EU4開發(fā)日志 | 1/25 1.33版本號中的AI更新

牧游社 牧有漢化翻譯
Europa Universalis IV - Development Diary 25th of January 2022
Gnivom, Revived AI programmer
Hello folks, Gnivom here.
大家好,我是Gnivom。
Today I'll talk about some of the many AI updates coming in the next patch, 1.33. At the end I'll also mention some minor but impactful changes to the rules of land combat.
今天我要介紹下一版本1.33中的大量AI更新中的一部分內(nèi)容。在日志最后,我還會提一些微小但是對陸戰(zhàn)規(guī)則有影響的改動。
Our last major update, we shipped some AI improvements, but a few new issues slipped through as well. Two of those in particular (advisors and forts) were too complex to make it into any of the hotfixes. For 1.33, we have not only addressed those issues, but done a range of further AI fixes/improvements as well. Because of the large number of changes, some new AI issues will probably slip through this time as well. Our goal is to have a public beta for 1.33, which could help a lot with early feedback and time to address it before the final release.
在我們最近一次的主要改動中,我們帶來了一些AI優(yōu)化,但是也同時帶來了一些新問題。尤其是其中兩個問題(顧問與要塞)過于復雜,無法熱修復。在1.33版本號中,我們不僅處理了這個問題,也完成了一系列其它的AI修正/優(yōu)化。因為改動數(shù)量太多了,一些新的AI問題將不會在這次更新中被解決。我們的目標是進行1.33版本號的公開beta測試,它的早期反饋會幫到我們很多,還可以在最終發(fā)布之前爭取一些修改問題的時間。
Forts
要塞
The issue introduced (or at least worsened) in 1.32 was that the AI deletes many of its forts, and seldom builds new. This was likely triggered by changes we did to tighten the AI's budget, as it had had serious budget issues for a number of versions before that. Clearly we couldn't just revert the changes blindly. Instead I wanted to dig deeper and fix underlying issues with the AI's handling of forts.
一個在1.32版本號出現(xiàn)(或者是變糟)的問題是,AI拆除了大量自己的要塞后很少建造新的要塞。這個有可能是因為我們對AI財政收縮的改動造成的問題,因為早先的幾個版本中的AI財政問題非常嚴重。很明顯,我們不能就盲目地撤銷這個改動。因此我想另辟蹊徑,深挖代碼來找出解決AI處理要塞的問題根本所在。
For example, there has for a long time been a bug that caused large countries to only build level 2 forts. In simplified terms: When the AI "defense minister" considered upgrading a fort, it wanted to make sure it could afford upgrading all its forts to the same level, or it would only upgrade to a lower level. So it asked the AI "finance minister" if it can afford maintaining e.g. 10 level 4 forts, but the finance minister says no, reasoning that "you shouldn't need this much money for building one fort". So the AI was in a stalemate, where it could only build the lowest level of forts.
比如,有一個讓大國只建造2級要塞的老漏洞:AI的“國防部長”要升級要塞的時候會想確保所有要塞都可以升級到同一級別,或者只會升級到較低的級別。因此“國防部長”會問AI“財政部長”能不能付得起10個4級要塞的維護費(舉個例子),但是財政部長否決并回復道“你要建造一座要塞就不要這么多錢了”。所以AI會處于只能建造最低級要塞的僵局中。
Another issue was fort mothballing. The AI would often mothball forts in a way that allowed players to blitz them.
另一個問題是要塞封存。AI經(jīng)常封存要塞,導致玩家利用這個機會突擊它們。
The result after spending some time with this is an AI that seldom deletes any forts, often upgrades forts to higher levels, sometimes builds new forts (especially in strategic locations with good terrain), and is much more careful/intelligent with mothballing. Of course, the AI will still delete forts it really can't afford (such as QQ at game start), and it doesn't have human-level tactical or strategic understanding of fort positioning. But overall, I hope you will find it a big improvement.
