Hearts of Iron IV

Hearts of Iron IV

Expert AI 5.0
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Kondi  [developer] 1 Mar, 2020 @ 12:46pm
Patch notes (EAI 4.5 - HOI4 1.9)
Typically only major changes are listed here. For more details, check out https://github.com/Kondikka/expertai



-Removed the border avoidance diplomacy action into a separate mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2011643646



AI strategies (will probably need balancing so improving these depends on your feedback):

-AI strategies that should make the AI properly garrison specific important states they control such as Gibraltar, Suez, Malta etc.

-several country specific strategies to help the AI garrison certain critical coastal areas (England, China's coast, Japan)

-strategy to stop the AI from continuing suicidal attacks when low on important equipment for its armies and only resume when it has recovered sufficiently

-strategy to stop the AI from having a border garrison against generally non-threatening countries during war as well as a few other strategies for specific cases

-adjusted some existing strategies to target specific diplomatic actions like alliance instead of general AI behavior to avoid nonsense AI acceptance modifiers on unintended actions

-in situations where the AI is overwhelmed by enemy fighters and doesn't have enough of its own fighters to put up a fight, it should abandon air production and switch to anti-air templates (except the template switching doesn't seem to work - at least the factories will be doing something useful instead of fighting a hopeless air war)

-ENG/ITA commit more troops to north africa

-china commits a lot of troops to guarding the coastal areas (depends on mod settings and whether Japan is AI or not)

GER - SOV war:
-USSR now goes on the defensive (against player) in case of a defensive war instead of wearing itself out by pushing
-added a special construction strategy for GER/SOV that allows them to build a supply line under certain conditions between moscow and berlin along the best available route to the current front and build infrastructure along the front



resources:

-AI tracks the resources it needs and the major shortages it has over time so that it can better decide when to improve infrastructure for resources, take resource extraction decisions (also checks if its allies need resources when considering resource extraction decisions) or use Forced Labor



occupation:

-GER will try to set up collaboration governments in advance in the countries it invades, and uses civilian oversight if it succeeds, also uses Canaris to get them faster and switches in Himmler later when it holds occupied states

-otherwise, the AI highly prefers Forced Labor on states where it has resources it needs, Harsh Quotas on states with a lot of factories

-else it will try to keep resistance target below 25%

-note: I cant change the type of occupation templates the AI uses so I can't make it take advantage of armored cars or anything



agent missions/operations:

-AI generally likes to keep one agent on counterintelligence whenever possible

-additional logic for build intel network mission and decryption target selection to make it focus on more important targets

-a lot of special attention paid having the AI manage collaboration government (just for GER at the moment), boost resistance (for example SOV boosting resistance in GER) and rescue operative operations



agency upgrades:

-rebalanced how the AI majors get agency upgrades: now all majors including SOV/GER should get upgrades from the start of the game. Some probably take less upgrades overall compared to vanilla but they are more focused on upgrades I think are important

-cryptology department and passive defense are very high priority for the AI



config:

-removed planning/entrenchment boost setting (you can do this with custom bonus)

-reworked a lot of outdated script for difficulty settings

-AI military focuses manually set by you wont be changed by the AI later

-added a help page for military focuses

-removed anti-aggression AI setting - it's outdated and could be much better if I get around to reworking it

-added a neutral south america option

-removed reduced resistance effects for the AI

-added a damage to garrisons custom bonus modifier and added it to the difficulty bonus presets

-Sino-Japanese war AI setting (meant for AI vs AI situations, if you try to abuse this in your favor, the AI should generally automatically revert to trying its best):
-Favor Japan: Japan will typically win this war (limits applied to AI China) (default)
-Favor China: China will likely hold off Japan (no AI limits)

-Eastern Front AI setting setting (meant for AI vs AI situations, if you try to abuse this in your favor, the AI should generally automatically revert to trying its best):
-Favor Germany: USSR keeps a major part of its army in reserve somewhere east, only recalling those troops once the situation is dire enough. Also makes USSR a little more dumb at the start with its fronts. This means Germany can make quick progress at the start of the war for a more historical campaign. (default)
-Favor USSR: USSR does its best against Germany.



challenging mode:

-AI navy production: prefers cheap DDs with CLs, no capital ships

-Challenging SOV AI doesn't build CAS/TAC so that it can get more fighters out



normal mode:

-GER uses 27w 9/3 infantry, adjust artillery production so that it shouldnt have issues recruiting a big enough army in time for the war



templates:

-removed field hospitals from 20/26w templates to save support company costs



gameplay:

-removed occupation law nerf

-removed changes to cavalry and military police suppression



misc:

-since Finland can't join Axis for the continuation war anymore due to not having enough fascist support, I added a simple event that allows Germany to secretly ask Finland to join its war after it starts the USSR war focus

-improved priority constructions AI in the mod to allow the ai to manage many priority construction projects at the same time

-improved how GER uses air production focus as it blitzes west europe: after it declares a war on the next country, it uses air production focus for some time which gives it a little extra power as it invades countries and allows it to immediately start the next war focus after taking out the current target

