Victoria 3

Victoria 3

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Kuromi's AI
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20 Apr, 2024 @ 12:57pm
23 Sep @ 7:04pm
28 Change Notes ( view )

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Kuromi's AI

Description
This is my personal mod to improve AI's behavior - economy, politics, military size, etc. This is a pure AI mod. It contains no gameplay changes or cheats.

I respect the sandbox nature of the game. As such the changes are made to stay as close as possible to my interpretation of the developer's intent. Majority of the changes are number tweaks based on existing AI mechanics. I also tested each change to confirm that they had the intended effect.

Main features:

- Made AI increase construction capacity after researching Steel-Frame Buildings.
- Removed handicaps that made non-European countries terrible at managing their economy.
- Made AI prioritize states with insufficient taxation capacity when building government admins.
- Improved AI's ability to adopt new production methods.
- Made AI more flexible with political reforms.
- Increased technology priority for pre-requisites of Railways.

And many more... See README in the download for the full changelog.

Recommended mod(s):

Upgradeable Everything helps AI upgrade units.

Compatibility: It is recommended to load this mod before (above) other mods but after bug fix mods i.e. UHM. Some AI behavior may be overwritten, with the most common conflict point being AI strategy. Other parameter changes will remain in effect.

This mod conflicts with certain mods that change technologies and certain buildings (construction sector, government admin, power bloc statue). You can resolve it by deleting the corresponding folder in this mod.

This mod can be added / removed without breaking saves.
418 Comments
Sain† 27 Sep @ 12:29am 
Not sure how it affects ai logic, but i edited this in 01_admin_strategies and the bug didnt reappear (i did same thing for telephones and radios)

automobiles = { stance = wants_export
trigger = {
AND = {
kai_has_high_supply = { GOODS = automobiles }
has_technology_researched = combustion_engine
}
}
}
Tortillian 24 Sep @ 4:10pm 
I love you
KuromiAK  [author] 23 Sep @ 7:15pm 
Updated the mod to support 1.10.0. This is primarily a compatibility patch. Improvements will come at a later date. (Or I might be distracted by EU5 release...)
jdiu3 23 Sep @ 10:57am 
Is this compatible with 1.10?
Berecles 20 Sep @ 10:46am 
yes, I could reproduce it with your steps and answered on your bug report to give it more attention hopefully. Thanks for your mod.
Berecles 20 Sep @ 4:14am 
Using this mod alone. Game starts with Automobiles as demand already. When 1942 starts Telephones and Radios appear in the world market. No one is able to produce them yet. Trade Centers get them from nothing.

I don't have that in vanilla.
I ran some observer games with your mod and vanilla.
Fahne 12 Sep @ 8:33am 
是否有人遇到固定日期闪退的问题?
Rossoserous 4 Sep @ 5:20pm 
vie been playing this mod with Political and economic changes mod and just recently the AI cannot handle its economy, i mean every single nation is in default by 1880's the only ones that are not in permanent default are Russia and china somehow. did you do a change or something causes it used to work fine,
KuromiAK  [author] 1 Sep @ 3:59pm 
Regarding the issue of export subvention causing automobiles to show up in world market at game start. I confirmed that the player is also able to trigger the bug. So I made a bug report on Paradox forum in the hope that the devs will fix it.