我們花了些時間處理的結果是,AI會很少拆除要塞,還經(jīng)常把要塞升級到更高等級,有時會建新的要塞(尤其是地形適宜的戰(zhàn)略要地),而且在封存要塞的時候更謹慎/聰明了。當然,如果AI真的付不起錢的話也會拆要塞(比如開局的黑羊Qara Qoyunlu),AI也沒有人類水平的對堡壘布局的戰(zhàn)略戰(zhàn)術思考。不過總的來說,我希望你可以發(fā)現(xiàn)這個巨大的改動。

All of these are level 8 forts, in an 1821 AI-only game. Maybe it’s a bit front-heavy…
上圖這局只有AI沒有人類玩家的游戲打到了1821年,所有這些要塞都是8級了。也許要塞有些太多了……
Advisors
顧問
In 1.32 the AI rarely hires advisors, and often fires them as soon as they're at war. This too was the result of code intended to tighten the budget. Like with forts though, it turned out that there were other issues worsening the problem.
1.32版本號的AI很少招募顧問,而且經(jīng)常在開戰(zhàn)后解雇它們。這也是AI傾向于經(jīng)濟收縮的代碼的結果。不過就像要塞一樣,我們發(fā)現(xiàn)有其它原因使這個問題惡化了。
One such bug was that when deciding which mana it needed the most, two of them could tie for first place - causing the AI to pick the third (worst) type instead. This made the AI hire diplo advisors way too often. Another obscure bug was that if it took the AI too long to save up the money for the initial advisor cost, it could lose track of it, making the money "earmarked" but ever used.
其中一個bug是AI在決定哪種點數(shù)最急需的時候,有兩種點數(shù)會并列第一,導致AI會選擇第三種(最不缺的)點數(shù)。這使得AI過于頻繁地雇傭外交顧問。另一個不明不白的bug是如果AI為顧問的初始雇傭花費攢錢所花的時間太長,長到最后忘了這回事(丟失追蹤),這筆錢會被特別標記但是并不會用上。
In 1.33, the AI will usually keep a reasonable amount of advisors, often prioritizing military or admin. A reworked threshold system makes it not hire-and-fire advisors frivolously. AIs with Meritocracy will realize the importance of having enough advisors to keep it growing. With these improvements, and considering how it stacks with some Monuments and Estate Privileges, we've decided to remove the -20% Advisor Cost modifier for Lucky Nations. Most of them are doing more than fine.
在1.33版本號中,AI將經(jīng)常會聘用數(shù)量合理的顧問,主要集中在軍事和行政。重做的閾值系統(tǒng)會讓AI不再草率地雇傭并開除顧問。采用賢能值的AI會意識到聘用數(shù)量足夠的顧問來提高賢能值的重要性。有了這些改進,再考慮到顧問花費可以如何通過一些奇觀和階層特權疊加,我們決定要刪除AI幸運國的-20%顧問花費修正。大多數(shù)幸運國的游戲表現(xiàn)已經(jīng)好過頭了。
Other budgeting
其它經(jīng)濟預算事項
Other areas where the AI sometimes didn't spend enough include colonists and missionaries. Colonial Nations and AIs with Colonialist personality in particular will spend a larger amount on colonization. One neat addition is that Colonial Nation subjects will now direct all received subsidies towards colonization, in addition to what they would otherwise have spent, unless they have loans. This lets their overlord (or anyone else ;)) make sure they put their colonists to work.
有時AI在殖民者和傳教士之類的領域里花錢不夠多?,F(xiàn)在,尤其是殖民地國家和有“殖民主義者”個性的AI,它們將會在殖民方面一擲千金。還有一個很清爽的改動是,殖民地附庸將會把所有收到的戰(zhàn)爭援助用于殖民和其它需要花錢的地方,除非它們有貸款。這個改動可以讓殖民地附庸的宗主(或者其它人)保障它們的殖民者能有活干。
Peace-time armies are now also a greater priority for small nations, especially for those without powerful allies/guarantors. You should find for example uniting Ireland to be more challenging.
對小國來說,在和平時期擁有軍隊現(xiàn)在也是重中之重了,尤其是沒有強力盟友或者保障獨立的國家的小國。這樣一來,你會發(fā)現(xiàn)統(tǒng)一愛爾蘭更有挑戰(zhàn)性了。
Now of course you may wonder, if all these things get more spending, won't the AI go into debt spirals again? It turns out there were a couple of places where spending could be cut:
現(xiàn)在你當然會好奇,如果上述事項都更燒錢了,AI會不會又陷入負債死循環(huán)?我們會告訴你,這些事項將會花錢更少:
- Drilling armies: The AI now only does this only if it has a large budget surplus
- 操練陸軍:AI現(xiàn)在只在財政結余充裕的時候會這么做。
- Corruption: Sometimes it makes sense to get "free money" for corruption, but the AI overused that, and then found itself rooting it out at several times the cost.