-reworked AI strategy script blocks that tell the AI to do various things in this mod and cause lag and some mod compatibility issues to instead use the new tag aliases
Last edited by Kondi; 1 Mar, 2020 @ 12:53pm
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Showing 1-15 of 15 comments
Kondi  [developer] 5 Mar, 2020 @ 10:33am 
v4.503

-fixed AI spamming collaboration governments
Kondi  [developer] 7 Mar, 2020 @ 4:08am 
v4.504

-SOV builds more civilian factories so it gains 20 or so extra factories by June '41
-optimized French focus tree for historical mode, however it has different priorities vs AI GER and vs player GER to avoid GER getting stuck
-made sure FRA gets the political workhorse advisor first
Kondi  [developer] 12 Mar, 2020 @ 11:59am 
v4.505

-fix to the newest AI collaboration government spam issue
-added a stalemate option to ♥♥♥-CHI war
-added front strategies for CHI/♥♥♥ mainly that should help them manage manage the war better (depends on the war setting), such as ♥♥♥ avoiding pushing hard through north while being aggressive in the coastal states, CHI generally being on the defensive but trying to more aggressively push off invasions
Kondi  [developer] 14 Mar, 2020 @ 1:09am 
v4.506

-fixed stalemate option so that ♥♥♥ attacks allies while fighting china
-made ai use forced labor more aggressively if it has a major shortage of some resource in a state
Kondi  [developer] 15 Mar, 2020 @ 5:05am 
v4.507

-adjusted ♥♥♥ again so that it should very likely attack allies on stalemate option while fighting china
-♥♥♥ should use continuous naval focus when possible
-added a workaround script to the ai not training its navy at all which simply trades fuel for naval xp daily based on its number of ships and a very rough estimate of fuel consumed/xp gained per ship
Kondi  [developer] 20 Mar, 2020 @ 10:15am 
v4.508

-fixed various potential issues with faction joining related AI strategies
-updated files to match the latest beta version
-fixed a new issue that allowed the game AI to change national laws instead of the mod AI, probably causing a ton of wasted PP
Kondi  [developer] 26 Apr, 2020 @ 12:36am 
v4.511

-changes to try avoid spain joining factions or finland joining japan
-tweaks to allied invasions of axis to give ussr a better chance
Kondi  [developer] 2 May, 2020 @ 1:47am 
v4.512

-fixed ai (mostly minors) not building up infrastructure on high resource states
-fixed ai minors not building ships because it wasn't researching the necessary techs
-fixed minors not using dockyards
-more focus on espionage defense branch
-made minors build agencies
Kondi  [developer] 23 May, 2020 @ 6:37am 
v4.513

-finland joins axis instead of attempting to stay neutral which causes problems sometimes
-minor performance optimizations
-reduced the amount of AI agency upgrades

GER optimizations:
-takes hjalmar early
-takes free trade
-avoids trading for oil too early
-uses 2nd industrial tech bonus to get construction 3 early
-uses war economy focus to get extra factories instead of the law
-reichsautobahn earlier

SOV optimizations:
-uses free trade as long as possible
-builds a little more to the west
-converts some military factories at the start to CIV
-builds less tanks until it has a 3m+ infantry
Last edited by Kondi; 23 May, 2020 @ 6:37am
Kondi  [developer] 13 Jun, 2020 @ 12:30am 
v4.515

-ITA builds more naval bombers to help it protect its convoys to africa
Kondi  [developer] 18 Jul, 2020 @ 6:46am 
v4.516

-ENG focuses more on getting air national focuses on historical
-AI uses 1xCAV divisions for occupation
-increased division experience level factor on combat a little
-AI maxes out engines on its fighters first
-minor fixes
Kondi  [developer] 7 Nov, 2020 @ 12:12am 
v4.52

-updated to 1.10.2, probably works with 1.10.1
-included allied construction projects and border avoidance tool in the mod
Last edited by Kondi; 7 Nov, 2020 @ 12:13am
Kondi  [developer] 10 Dec, 2020 @ 8:27am 
v4.521

-fixed turkey joining factions prematurely on historical
-fixed some cases where SOV might waste troops on unimportant borders
Kondi  [developer] 26 Dec, 2020 @ 4:21am 
v4.522

-fixed turkey choosing the wrong president on historical
-fixed romania doing the coup too early
Kondi  [developer] 14 Jul, 2021 @ 1:42am 
v4.53

Chinese front stalemate option:
-Both Japan / CHI become passive on this front to avoid Japan being pushed over too soon once the Pacific war starts
-However, both sides will occasionally launch some offensives so that the front isn't completely idle

Pacific war:
-Japan declares war near the historical date if it's doing well enough

Eastern Front:
-GER sends more troops west to defend against a big invasion instead of keeping a lot of divisions in the east when losing its homeland
-AI SOV front behavior on the default 'favor Germany' option vs AI GER is a little less obviously stupid

North African front:
-ITA/ENG are really into building a supply line between tripoli and cairo
-ITA commits more troops
-AI vs AI aggression on this front depends on the year: further along the game goes, the further in each side is willing to push with more aggression. This is to make it less likely that the theatre ends too soon due to random factors and hopefully creates a more historical campaign.

Fixed Turkey taking weird focuses on historical.

General AI:
-Sends more troops to defend homeland when losing cores
Last edited by Kondi; 14 Jul, 2021 @ 1:52am
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