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Adjusted air designs
* Adapted to patch changes to account for changes in patch.
* Replaced some ridiculously expensive designs such as heavy fighter and strategic bomber designs with more reasonable designs.
* Other minor tweaks across all designs.
Reworked USSR industrial plan
* Now that I can make AI to research techs and build factories (pre-war at least) in a much more precise manner, I’ve made the USSR optimize its industry significantly more.
* Improved early game country management critical for industry: sending attache, war economy, free trade, industry advisor, stability advisor, construction company (+ upgrades), using paranoia decisions, etc.
* It will rush factory/construction techs (taking advantage of the industrial tech bonus national focuses) to maximize industry.
* It should hit the 100 factories target for the Five Year Plan focus at the optimal, fastest possible timing (mid ‘37 or so).
* Construction strategy for the USSR works in stages from which it transitions to other stages based on various conditions:
** 1 - early game: if the AI is left undisturbed, it follows a EAI priority construction strategy that goes to extreme lengths to minmax for the best civilian factory base as it enters mid game. It constantly reorganizes its queue to maximize CIC completion (including from conversions). It queues infrastructure first to reach lvl 4 in states where it wants CIC. As it unlocks building slot techs, it immediately starts building in the most efficient slots where they became available. The usual stuff needed for this strategy.
** 2 - Around mid '39 it starts phasing into a mixed CIC/MIC build ratio, ideally reaching 180-200 civilian factories by '40.
** 3 - Expand MIC until the war begins.
** 4 - Construction is handed off to the regular EAI building AI in the event of a major war.
Reworked the mod’s naval invasion, lend-lease, volunteer scripted AI systems
* AI no longer selects a single target country to invade against, rather the AI’s willingness to invade in general is increased when the modded invasion system determines the AI should be invading somewhere. Making the AI invade specific targets does not work as it did when I made this system, so this way is safer. There are still specific strategies for historical invasions as well as for targets the AI should not invade. The diplomatic action for giving allies invasion targets has not changed but I’m not very confident it works that well.
* The mod controls the AI’s lend-lease exclusively now to prevent some strange lend-lease scenarios. Added some logic for specific situations.
* Japan shouldn't send volunteers to countries outside asia.
* General cleanup of these scripts.
Ethiopia
* Adjusted AI ETH to play dumber vs the AI ITA. No point in having ITA getting disastrous consequences from random outcomes at the start that forces restarting the campaign.
* AI Italy creates Italian East Africa as a reichsprotectorate so that AI ITA doesn't steal its divisions which AOI needs to defend itself later.
* Tuned AI for AOI to make sure it can put up a decent fight.
* The mod pathfinds for an allied land connection between East Africa and North Africa to determine whether Italy should be sending any troops on a suicidal boat mission to reinforce East Africa.
Japan
* Japan runs several collaboration ops vs China.
* Improved factory assignments, advisor picks, PP usage, research, construction, national focus order to improve its performance against China and be better prepared against USA.
* Builds up a significantly bigger fuel reserve to help it in the Pacific later.
* Japan should be developing all the aluminum and oil deposits it can for air production, and should be better at building naval bombers.
* Improvements in front strategies to handle fighting the Allies at the same time as fighting China better.
Finland
* Tweaked advisor and decision picks.
* Plays better when playing against a player USSR.
USSR
* Improved front behavior vs FIN while fighting against a bigger threat
* Improved defensive front behavior when being invaded by Germany
Germany
* Improved front strategies and timing when doing historical invasions in Europe.
Allies
* Improved front strategies for historicity while Axis is doing early invasions in Europe.
* Improved ENG/FRA front strategies for guarding their borders against ITA during the Phoney war
Italy
* The AI tended to get its navy annihilated as soon as the war began, so now in a case where it has naval disadvantage and it’s not being invaded, it will stop using its navy until it has a decent amount of naval bombers to provide some cover for its fleets.
Misc
* Removed the remaining gameplay changes from this mod: experience bonus nerf and entrenchment nerf. The gameplay mechanics of this mod should match vanilla 100%.
* Added required DLCs: BBA, NSB, MTG. All parts of the mod AI that deal with the non-designer DLC systems are hopelessly outdated and there is little point to using this mod without them.
* AAT is not required at the moment but the MIO/Market systems put this DLC above the rest of the non-required DLCs when it comes to the AI in the mod working to its full potential.