- 腐?。河袝r用腐敗白嫖一些錢很合理,但是AI使用這個機制過于頻繁了,然后發(fā)現(xiàn)根除腐敗花的錢比賺的錢多好幾倍。
- Navy Force Limit: It makes sense for some AIs to go above Naval FL, but this has been reduced somewhat.
- 海軍上限:有的AI超過了海軍上限是合理的,不過超過海軍上限的額外維護費也被減少了一些。
- Consolidate Regiments: When the AI finds itself with troops it doesn't need at the moment, usually after a war or a battle with rebels, it will consolidate regiments.
- 整合部隊:當AI發(fā)現(xiàn)它目前不需要這么多部隊的時候,尤其是在戰(zhàn)后或者打完叛軍之后,就會整合部隊。
- Fort maintenance: Wait, didn't I say the AI is better at maintaining, building and upgrading forts? Sure. But in some cases, in particular poor OPMs with an expensive capital fort, mothballing it really can be worth it.
- 要塞維護:等等,我是不是說了AI在維護、建造、升級要塞的問題上更聰明了?不過有的時候,尤其是對有一個昂貴首都要塞的貧窮一地小國來說,封存要塞真的很值。
- Inflation: By giving a higher prio to reducing inflation, many AIs reduce all expenses by several percent.
- 通貨膨脹:通過讓AI更傾向于降低通貨膨脹,很多AI會減少好幾個百分點的各項開銷。
If these measures are not enough, when the AI goes into longterm deficits and debt, it will implement progressive austerity measures. Firing advisors, reducing army size, and even deleting forts. As far as I've observed, this only happens during/after severe crises, and works fairly well.
如果這些措施對當處于長期赤字或者欠債的AI還不夠,它就會實施更進一步的緊縮措施,比如開除顧問、縮減陸軍規(guī)模,甚至拆除要塞。就我目前所觀察的來看,這只會發(fā)生在嚴重的危機之中或者之后,而且運行得非常好。
The budget is also significantly helped by increased crownland, which we'll get to later.
增加王冠領地有助于顯著改善財政,我們后面會提到。

16’th century Ethiopian budget, recouping after an expensive war. They'll soon lower army maintenance and mothball a couple of forts to get a better surplus
16世紀的埃塞俄比亞財政,正在從一場耗資巨大的戰(zhàn)爭后恢復。他們很快會減少陸軍維護費并且封存幾個要塞,從而獲得更多的結余。
Monarch Power (mana)
君主力量(點數(shù))
At release of 1.32, there was a major issue with AI mana spending, causing the AI to often fall behind in tech and/or ideas. This was made worse by how it interacted with the new institution tech cost, and by the issues with advisors mentioned above. Although a hotfix was issued including a fix to the main issue, we've spent more time looking at the AI's mana economy. The AI now:
在1.32版本號公布時,AI在點數(shù)使用上有個嚴重問題,導致AI經(jīng)常在科技和/或理念上落后。并且在遇到新思潮科技懲罰以及前面提到的顧問問題時,這個問題會變得更糟。盡管一個包含修復主要問題的熱修復已經(jīng)被發(fā)布,但是我們也花費了更多的時間來研究AI的點數(shù)經(jīng)濟?,F(xiàn)在AI會:
- better understands when to buy tech vs. ideas vs. other things.
- 更明白如何在特定時間點上平衡科技、理念和其他東西的花費。
- uses more advisors (as mentioned before).
- 雇更多的顧問(正如前面提到)。
- uses Estate Privileges for free mana.
- 使用階級特權換免費點數(shù)。
- better understands when to prioritize a certain mana, in terms of National Focus, Advisors, and Estate Privileges.
- 在國家焦點、顧問和階級特權方面,更明白什么時候要優(yōu)先其中一方面的點數(shù)使用。
It also turns out that if you play a Republic, and especially with Plutocratic ideas, choosing randomly between the event options of those events can cause you to spend a majority of your ADM on boosting stability. We've gone through many of the events affecting Stability and/or Republican Tradition, and made the AI pick the better/safer option.
