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Yorkites

Ai forming Nations

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I mostly throughly enjoined what I saw in the time-lapse, but one question remains:

Is it possible for the Ai to form nations, and if possible, is it possible to increase the frequency like we were able to in Aoh2?

 

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Posted (edited)
1 hour ago, Yorkites said:

I mostly throughly enjoined what I saw in the time-lapse, but one question remains:

Is it possible for the Ai to form nations, and if possible, is it possible to increase the frequency like we were able to in Aoh2?

 

Ideas on how to fix this for Łukasz

1. Increase the Probability of AI Forming Nations

  • Increase the base chance of nation formation: In the game settings, increase the likelihood that AI will aim to form new nations when they control the required territories. This can be done by raising the frequency of triggers related to nation formation.
    • Formation conditions: Adjust the system so that AI is more aggressively inclined to form nations if they control more provinces than necessary for formation.
    • Diplomatic conditions: If the AI is in a stable situation (high stability, peaceful relations with neighbors), this could serve as an incentive to form new nations.

2. "Greatness Ambition" Mechanic for AI

  • Ambitious AI: Add mechanics that push AI to strive for the creation of larger, more influential states. For example, if AI controls key provinces for forming a nation, they will aim for it faster if they have high stability and sufficient resources.
    • Economic and military factors: AI with a strong economy and army should be more inclined to form new nations.
    • Political events: Introduce events where AI gets special objectives for nation formation, triggered under certain conditions (e.g., after winning a war or unlocking specific technologies).

3. Options to Increase Nation Formation Frequency

  • Adjustable nation formation frequency option: Just like in AOH2, add an option in the settings menu allowing the player to increase the frequency at which AI will form nations. This could be a configurable parameter that the player can set before the game or during gameplay.

4. Algorithm for Nation Formation in the Game

  • Formation conditions: Ensure that AI regularly checks if they control the necessary provinces to form a new nation, and if these conditions are met, AI should immediately aim for formation.
  • Historical preferences: To enhance realism, tie AI to historical nation formations. For example, France should aim to create the French Empire under certain conditions.

5. Smart AI for Nation Formation

  • Risk and benefit analysis: AI should evaluate the benefits of forming a new nation (e.g., access to new resources, strengthening diplomatic position) and the risks involved (e.g., potential uprisings or conflicts).  For example is Austria-Hungary
  • Diplomacy: AI could aim to form a nation through diplomatic efforts, such as forming alliances or peacefully annexing territories if beneficial.

6. Increase Frequency of Events for AI

  • Introduce more events and mechanisms that could accelerate the AI's nation formation process. This could include:
    • Peace treaties: After winning a war, AI could gain access to new provinces, allowing it to form a nation faster.
    • Internal reforms: AI could receive tasks to reform its government or political system, which would trigger nation formation.

7. Balance Between Historical Accuracy and Randomness

  • You can adjust the balance between historical development and random nation formations. If the player wants to see more dynamic changes, an option can be added to allow random nation formations without strictly following historical scenarios.

8. Supporting Nation Formation through Technology and Culture

  • Add mechanics where AI will be encouraged to form nations based on technological or cultural achievements. For example, if AI develops scientifically or culturally, this could serve as a trigger for nation formation.

These changes will allow the AI to form nations more frequently and realistically, creating a dynamic world where states are constantly evolving.

Edited by SamDerminji

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