* Almost no changes to MIO/Market related things for the AI currently. The AI seems to be utilizing MIO’s pretty well at least. If it turns out that there are choices related to MIOs upgrade paths that are very important, I’ll adjust them for the AI later.
* Restructured and renamed files, strategies, scripts. Removed many outdated scripts. Many adjustments to old AI strategies or mod systems.
* Fixed Desperate Defense and Difficulty Bonus dynamic equipment production bonus to work with the plane and tank hulls that are used with the designer DLCs. Added all tank and plane types to the possible boosted production types. Fixed a bug where the bonus was not removed after the AI’s stockpiles for a type had recovered. Dynamic equipment production bonus meaning the aspect of the difficulty settings that dynamically reduces production costs for specific equipment types that the AI a shortage in.
* AI wants to build more armor if it has a static difficulty bonus applied.
* Fixed allies not declaring war on Vichy France.
* Instead of always protecting its capital with a separate garrison army, the AI will only do it if an enemy controls a state within a certain distance of it.
* Increased armor production for Germany, USSR, tweaked armor production in general.
* Reworked a lot of equipment production factory assignment scripts.
* UK, Italy and Japan build more dockyards and naval bombers.
* Added a scripted improve relations system because it is critically important for attaches and certain other things.
* DLC focus trees for Baltic states that are not disabled for the AI anymore.
* Improved the strategy that halts AI air missions when overwhelmed by enemy air force to give it time to recover before resuming. Intended behavior is that for example, if USSR gets its air force wiped out by Germany, it should stop air missions until it has rebuilt a significant force that may have a chance at contesting air superiority.
* AI Iraq/Iran play dumber when facing AI UK in order to achieve historical take over of these countries.
* Improved AI’s resource extraction decision taking in general.
* AI rushes rubber techs via priority research if it has a major shortage and has a bunch of refineries.
* Reworked advisor picks for most majors, a more strict logic for the AI to follow on historical AI and with typical priority being political advisors (PP gain, industrial advisors when appropriate) > chiefs (as the AI doesn’t always handle XP gain from other sources well) > others. Should be a major improvement.
* Cleaned up ENG, USA, GER, FRA, ♥♥♥ political power use in random decisions that prevented them from getting important advisors.
* Improved war support, stability decision taking logic for things like economy law, women in the workforce, avoiding crisis events. Especially, if the AI has a need for manpower and some action is otherwise available to it but it doesn’t have the war support for it, it should quickly take all the propaganda decisions that it can in order to unlock whatever it wants. Added some failsafes to manpower related action scripting so that if it has been out of manpower too long, it will try taking any action it can instead of optimal actions.
* Dumbed down Norway when playing against AI Germany to make a historical conclusion more likely. National focus given division and such can make Norway a quagmire for Germany at least in this mod since it has to push all the way to Narvik.
* Support for scripted provincial pathfinding, distance calculation between provinces, province terrain type, state region id var, state province ids arrays, province state id var, province neighbor connection arrays.
* To determine if the AI really is losing or winning in a quick and dirty way, it tracks the trend of the war by looking at short and long term averages of controlled provinces (just because USSR has surrender progress does not mean it is losing, or that Germany is winning because it holds most of Europe). The AI in the mod uses this info as a better metric for decision making in fort building strategies and other cases where the AI should act defensively or offensively, like using defensive leader abilities, get various decisions, certain front behavior, lend-lease, national laws etc.
*If the AI has a ton of fighters, it shifts its air production towards other types it wants.
*USSR should further shift air production towards other things if it has more fighters than it can use.
*Air and division related focuses have more priority for USSR.
*Stopped majors from getting scammed out of their civilian factories by Denmark.
*USSR avoids naval invasions during initial Barbarossa
* Fixed USSR not sending air wings to Spain
* Fixed USSR randomly not getting an air chief
* Added priorities for the AI's naval doctrine paths. It will prioritize paths for ships it wants to build (likely only caused issues for Germany).
* Added artillery support to the cheaper infantry templates the AI sometimes uses.
* AI should not use a cheap template variant if it has an EAI difficulty bonus.
* AI converting too many divisions to modern armor should be fixed.
* AI might be more willing to invade in certain scenarios. Or not.
5.004
* To try to reduce the late game resource shortages the AI has, it will start slowly converting MIC to CIC when it has extreme and persistent resource shortages.
