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EU4开发日志 | 1/25 1.33版本号中的AI更新

2022-02-12 22:51 作者:牧有汉化  | 我要投稿

牧游社 牧有汉化翻译


Europa Universalis IV - Development Diary 25th of January 2022

Gnivom, Revived AI programmer


Hello folks, Gnivom here.

大家好,我是Gnivom


Today I'll talk about some of the many AI updates coming in the next patch, 1.33. At the end I'll also mention some minor but impactful changes to the rules of land combat.

今天我要介绍下一版本1.33中的大量AI更新中的一部分内容。在日志最后,我还会提一些微小但是对陆战规则有影响的改动。


Our last major update, we shipped some AI improvements, but a few new issues slipped through as well. Two of those in particular (advisors and forts) were too complex to make it into any of the hotfixes. For 1.33, we have not only addressed those issues, but done a range of further AI fixes/improvements as well. Because of the large number of changes, some new AI issues will probably slip through this time as well. Our goal is to have a public beta for 1.33, which could help a lot with early feedback and time to address it before the final release.

在我们最近一次的主要改动中,我们带来了一些AI优化,但是也同时带来了一些新问题。尤其是其中两个问题(顾问与要塞)过于复杂,无法热修复。在1.33版本号中,我们不仅处理了这个问题,也完成了一系列其它的AI修正/优化。因为改动数量太多了,一些新的AI问题将不会在这次更新中被解决。我们的目标是进行1.33版本号的公开beta测试,它的早期反馈会帮到我们很多,还可以在最终发布之前争取一些修改问题的时间。


Forts

要塞


The issue introduced (or at least worsened) in 1.32 was that the AI deletes many of its forts, and seldom builds new. This was likely triggered by changes we did to tighten the AI's budget, as it had had serious budget issues for a number of versions before that. Clearly we couldn't just revert the changes blindly. Instead I wanted to dig deeper and fix underlying issues with the AI's handling of forts.

一个在1.32版本号出现(或者是变糟)的问题是,AI拆除了大量自己的要塞后很少建造新的要塞。这个有可能是因为我们对AI财政收缩的改动造成的问题,因为早先的几个版本中的AI财政问题非常严重。很明显,我们不能就盲目地撤销这个改动。因此我想另辟蹊径,深挖代码来找出解决AI处理要塞的问题根本所在。


For example, there has for a long time been a bug that caused large countries to only build level 2 forts. In simplified terms: When the AI "defense minister" considered upgrading a fort, it wanted to make sure it could afford upgrading all its forts to the same level, or it would only upgrade to a lower level. So it asked the AI "finance minister" if it can afford maintaining e.g. 10 level 4 forts, but the finance minister says no, reasoning that "you shouldn't need this much money for building one fort". So the AI was in a stalemate, where it could only build the lowest level of forts.

比如,有一个让大国只建造2级要塞的老漏洞:AI的“国防部长”要升级要塞的时候会想确保所有要塞都可以升级到同一级别,或者只会升级到较低的级别。因此“国防部长”会问AI“财政部长”能不能付得起10个4级要塞的维护费(举个例子),但是财政部长否决并回复道“你要建造一座要塞就不要这么多钱了”。所以AI会处于只能建造最低级要塞的僵局中。


Another issue was fort mothballing. The AI would often mothball forts in a way that allowed players to blitz them.

另一个问题是要塞封存。AI经常封存要塞,导致玩家利用这个机会突击它们。


The result after spending some time with this is an AI that seldom deletes any forts, often upgrades forts to higher levels, sometimes builds new forts (especially in strategic locations with good terrain), and is much more careful/intelligent with mothballing. Of course, the AI will still delete forts it really can't afford (such as QQ at game start), and it doesn't have human-level tactical or strategic understanding of fort positioning. But overall, I hope you will find it a big improvement.

