Victoria 3

Victoria 3

429 ratings
Kuromi's AI
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375.592 KB
20 Apr, 2024 @ 12:57pm
12 Aug @ 6:25am
27 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.
407 Comments
MoneyHoesNClothz 28 Aug @ 11:01am 
I just wanna say thank you bro. After Anbeeld left, there was a big hole in the Vic3 community for better AI mods. You are the GOAT for not only making this, but also continuing it for such a long period of time.
Notthebeegees 27 Aug @ 8:37pm 
Does this improve subsistence farms, or have they always been this strong? I've got a nigerian manor house with 1000 productivity from only subsistence.
KuromiAK  [author] 22 Aug @ 4:12am 
I recall that even in vanilla, trade center could create goods that don't exist. AI stance affects tariffs and subventions, so a subvention may cause trade centers to create small quantities of goods from thin air? I will investigate. Thanks for the tip.
THOMCNTV 21 Aug @ 10:20am 
@Djin Mori . I was also stumped by this and found out the solution. It's a bug that originated from the changes Kuromi made to the file 01_admin_strategies, specifically in ai_strategy_industrial_expansion. You just need to remove the AI's wish to export automobiles,radios, and other goods that arent available at the beginning of the game. In my experience, this doesn't significantly harm the AI's performance.
Quilaarq 18 Aug @ 9:42pm 
Llevo 5 partidas usando tu IA, y sinceramente, Paradox debería contratarte.
El juego se vuelve competitivo y en 1880 no has dejado a todos humillados, de hecho perdí 2 partidas y eso nunca pasa ajaajja, te felicito por tu trabajo, tengo 2.800h en este juego y es de las mejores adiciones que he añadido. La IA siempre tendrá la ventaja económica, puedes estar de guerra en guerra y su economía es muy resiliente si no generas invasiones, pero es un grado de dificultad que lo vuelve más sabroso de gestionar.
默罕清德 18 Aug @ 7:02pm 
兼容BPM吗?
Torr 18 Aug @ 5:44pm 
Is it possible to allow the AI to debt spend to boost gdp? The AI always falls far behind a player even with minimal effort.
Bandaro 18 Aug @ 7:05am 
Have you tried affecting the AI's likeness of subsidizing their railways? It eats a lot of money in my game, I think vanilla or modded too.
bakabaka 15 Aug @ 9:09pm 
请问可以兼容分歧mod吗
Djin Mori 13 Aug @ 7:13am 
there is an interaction with caused by this mod and some of my other mods, that causes there to be an automobile need from the very beginning of the game, anyone got any idea how this could be caused?