情況也表明,如果你玩一個共和國,特別是有財閥理念時,在那些事件的選項中做隨機選擇,會讓你在提高穩(wěn)定上花費大部分行政點數(shù)。我們已經(jīng)處理了許多影響穩(wěn)定和/或共和國傳統(tǒng)的事件,并且讓AI選擇更好/更安全的選項。
Estates
階級
When the Estates system was last redesigned, AI was written to interact with it. But that AI wasn't necessarily written/tested too carefully, and years of design changes and lack of proper attention have made it worse.
當階級系統(tǒng)上次重新設計時,AI與該系統(tǒng)交互的內(nèi)容就寫好了。但是,那個AI沒有經(jīng)過仔細的編寫/測試,隨著經(jīng)年的設計變化和缺乏關注,情況就惡化了。
It turns out that by making the AI play a fairly simple estates meta, but play it consistently, it gets quite a nice set of bonuses; from tax income and autonomy reduction, to mana; at very small cost.
現(xiàn)在我們的解決方案是,AI將使用非常簡單的元邏輯來處理階級,但會保持持續(xù)互動,這樣它會得到一系列相當不錯的獎勵,包括稅收、自治度降低和點數(shù),同時代價非常小。
The AI will:
現(xiàn)在AI將會:
- Seize Land even when it causes revolts (but only after maintaining troops and forts)
- 收回土地,即便這將導致叛亂(但是僅僅會在拉高軍隊和堡壘維護后)
- Occasionally Call Diet to temporarily increase Loyalty, although it doesn't usually try to complete it
- 偶爾召開議會來臨時增加忠誠度,盡管AI不總是會試著去完成它
- Prioritize Privileges that give loyalty and mana
- 優(yōu)先考慮會給忠誠度和點數(shù)的特權
- Sell Titles only when crownland is high and/or the money is badly needed
- 僅僅在王冠領地很多和/或急需要錢時出售頭銜
Naval Invasions
海上入侵
1.32 saw some fixes in this area. 1.33 will have a couple of further small improvements/fixes that should reduce friction for multi-continent empires in particular. For example:
1.32版本號在這塊有做修正。1.33版本號會有一些進一步的小改進/修正,應該能降低尤其是跨大洲帝國的判斷分歧。比如:
- Armies that have nothing to do are less likely to refuse an invasion mission
- 沒事干的軍隊更不會拒絕一個入侵任務
- Invasions will no longer wait for faraway ships to help out, unless they are necessary
- 入侵將不再等著遙遠的船來幫忙,除非沒得選
In one game, I actually saw AI Portugal conquering a third of India by 1700 or so, while also having colonies in the Americas and Africa. But in fairness, that is not a common sight. AI naval invasions will remain an Achilles’ heel.
在某一次游戲中,我確實有看見AI葡萄牙在1700年左右征服了差不多三分之一的印度,同時在美洲和非洲也有殖民地。但是,公平地講,這不是那么常見。AI的海上入侵將保留一個阿克琉斯之踵。
Army Quality
軍隊質(zhì)量
This is a major one. And huge thanks to @Tempscire, who has helped me with running simulations, with mathematical analysis, and schooling me on how EU4 land combat actually works.
大的要來了。非常感謝@Tempscire,他幫我跑了有數(shù)學分析的模擬,教了我EU4陸戰(zhàn)實際是怎么工作的。
The question the AI is trying to answer here is whether to start a battle, or even a war. To do so, it must estimate the quality of troops. Basically: how many Swedish soldiers does it take to equal 1 Prussian soldier? Until 1.32, the AI did this by applying a series of modifiers, based on Discipline, Morale, etc., that were tuned on gut feeling. From 1.33 (and somewhat already from 1.32) we have proper math and simulations to back them up.
這里AI要回答的問題是:是否開啟一場戰(zhàn)斗,或者甚至開啟一場戰(zhàn)爭。為了回答這個問題,AI必須估算軍隊的質(zhì)量?;旧鲜牵憾嗌偃鸬涫勘艿扔谝粋€普魯士士兵?直到1.32版本號,AI是通過應用一系列基于訓練度、士氣等的修正來估算,就表得很“俺尋思”。從1.33版本號(有些從1.32版本號)開始我們有了合適的數(shù)學和模擬來支持它們。
The AI now appreciates the value of morale more than before. It understands how a general’s impact on a battle depends on the terrain. It understands the interplay between e.g. Infantry Fire, Fire Pips of the Unit Type, Fire Damage, and Infantry Combat Ability. It also understands combat width and flanking, but it doesn’t yet understand army composition between infantry/cavalry/artillery. That is definitely something to continue working on.