我们花了些时间处理的结果是,AI会很少拆除要塞,还经常把要塞升级到更高等级,有时会建新的要塞(尤其是地形适宜的战略要地),而且在封存要塞的时候更谨慎/聪明了。当然,如果AI真的付不起钱的话也会拆要塞(比如开局的黑羊Qara Qoyunlu),AI也没有人类水平的对堡垒布局的战略战术思考。不过总的来说,我希望你可以发现这个巨大的改动。



All of these are level 8 forts, in an 1821 AI-only game. Maybe it’s a bit front-heavy…

上图这局只有AI没有人类玩家的游戏打到了1821年,所有这些要塞都是8级了。也许要塞有些太多了……


Advisors

顾问


In 1.32 the AI rarely hires advisors, and often fires them as soon as they're at war. This too was the result of code intended to tighten the budget. Like with forts though, it turned out that there were other issues worsening the problem.

1.32版本号的AI很少招募顾问,而且经常在开战后解雇它们。这也是AI倾向于经济收缩的代码的结果。不过就像要塞一样,我们发现有其它原因使这个问题恶化了。


One such bug was that when deciding which mana it needed the most, two of them could tie for first place - causing the AI to pick the third (worst) type instead. This made the AI hire diplo advisors way too often. Another obscure bug was that if it took the AI too long to save up the money for the initial advisor cost, it could lose track of it, making the money "earmarked" but ever used.

其中一个bug是AI在决定哪种点数最急需的时候,有两种点数会并列第一,导致AI会选择第三种(最不缺的)点数。这使得AI过于频繁地雇佣外交顾问。另一个不明不白的bug是如果AI为顾问的初始雇佣花费攒钱所花的时间太长,长到最后忘了这回事(丢失追踪),这笔钱会被特别标记但是并不会用上。


In 1.33, the AI will usually keep a reasonable amount of advisors, often prioritizing military or admin. A reworked threshold system makes it not hire-and-fire advisors frivolously. AIs with Meritocracy will realize the importance of having enough advisors to keep it growing. With these improvements, and considering how it stacks with some Monuments and Estate Privileges, we've decided to remove the -20% Advisor Cost modifier for Lucky Nations. Most of them are doing more than fine.

在1.33版本号中,AI将经常会聘用数量合理的顾问,主要集中在军事和行政。重做的阈值系统会让AI不再草率地雇佣并开除顾问。采用贤能值的AI会意识到聘用数量足够的顾问来提高贤能值的重要性。有了这些改进,再考虑到顾问花费可以如何通过一些奇观和阶层特权叠加,我们决定要删除AI幸运国的-20%顾问花费修正。大多数幸运国的游戏表现已经好过头了。


Other budgeting

其它经济预算事项


Other areas where the AI sometimes didn't spend enough include colonists and missionaries. Colonial Nations and AIs with Colonialist personality in particular will spend a larger amount on colonization. One neat addition is that Colonial Nation subjects will now direct all received subsidies towards colonization, in addition to what they would otherwise have spent, unless they have loans. This lets their overlord (or anyone else ;)) make sure they put their colonists to work.

有时AI在殖民者和传教士之类的领域里花钱不够多。现在,尤其是殖民地国家和有“殖民主义者”个性的AI,它们将会在殖民方面一掷千金。还有一个很清爽的改动是,殖民地附庸将会把所有收到的战争援助用于殖民和其它需要花钱的地方,除非它们有贷款。这个改动可以让殖民地附庸的宗主(或者其它人)保障它们的殖民者能有活干。


Peace-time armies are now also a greater priority for small nations, especially for those without powerful allies/guarantors. You should find for example uniting Ireland to be more challenging.

对小国来说,在和平时期拥有军队现在也是重中之重了,尤其是没有强力盟友或者保障独立的国家的小国。这样一来,你会发现统一爱尔兰更有挑战性了。


Now of course you may wonder, if all these things get more spending, won't the AI go into debt spirals again? It turns out there were a couple of places where spending could be cut:

现在你当然会好奇,如果上述事项都更烧钱了,AI会不会又陷入负债死循环?我们会告诉你,这些事项将会花钱更少:


- Drilling armies: The AI now only does this only if it has a large budget surplus
- 操练陆军:AI现在只在财政结余充裕的时候会这么做。

- Corruption: Sometimes it makes sense to get "free money" for corruption, but the AI overused that, and then found itself rooting it out at several times the cost.
- 腐败:有时用腐败白嫖一些钱很合理,但是AI使用这个机制过于频繁了,然后发现根除腐败花的钱比赚的钱多好几倍。

