Its weird that Cruel / Conqueror /Imperialistic or Militaristic so rarely decide to change to a dictatorship - more often I've seen them prefer monarchies or change from monarchy to democracy in peacetime and to monarchy when they declare war on someone
Traits don't directly influence civic choices. All AI leaders generally have their own preferences that weigh in on their civics (though not overwhelmingly so, they still "think" practically about their choices). But one thing other thing (
@Takofloppa, for your notes I guess, as you're the one working on separatism AI) is that separatism reduction is currently, IIRC, not factored into AI civic choices in any way at all.
I'm making quite good progress with fixing revolutions - there were a few key issues I identified that made AI struggle with controlling it (overusing spy specialists, bad scaling of unhappiness/unhealthiness modifiers through the game, slow responding to high separatism levels), so hopefully my changes will land in SVN somewhere in the near future. I still have to do a few autoplays and balance some things, because the line between toothless revolutions and the world in fire is thin
Good! I'm considering releasing 3.71c soon-ish, as I'll probably make some unrelated AI changes myself. When testing 3.71b I accidentally got myself a perfect set of saves of an AI leader making an idiotic war declaration decision that 100% shouldn't be happening - so I'm going to take that situation apart and likely put it back together with some war AI changes. My preliminary assessment tells me there might be no "bug" to fix - it's just that K-Mod rewrote this part from scratch, and the new logic might be, by design, allowing some really stupid decisions, such as attacking someone who's twice as strong as you, under certain circumstances.
Nevermind this, I just wasn't well read enough about the two and their linked history. Though also goes to show how complicated history gets. The Mughals were founded by a descendant of Timur, a turk, who in RI is a Transoxianan leader, who's units ancient/classic era units are Median and Bactrian, not turk. I guess the lineage is represented in RI with the Mughals having a mix of turkish and hindi units, rather than identifying as one or the other.
Thanks for not making me write a wall of text on Mughal history! I really enjoy it when RI prompts people to learn something new about history. Mughal founder Babur was quite a character! He actually wrote an autobiography, which is a rather entertaining read for a historical source, as it details the extent of his (mis)adventures before actually founding one of the greatest contemporary empires. That's a guy who got kicked down ten times and sprung back eleven...
Though a few months back Walter added a change allowing barbs units to promote according to the nearby terrain (or something along those lines), so that aspect of AI decision making isn't implausible.
Not quite. What I did was add an AI logic that severely
restricted its ability to pick terrain-dependent promos for its units, and in a rather hacky way. It is a really daunting task to think of a piece of code that would
really decide in any detail whether an AI unit needs a desert promo without a lot of additional calculations that would have a severe negative performance impact.
And keeping the AI predictable is, we like it or not, a good thing mostly. It gives you control over things and takes randomness out of the equation. You don't want to play a game where your enemy is a maniac who does whatever a RNG tells him to.
I've seen other mods who try to modify the AI to a extent where it ruins the flow of the game completely or makes diplomacy impossible, I know what you mean
Yeah, I feel that people often misunderstand the general purpose behind the existence of AI in games. It is
not there, in general, to win against you, or rather, trying to win is just part of its "job description". The whole purpose of it being there is to
entertain you, and while being a credible threat is a major component of that (though how major varies greatly from player to player), but even more importantly, it shouldn't be annoying while doing that. Making someone ragequit is the opposite of entertaining them.
Yeah, R:I seems to have reduced the "stack of doom" mentality even for the AI, at least it's the impression it gives me.
I still see "big" stacks from time to time, like 15-20 units triggering the logistic penalty, but it seems to be always compensate by the huge number of stack aid bonuses thoses tiles enjoy.
RI is generally geared mechanically towards requiring fewer units, not just from AI standpoint, but across the board.