AI現(xiàn)在比以前更欣賞士氣的價值。AI明白了一個將領如何通過地形影響一場戰(zhàn)斗。AI明白了諸如步兵火力、兵種組的火力點數(shù)、火力傷害、步兵戰(zhàn)斗能力之間的相互影響。AI也明白了戰(zhàn)場寬度和側翼,但是,它仍未明白軍隊中步/騎/炮間的比。這肯定是要繼續(xù)處理的事。
With this improved confidence in its understanding of army strength, the AI’s safety margin for starting attacks has been reduced somewhat. It has also been made more aware of nearby armies on both sides. You will find the AI starting more winning battles, and hopefully fewer losing battles. Although the reduced safety margin combined with bad understanding of army composition can make the AI fail in this regard.
帶著對軍隊強度更加理解的自信,AI在展開攻擊前的安全閾值已經(jīng)被降低幾分。AI也對雙方軍隊有了更好的了解。你將會發(fā)現(xiàn)AI開始贏得更多了,輸?shù)酶僖彩强善谥隆5踩撝档慕档团c對兵種比的糟糕理解結合在一起,會造成AI在這方面的失敗。
Changes to Land Combat
陸戰(zhàn)的改變
The thought that went into the army quality AI made us realize (again, with @tempscire’s guidance) we should change some things about how combat works. As mentioned in last week’s DD; Unit Type Fire and Shock pips now affect morale damage as well strength damage. This makes the choice between Unit Types less imbalanced. Contrary to what was said last week, and in part because of feedback on that post, this will also apply to morale defense from backrow. The fact that this makes artillery more powerful and battles longer is counteracted by some more important changes we decided to do:
對軍隊質(zhì)量AI的想法讓我們認識到,我們應該對戰(zhàn)斗是如何進行的做一些修改(這次也是在@tempscire的指導下)。正如在上一篇日志中提到的:兵種的火力和沖擊點數(shù)現(xiàn)在既影響士氣傷害也影響人力傷害。這讓單位類型間的選擇不那么不平衡了。和上周所說的不同的是(部分是因為那篇日志里的反饋),這個改動也將會應用到來自后排的士氣防御上。這會讓炮兵更強和戰(zhàn)斗時間更長,但我們決定做如下更重要的改動來抵消:
- Infantry and Cavalry can no longer deploy/reinforce to the backrow.
- 步兵和騎兵不再能部署/增援到后排。
- Backrow regiments will now retreat when reaching 0% morale (same as frontrow regiments).
- 后排軍團現(xiàn)在將會在士氣到0時撤退(與前排軍團相同)。
- Constant 0.03 morale damage per day is now only applied to reserves, and not to regiments on the battlefield.
- 持續(xù)每天的0.03士氣傷害現(xiàn)在只適用于后備的單位,而不適用于戰(zhàn)場上的單位。
I'm sure many of you (just as myself not too long ago) do not understand how this affects the combat meta in practice. Without making this DD much longer than it already is, some important effects are:
我確定你們中的很多人(正如不久之前的我)并不明白這些戰(zhàn)斗的元數(shù)據(jù)是如何影響實際戰(zhàn)斗的。在不使這篇日志比現(xiàn)在已經(jīng)很長的情況下更長,一些重要的影響是:
- It's no longer critically important to have a full combat width of artillery in the battle on day 1.
- 在戰(zhàn)斗的第一天擁有一隊完整戰(zhàn)場寬度的炮兵不再是極度重要的。
- An army of 2x combat width infantry is now superior to an army of 1x combat width infantry. Previously they were roughly equal.
- 一個擁有戰(zhàn)場寬度x2的步兵的軍隊現(xiàn)在比一個擁有戰(zhàn)場寬度x1的步兵的軍隊更優(yōu)。以前他們是大體差不多的。
- You'll need more artillery than just the combat width to last a long battle.
- 你需要比戰(zhàn)場寬度更多的炮兵來持續(xù)一場長時間的戰(zhàn)斗。
That's it for this week, hope you're as excited for 1.33 as I am!