- Navy Force Limit: It makes sense for some AIs to go above Naval FL, but this has been reduced somewhat.
- 海军上限:有的AI超过了海军上限是合理的,不过超过海军上限的额外维护费也被减少了一些。

- Consolidate Regiments: When the AI finds itself with troops it doesn't need at the moment, usually after a war or a battle with rebels, it will consolidate regiments.
- 整合部队:当AI发现它目前不需要这么多部队的时候,尤其是在战后或者打完叛军之后,就会整合部队。

- Fort maintenance: Wait, didn't I say the AI is better at maintaining, building and upgrading forts? Sure. But in some cases, in particular poor OPMs with an expensive capital fort, mothballing it really can be worth it.
- 要塞维护:等等,我是不是说了AI在维护、建造、升级要塞的问题上更聪明了?不过有的时候,尤其是对有一个昂贵首都要塞的贫穷一地小国来说,封存要塞真的很值。

- Inflation: By giving a higher prio to reducing inflation, many AIs reduce all expenses by several percent.
- 通货膨胀:通过让AI更倾向于降低通货膨胀,很多AI会减少好几个百分点的各项开销。


If these measures are not enough, when the AI goes into longterm deficits and debt, it will implement progressive austerity measures. Firing advisors, reducing army size, and even deleting forts. As far as I've observed, this only happens during/after severe crises, and works fairly well.

如果这些措施对当处于长期赤字或者欠债的AI还不够,它就会实施更进一步的紧缩措施,比如开除顾问、缩减陆军规模,甚至拆除要塞。就我目前所观察的来看,这只会发生在严重的危机之中或者之后,而且运行得非常好。


The budget is also significantly helped by increased crownland, which we'll get to later.

增加王冠领地有助于显著改善财政,我们后面会提到。



16’th century Ethiopian budget, recouping after an expensive war. They'll soon lower army maintenance and mothball a couple of forts to get a better surplus

16世纪的埃塞俄比亚财政,正在从一场耗资巨大的战争后恢复。他们很快会减少陆军维护费并且封存几个要塞,从而获得更多的结余。


Monarch Power (mana)

君主力量(点数)


At release of 1.32, there was a major issue with AI mana spending, causing the AI to often fall behind in tech and/or ideas. This was made worse by how it interacted with the new institution tech cost, and by the issues with advisors mentioned above. Although a hotfix was issued including a fix to the main issue, we've spent more time looking at the AI's mana economy. The AI now:

在1.32版本号公布时,AI在点数使用上有个严重问题,导致AI经常在科技和/或理念上落后。并且在遇到新思潮科技惩罚以及前面提到的顾问问题时,这个问题会变得更糟。尽管一个包含修复主要问题的热修复已经被发布,但是我们也花费了更多的时间来研究AI的点数经济。现在AI会:


- better understands when to buy tech vs. ideas vs. other things.
- 更明白如何在特定时间点上平衡科技、理念和其他东西的花费。

- uses more advisors (as mentioned before).
- 雇更多的顾问(正如前面提到)。

- uses Estate Privileges for free mana.
- 使用阶级特权换免费点数。

- better understands when to prioritize a certain mana, in terms of National Focus, Advisors, and Estate Privileges.
- 在国家焦点、顾问和阶级特权方面,更明白什么时候要优先其中一方面的点数使用。


It also turns out that if you play a Republic, and especially with Plutocratic ideas, choosing randomly between the event options of those events can cause you to spend a majority of your ADM on boosting stability. We've gone through many of the events affecting Stability and/or Republican Tradition, and made the AI pick the better/safer option.

情况也表明,如果你玩一个共和国,特别是有财阀理念时,在那些事件的选项中做随机选择,会让你在提高稳定上花费大部分行政点数。我们已经处理了许多影响稳定和/或共和国传统的事件,并且让AI选择更好/更安全的选项。


Estates

阶级


When the Estates system was last redesigned, AI was written to interact with it. But that AI wasn't necessarily written/tested too carefully, and years of design changes and lack of proper attention have made it worse.

