence rarely attacked, others vassals and some other subjects. - AI is now better at evaluating when to annex/integrate a subject. - Fixed bug that catholic AI colonial nations avoided expanding into overlord's Tordesilla regions. - Reduced AI avoidance of having interest in provinces that are vital to allies. - AI Duchies are now permanently interested in provinces of their culture, Kingdoms their entire culture group, and Empires also all provinces on their border. Peacemaking - Fixed some issues with AI peace acceptance 'wants other concessions than gold' and 'does not want anything else', causing AI to often leave OPMs in peaces. - Fixed bug sometimes preventing AI from taking the last enemy province. - AI warleaders are now more happy to make separate peaces with non-cobelligerents. - AI will unconditionally surrender in more cases. Army - Fixed one bug that made AI send armies far away instead of defending home. - Made AI more likely to reinforce adjacent battles. - Improved AI attrition handling. Should get both less attrition and less confused behavior. - Fixed bug that AI helped allies with rebels even when at peace. - AI overlord now treat subjects' rebels like their own in more cases. - Fixed bug that made AI ignore flanking when evaluating battle. - Fixed multiple cases of AI subjects being stupid when set to Passive or Defensive. - Increased preferred size of AI armies, especially late game. - Increased AI desire to disrupt sieges, especially with high progress. - Improved AI logic for when to abandon sieges. - Made AI armies prioritize coordinated offensives more. - Made army AI try to stay close to enemy armies when it has nothing else to do. - AI somewhat more likely to defend homeland. - Improved AI for consolidation before battle. - Fixed instance of AI armies going back and forth when sieging. - AI vassals no longer delete exiled armies if they can get home. - Fixed issues with autonomous sieging and rebel suppression missions. - Fixed case of AI armies canceling movement every other day Navy - Fixed some issues with AI naval invasions. - Made AI better at understanding when a naval invasion risks being intercepted. - Fixed bug that made AI often unassign general when naval invading. - Fixed yet another case of AI naval invasion stalling forever. - Made AI fleets consider troops further away when protecting straits. Trade Company - Fixed bug that AI sometimes wouldn't ever core Trade Company provinces. - AI will no longer accidentally remove trade companies by creating states. Cheats - Fixed bug that AI could add provinces to HRE when emperor, even if not a member. - Fixed bug that AI could use Break Alliance for Favors diplomatic action with Leviathan disabled. That's it for today. I hope you found this Dev Diary interesting! Next week my colleague Pava will be showing all the new Monuments that will be added in the 1.34 Update, along with some game balance and changes we want to share and discuss with the community, coming also for free in the update. |