I once thought that's what EQ meant as well. He explained that he first chooses likely outcomes based on in-game events, and then lets the RNG choose from among those likely outcomes.
I'd imagine a good example would be, say, Britain's reaction to Nazi invasion of Poland. Outcomes: continue peace but highly condemn action, trade sanctions, seek to form coalition against Nazis, give aid to Poland, or declare war on Nazis, etc. Then different weight will be given to the different options, and the RNG is rolled.
At least thats what I understood from what he explained.
That's still insane. The British government did not roll a dice to decide whether it would act strongly or less strongly in response to the Nazi invasion of Poland. It made a reasoned judgement, that could have been swayed and altered by various subtle factors including other nations' diplomacy, a factor that EQ seems to neglect.
I haven't had much contact with you, so I'm not sure if you've moded any games yourself.
I have always found NPC behaviour perfectly simple, and I was dealing with NPCs that were not lacking in complexity at all; I have seen many mods better or worse than me do far better NPCs than EQ.
But you have to understand...with 30+ human orders each turn, and dozens of NPCs, it gets overwhelming to play each NPC as if it were human. That would be close to you sending orders for dozens of countries each turn. And he still has to write the update and carry out player orders, which in itself takes hours.
But it really shouldn't be too much to ask to have NPCs acting at least vaguely logically, and in a way that is dependent on other countries' diplomacy and attitudes? In outline? At least in terms of when they declare war or make alliances? This really shouldn't be hard or time consuming to determine correctly whether a nation makes an alliance or not. I don't mind so much about NPC's domestic actions, but actions that affect the players should be chosen extremely carefully.
I always found EQ's handling of NPCs more then satisfactory. Especially when I compare it to my own handling of NPCs in my old NESes.
If I compare it to my own handling of NPCs, or to the handling of NPCs of plenty of other people, EQ's NPCs are distinctly lacking.