当阶级系统上次重新设计时,AI与该系统交互的内容就写好了。但是,那个AI没有经过仔细的编写/测试,随着经年的设计变化和缺乏关注,情况就恶化了。


It turns out that by making the AI play a fairly simple estates meta, but play it consistently, it gets quite a nice set of bonuses; from tax income and autonomy reduction, to mana; at very small cost.

现在我们的解决方案是,AI将使用非常简单的元逻辑来处理阶级,但会保持持续互动,这样它会得到一系列相当不错的奖励,包括税收、自治度降低和点数,同时代价非常小。


The AI will:

现在AI将会:


- Seize Land even when it causes revolts (but only after maintaining troops and forts)
- 收回土地,即便这将导致叛乱(但是仅仅会在拉高军队和堡垒维护后)

- Occasionally Call Diet to temporarily increase Loyalty, although it doesn't usually try to complete it
- 偶尔召开议会来临时增加忠诚度,尽管AI不总是会试着去完成它

- Prioritize Privileges that give loyalty and mana
- 优先考虑会给忠诚度和点数的特权

- Sell Titles only when crownland is high and/or the money is badly needed
- 仅仅在王冠领地很多和/或急需要钱时出售头衔


Naval Invasions

海上入侵


1.32 saw some fixes in this area. 1.33 will have a couple of further small improvements/fixes that should reduce friction for multi-continent empires in particular. For example:

1.32版本号在这块有做修正。1.33版本号会有一些进一步的小改进/修正,应该能降低尤其是跨大洲帝国的判断分歧。比如:


- Armies that have nothing to do are less likely to refuse an invasion mission
- 没事干的军队更不会拒绝一个入侵任务

- Invasions will no longer wait for faraway ships to help out, unless they are necessary
- 入侵将不再等着遥远的船来帮忙,除非没得选


In one game, I actually saw AI Portugal conquering a third of India by 1700 or so, while also having colonies in the Americas and Africa. But in fairness, that is not a common sight. AI naval invasions will remain an Achilles’ heel.

在某一次游戏中,我确实有看见AI葡萄牙在1700年左右征服了差不多三分之一的印度,同时在美洲和非洲也有殖民地。但是,公平地讲,这不是那么常见。AI的海上入侵将保留一个阿克琉斯之踵。


Army Quality

军队质量


This is a major one. And huge thanks to @Tempscire, who has helped me with running simulations, with mathematical analysis, and schooling me on how EU4 land combat actually works.

大的要来了。非常感谢@Tempscire,他帮我跑了有数学分析的模拟,教了我EU4陆战实际是怎么工作的。


The question the AI is trying to answer here is whether to start a battle, or even a war. To do so, it must estimate the quality of troops. Basically: how many Swedish soldiers does it take to equal 1 Prussian soldier? Until 1.32, the AI did this by applying a series of modifiers, based on Discipline, Morale, etc., that were tuned on gut feeling. From 1.33 (and somewhat already from 1.32) we have proper math and simulations to back them up.

这里AI要回答的问题是:是否开启一场战斗,或者甚至开启一场战争。为了回答这个问题,AI必须估算军队的质量。基本上是:多少瑞典士兵能等于一个普鲁士士兵?直到1.32版本号,AI是通过应用一系列基于训练度、士气等的修正来估算,就表得很“俺寻思”。从1.33版本号(有些从1.32版本号)开始我们有了合适的数学和模拟来支持它们。


The AI now appreciates the value of morale more than before. It understands how a general’s impact on a battle depends on the terrain. It understands the interplay between e.g. Infantry Fire, Fire Pips of the Unit Type, Fire Damage, and Infantry Combat Ability. It also understands combat width and flanking, but it doesn’t yet understand army composition between infantry/cavalry/artillery. That is definitely something to continue working on.

AI现在比以前更欣赏士气的价值。AI明白了一个将领如何通过地形影响一场战斗。AI明白了诸如步兵火力、兵种组的火力点数、火力伤害、步兵战斗能力之间的相互影响。AI也明白了战场宽度和侧翼,但是,它仍未明白军队中步/骑/炮间的比。这肯定是要继续处理的事。


With this improved confidence in its understanding of army strength, the AI’s safety margin for starting attacks has been reduced somewhat. It has also been made more aware of nearby armies on both sides. You will find the AI starting more winning battles, and hopefully fewer losing battles. Although the reduced safety margin combined with bad understanding of army composition can make the AI fail in this regard.