* Reduced all dynamic equipment cost reduction modifier amounts. Cost reduction setting: Air: 5%, 10%, 15%. Other: 15%, 30%, 45%. Desperate Defense: Air: 1%-20%, Other: 2.5%-50%. Some tweaks to how the mod updates and applies these modifiers. Hopefully there are no cases where the AI's equipment cost goes negative due to too many stacking cost reduction modifiers, whether it's due to the mod somehow managing to apply two modifiers to the same equipment or due to cost reduction modifier creep into the base game from various DLCs and MIOs.
* Cost reduction setting trigger for aircraft types capped. E.g. fighter bonus will only be active as long as the AI has fighters < 1000 and fighters < MIC*15.
* Adjusted general industrial build strategy so that the AI transitions from building CIC to MIC more sensibly based on various conditions. Generally speaking all countries start building MIC earlier but also build some additional CIC if it doesn't have enough available later.
* USSR uses superior firepower + more artillery. Seems to work a little better for it.
* Improved random issues AI had with France guarding against GER and AI invading Iran
* Adjusted AI template widths for AAT changes (inf, mar, mnt, arm).
10 -> ~15
~20 -> ~18
~26 -> ~25
~42 -> ~35
* Less motorized in armor templates
* Slightly more artillery in some infantry templates
* Adjustments to ENG/SOV invasion of iran focuses to stop WW3, SOV invasion of ♥♥♥ to make it more likely when it makes sense and to stop it from causing WW3
* Majors prioritize anti-tank tech upgrades if they are building medium/heavy armor.
* Fixed template design related issues related to modern armor upgrades. Cleaned up parts of the template upgrade process
* Germany should not restart doing fascist things after losing the war.
* China should not do One China Policy while at war with a major
* Slight adjustment to how the event that makes SIK leave Comintern fires. Requires lower surrender threshold than before but it factors in the war trend to make it more historically likely. Peaces out the wars with Axis.
* 1.13.5 AI changes caused some issues for certain nations with what division template they produce (Japan choosing the armor template for its infantry). Applied some workarounds but there may be more issues depending on what type of divisions the AI configured to make.
* Japan should use the border incident decision at the start.
* Another adjustment that might stop West Germany from doing fascist focuses
* More adjustments to countries avoiding declaring war on Iran if its in a faction or a puppet. Same with Iraq.
* Air designs for AI required changes to make them work with 1.13.5 changes
* Adjusted naval invasion scripting to avoid some scenarios that inexplicably stop AI invasions. Disabled a vanilla invasion strategy for UK that was conflicting with the mod.
* Improved Axis minor unit strategy. Shouldn't send units to Africa in typical scenarios. Defends their own territory if it borders an enemy. Assists ITA/GER otherwise.
* Added field hospitals to most infantry templates
* Japan should not go to war with USA earlier than historically
* Romania should try to join USSR after the coup
* Bulgaria shouldn't join Allies during its civil war
* USA should guard some of its cities better
* Other minor adjustments historical AI progression
* Fixed an issue that might have caused the AI switch to industry tech branches later
* Fixed an issue with AI's process of choosing which espionage operation to run
* Reworked naval production ratios. There were problems in the current version leading to too many subs and such.
* Improved/fixed research priorities.
* Reworked air production ratios. Probably somewhat less focus on fighters. Better at producing CV fighters/bombers for carriers.
* Removed from AI templates: scout recon tanks, flame tanks. They create more problems than benefits for the AI with xp use, recruitment, factory assignments and I doubt I can mod the issues away. This way they deploy more armor divisions reliably.
* AI will not upgrade tanks to mech and modern types until extreme late game. Causes too many issues for the AI, it is unable to manage the resource needs for mech production.
* AI will not upgrade aircraft to jet types until extreme late game. Jets are not very effective and the AI has a seizure trying to make it work same as above.
* Tried to address the lack of allied naval invasions against Axis. They do it but they're not very effective.
* Adjusted Japan vs China AI balance to make it a little easier for Japan.
* Reworked occupation law logic - in general, avoid going over 50% resistance but prefer lower laws, prefer growing compliance if compliance is high already, democracies use autonomy, forced labor/harsh quotas in beneficial states if it can handle the resistance, brutal oppression if resistance is going over 75% due to resistance ops for example
* AI's occupation template goes from 1xCAV > 20xCAV+MP > 25xCAV+MP instead of waiting forever to unlock/get xp for the 25xCAV template