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Releases: Anbeeld/ARoAI

Anbeeld's Revision of AI 1.3.5

07 Aug 09:53
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– The conditions for the downsizing of the last port in the country are now much stricter, reducing amount of cases where small countries completely cut themselves off any trade.

Anbeeld's Revision of AI 1.3.4

23 Jun 10:07
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– Industry Banned law is now checked when a country considers to construct vanilla heavy industry buildings.
– The part of the code that adds a special priority to placing a port in the capital state now checks if the capital state is in fact coastal.

Anbeeld's Revision of AI 1.3.3

09 Apr 10:35
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– Fixed a bug where AI countries couldn't set tax level to very high.

Anbeeld's Revision of AI 1.3.2

26 Mar 15:34
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– Greatly increased the amount of comments throughout the code, mainly in its body in form of scripted effects.
– Added a bit more documentation to the GitHub repository, a brief explanation of how the mod works and some nuances in compatibility patch instruction.
– Renamed a bunch of effects, triggers and values to better reflect their meaning.
– Scripted trigger aroai_consider_building no longer has profitable argument, which must be reflected in your compatibility patches.
– Fixed a few bugs and made some small improvements while I was reading through the code: reduced priority on production method of ports that requires oil, adjusted conditions of downsizing government administrations, fixed AI countries with laissez-faire being able to downsize production buildings, and more.

Anbeeld's Revision of AI 1.3.1

16 Mar 02:36
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– Fixed a bug that led to railway subsidies being forced on player.

Anbeeld's Revision of AI 1.3.0

13 Mar 15:57
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– Autonomous investment pool is fully supported with government queue being managed by ARoAI and private queue being managed by the vanilla AI, which honestly required much more work than I would expect. Thanks Wiz for introducing "turn off parts of the AI" defines at my request that made it possible, which is pretty much unprecedented in Paradox games.
– Many improvements to construction decision making, from introducing advanced evaluation of building priorities based on median productivity and profitability, to simpler stuff like better state choices or tracking of ongoing constructions.
– A lot of work was done to country management in general. For example, desired construction points is now a completely dynamic value that is actually based on how much spare money a country has after all the other expenses instead of being limited by arbitrary targets. And when there's almost no workforce left, it will be reduced so the AI could lower taxes instead!
– Nearly the entire codebase got changed, refactored or reworked. Static building data is now processed much cleaner, while dynamic data collection is on a whole other level. Tried my best to care about performance as well considering all the additions to the scripts.
– Reworked game rules to provide players with better "difficulty" settings, including separate rules for China and India.
– Indescribable amount of other changes, especially considering I wasn't really tracking them.