带着对军队强度更加理解的自信,AI在展开攻击前的安全阈值已经被降低几分。AI也对双方军队有了更好的了解。你将会发现AI开始赢得更多了,输得更少也是可期之事。但安全阈值的降低与对兵种比的糟糕理解结合在一起,会造成AI在这方面的失败。


Changes to Land Combat

陆战的改变


The thought that went into the army quality AI made us realize (again, with @tempscire’s guidance) we should change some things about how combat works. As mentioned in last week’s DD; Unit Type Fire and Shock pips now affect morale damage as well strength damage. This makes the choice between Unit Types less imbalanced. Contrary to what was said last week, and in part because of feedback on that post, this will also apply to morale defense from backrow. The fact that this makes artillery more powerful and battles longer is counteracted by some more important changes we decided to do:

对军队质量AI的想法让我们认识到,我们应该对战斗是如何进行的做一些修改(这次也是在@tempscire的指导下)。正如在上一篇日志中提到的:兵种的火力和冲击点数现在既影响士气伤害也影响人力伤害。这让单位类型间的选择不那么不平衡了。和上周所说的不同的是(部分是因为那篇日志里的反馈),这个改动也将会应用到来自后排的士气防御上。这会让炮兵更强和战斗时间更长,但我们决定做如下更重要的改动来抵消:


- Infantry and Cavalry can no longer deploy/reinforce to the backrow.
- 步兵和骑兵不再能部署/增援到后排。

- Backrow regiments will now retreat when reaching 0% morale (same as frontrow regiments).
- 后排军团现在将会在士气到0时撤退(与前排军团相同)。

- Constant 0.03 morale damage per day is now only applied to reserves, and not to regiments on the battlefield.
- 持续每天的0.03士气伤害现在只适用于后备的单位,而不适用于战场上的单位。


I'm sure many of you (just as myself not too long ago) do not understand how this affects the combat meta in practice. Without making this DD much longer than it already is, some important effects are:

我确定你们中的很多人(正如不久之前的我)并不明白这些战斗的元数据是如何影响实际战斗的。在不使这篇日志比现在已经很长的情况下更长,一些重要的影响是:


- It's no longer critically important to have a full combat width of artillery in the battle on day 1.
- 在战斗的第一天拥有一队完整战场宽度的炮兵不再是极度重要的。

- An army of 2x combat width infantry is now superior to an army of 1x combat width infantry. Previously they were roughly equal.
- 一个拥有战场宽度x2的步兵的军队现在比一个拥有战场宽度x1的步兵的军队更优。以前他们是大体差不多的。

- You'll need more artillery than just the combat width to last a long battle.
- 你需要比战场宽度更多的炮兵来持续一场长时间的战斗。


That's it for this week, hope you're as excited for 1.33 as I am!

这就是本周的内容了,希望你们和我一样期待1.33版本号的到来!


Next week @pavia will make a Dev Diary on the subject of "Script Debt".

下周@pavia将会带来“脚本积弊”的开发日志。


Thanks again to @Tempscire, but also to @xorme whose AI mod inspired some of the improvements. And thanks to everyone who provides great feedback on this forum and elsewhere!

再次感谢@tempscire@xorme,他们的AI mod启发了本次一部分更新。感谢每一位在论坛和其它地方积极提供反馈的玩家。


Oh, and here is a full list of AI-related changes from the in-progress changelog:

对了,这里是本篇所有有关AI的改动,来自新版本正在开发中的改动日志:


- Fixed Celestial Emperor advisor budgeting issue.
- 修复了天朝皇帝顾问预算问题。

- Rewrote AI savings logic.
- 重写了AI的存钱逻辑。

- Colonial nations spend more money on colonists.
- 殖民领国家会在殖民队上花更多的钱。

- Increased AI minimum colonization budget.
- 增加了AI最低开拓殖民地预算。

- Reworked AI fort mothballing forts.
- 重做了AI封存要塞的行动。

- Fixed issue that AIs in debt didn't convert provinces.
- 修复了AI在有债务时不传教的问题。

- Made AI consider flanking.
- AI现在会注意军队侧翼。

- AI better understands importance of generals' pips.
- AI更能理解将领能力的重要性了。

- AI now considers units' drill before starting a battle.
- AI现在开始战斗前会考虑军队演习。

- Fixed bug where AI thought 'coordinated attack' and instead sent individual armies to die.
- 修复了AI选择“协同进攻”而把军队分成小股送光的bug。

- Fixed multiple issues with scripted ai_army, one of which made it not work at all. It can now also be debugged with the 'mapmode armyeval' command.
- 修复了输入ai_army却没什么卵用的多个问题。现在这项作弊也不会和“mapmode armyeval”冲突了。

- The AI now makes smarter decisions regarding Patriarchal Authority in events.
- AI现在关于事件中的牧首权威能做出更精明的抉择。

- AI better at consolidating regiments before battle.
- AI更倾向于在战斗前合并军队。

- AI can now declare wars when overextension is up to 50% (previously 25%), but only if already coring everything.
- AI现在可以在过度扩张不超过50%时宣战(之前是不超过25%),前提是已经正在核心化所有省份。

- AI considers nearby units more when considering a battle.
- AI现在战斗时更加兼顾周边的单位了。

- AI will now seize land from estates more often, but raise army/fort maintenance.
- AI现在会更频繁地没收领地,并提高军队/要塞维护费。

- Added AI priority to a few conquest missions of France and the Ottomans in order to ensure them prioritizing their missions.
- 在法兰西和奥斯曼AI的优先事项中增加了一点征服任务,以优化它们的任务优先级。

- better at taking home troops overseas (instead of disbanding).
- 更倾向于从率军渡海(而不是原地解散)。

- Build a bit more universities.
- 会建造更多大学。

- Made AI Care about Beijing, Nanjing, Canton for mandate.
- AI现在为了天命会更关心北京、南京、广东。

- Made AI Care about corruption for mandate.
- AI现在为了天命会更关心腐败。

- Celestial Emperor more aggressive towards countries that refuse to pay tribute.
- 天朝皇帝现在对拒绝纳贡的国家更具侵略性。

- Colonial Nations without debt are now likely to spend all subsidies they get on colonists.
- 没有债务的殖民领国家现在可能会把所有战争援助用于殖民队。

- Colonial subjects will care more about wars against countries in their colonial region.
- 殖民领属国更关注与殖民地地区敌国的战争。

- Coordinated offensives will now focus on committed sieges.
- 协同进攻现在更注重攻城战。

- Fixed AI army ignoring terrain for some threat evaluation.
- 修复了AI军队忽视一些区域威胁的问题。

- Fixed bug that AI sometimes ignored armies with insufficient troops for siege.
- 修复了AI军队忽视部队数量不足以围城的bug。

- Fixed bug that caused exiled armies to behave erratically.
- 修复了引起流亡军队行为异常的bug。

- Fixed bug that made AI less afraid of non-rebel armies, when it should be rebel armies.
- 修复了AI相比非叛军反而更怕叛军的bug。

- Fixed bug that made AI not declare easy wars as often.
- 修复了AI不像往常一样宣战可轻易取胜的战争的bug。

- Fixed bug that made colonial nations not colonize islands in their own colonial region.
- 修复了使殖民领国家不在自己殖民地区殖民的bug。

- Fixed issue where armies would refuse to do things nearby, because it was assigned to a region far away.
- 修复了军队被指派往远处而拒绝执行在其附近的其他指令的问题。

- Fixed issue with colonists not being recalled when they should be.
- 修复了殖民队不被召回的问题。

- Fixed issues sometimes preventing AI upgrading forts to higher level.
- 修复了有时AI被阻止提升要塞等级的问题。

- Fixed issues with colonial budgeting (causing bankruptcy spirals).
- 修复了殖民预算的问题(会引起破产螺旋)。

- Fixed that autonomous sieging could go back and forth between provinces that were flipped back by a fort.
- 修复了军队自主围城时在要塞控制区反复横跳的问题。

- Improved AI understanding of native uprising risks (less Africans getting stackwiped taking a shortcut).
- 提升了AI对土著起义危险性的考量(非酋们不会再天天荒地行军被土著全歼了)。

- Improved AI handling of estate privileges.
- 提升了AI对阶级特权的处理能力。

- Improved army quality calculations.
- 提升了军队质量计算。

- Improved handling of corruption.
- 提升了对腐败的处理。

- Improved handling of inflation.
- 提升了对通货膨胀的处理。

- Improved logic for where to build forts.
- 提升了要塞选址的逻辑。

- Improved national focus (mana) handling.
- 提升了国家焦点选择的处理。

- Improved the AI decision making for Orthodox events.
- 改进了AI在东正教事件中的抉择。

- Increased budget priority for saving money.
- 增加了存钱的优先级。

- Made AI less eager to demand return core treaty unless it likes the benefactor.
- 使AI不再倾向于增加归还核心条款,除非自己能获益。
- Made AI less eager to go over naval forcelimit.
- 使AI不再急于突破海军数量上限。

- Made AI less likely to mothball forts when risky.
- 使AI不再倾向于在危机时刻仍封存要塞。


- Lowered AI priority on building great projects over other buildings.
- 降低了AI对建造伟大工程而不是其他建筑的优先级。

- Lowered AI safety margin when attacking to compensate for other fixes.
- 降低了AI考虑进攻时的安全阈值以适配其他的修正。

- Made AI aware of risk of rebels spawning in a province.
- 使AI意识到叛军在省份中揭竿而起的危险性。

- Made AI chase your small armies in more cases.
- 使AI在更多情况下追逐你的零散部队。

- Made all Chinese countries want to conquer the 3 Mandate cities, if they have 1 already.
- 使所有中华文化组国家在占领三座天命之城之一时,试图控制其余两座。

- Made AI armies which are afraid of enemies, prefer safe terrain even more.
- 使AI军队更害怕敌军,更愿意待在安全的地形。

- Made AI more likely to enforce rebel demands (peace treaty) in the rare case that it can do so.
- 使AI更可能在迫不得已时同意叛军请求。

- Made AI more likely to promote cultures (with large development).
- 使AI更可能接纳文化(有更高的发展度)。

- Reduced maximum budget for subsidies to 10% of income.
- 战争援助的最大预算减少至收入的10%。


- Several fixes and improvements regarding advisors.
- 一些关于顾问的修正和改进。

- Somewhat more competent at naval invasions for large empires.
- 对大帝国的海上入侵方案略微更加可行了。

- Subjects with loans will keep a standing army again (although it will be small).
- 有贷款的属国仍会维持一支军队(虽然可能没几个兵)。

- The Ethiopian AI will no longer move its capital while being at war.
- 埃塞俄比亚AI不再在战时迁都。

- Tweaked AI siege priorities.
- 调整了AI围城的优先级。

- Very small countries with scary neighbors will now keep a larger army when at peace.
- 受到邻国威胁的小体量国家现在会在非战时扩军。

- Made AI less likely to split armies in threatening places.
- 使AI不再倾向于在受到威胁的地区分兵。

- Made AI more happy to hunt nearby armies.
- 使AI更乐意于追猎附近的军队。

- Army AI only takes its own armies on fleets.
- 军队AI现在只携带自己的部队上船。

- Fixed small AIs militarizing also when Rights of Man DLC disabled.
- 修复了小国AI军国化,即便人权DLC未开启。

- Improved Strong Duchies AI.
- 提升了强大的公国AI。

- AI can handle reassigning merchants.
- AI可以重新指派商人团了。

- AI no longer sells provinces to charter cheaply, and added new malus for presence of great projects in the province too.
- AI不再向玩家贱卖省份,并且有伟大工程的省份现在有独特图标。

- AI no longer uses pillage capital state when it has nothing to gain from it.
- 首都省份已被洗劫一空时,AI不再掳掠首都省份。



翻译:Strategemata 伦敦 三里之尘

校对:113322qwe1 三等文官猹中堂


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