這就是本周的內(nèi)容了,希望你們和我一樣期待1.33版本號的到來!
Next week @pavia will make a Dev Diary on the subject of "Script Debt".
下周@pavia將會帶來“腳本積弊”的開發(fā)日志。
Thanks again to @Tempscire, but also to @xorme whose AI mod inspired some of the improvements. And thanks to everyone who provides great feedback on this forum and elsewhere!
再次感謝@tempscire和@xorme,他們的AI mod啟發(fā)了本次一部分更新。感謝每一位在論壇和其它地方積極提供反饋的玩家。
Oh, and here is a full list of AI-related changes from the in-progress changelog:
對了,這里是本篇所有有關AI的改動,來自新版本正在開發(fā)中的改動日志:
- Fixed Celestial Emperor advisor budgeting issue.
- 修復了天朝皇帝顧問預算問題。
- Rewrote AI savings logic.
- 重寫了AI的存錢邏輯。
- Colonial nations spend more money on colonists.
- 殖民領國家會在殖民隊上花更多的錢。
- Increased AI minimum colonization budget.
- 增加了AI最低開拓殖民地預算。
- Reworked AI fort mothballing forts.
- 重做了AI封存要塞的行動。
- Fixed issue that AIs in debt didn't convert provinces.
- 修復了AI在有債務時不傳教的問題。
- Made AI consider flanking.
- AI現(xiàn)在會注意軍隊側翼。
- AI better understands importance of generals' pips.
- AI更能理解將領能力的重要性了。
- AI now considers units' drill before starting a battle.
- AI現(xiàn)在開始戰(zhàn)斗前會考慮軍隊演習。
- Fixed bug where AI thought 'coordinated attack' and instead sent individual armies to die.
- 修復了AI選擇“協(xié)同進攻”而把軍隊分成小股送光的bug。
- Fixed multiple issues with scripted ai_army, one of which made it not work at all. It can now also be debugged with the 'mapmode armyeval' command.
- 修復了輸入ai_army卻沒什么卵用的多個問題?,F(xiàn)在這項作弊也不會和“mapmode armyeval”沖突了。
- The AI now makes smarter decisions regarding Patriarchal Authority in events.
- AI現(xiàn)在關于事件中的牧首權威能做出更精明的抉擇。
- AI better at consolidating regiments before battle.
- AI更傾向于在戰(zhàn)斗前合并軍隊。
- AI can now declare wars when overextension is up to 50% (previously 25%), but only if already coring everything.
- AI現(xiàn)在可以在過度擴張不超過50%時宣戰(zhàn)(之前是不超過25%),前提是已經(jīng)正在核心化所有省份。
- AI considers nearby units more when considering a battle.
- AI現(xiàn)在戰(zhàn)斗時更加兼顧周邊的單位了。
- AI will now seize land from estates more often, but raise army/fort maintenance.
- AI現(xiàn)在會更頻繁地沒收領地,并提高軍隊/要塞維護費。
- Added AI priority to a few conquest missions of France and the Ottomans in order to ensure them prioritizing their missions.
- 在法蘭西和奧斯曼AI的優(yōu)先事項中增加了一點征服任務,以優(yōu)化它們的任務優(yōu)先級。
- better at taking home troops overseas (instead of disbanding).
- 更傾向于從率軍渡海(而不是原地解散)。
- Build a bit more universities.
- 會建造更多大學。
- Made AI Care about Beijing, Nanjing, Canton for mandate.
- AI現(xiàn)在為了天命會更關心北京、南京、廣東。
- Made AI Care about corruption for mandate.
- AI現(xiàn)在為了天命會更關心腐敗。
- Celestial Emperor more aggressive towards countries that refuse to pay tribute.
- 天朝皇帝現(xiàn)在對拒絕納貢的國家更具侵略性。
- Colonial Nations without debt are now likely to spend all subsidies they get on colonists.
- 沒有債務的殖民領國家現(xiàn)在可能會把所有戰(zhàn)爭援助用于殖民隊。
- Colonial subjects will care more about wars against countries in their colonial region.
- 殖民領屬國更關注與殖民地地區(qū)敵國的戰(zhàn)爭。
- Coordinated offensives will now focus on committed sieges.
- 協(xié)同進攻現(xiàn)在更注重攻城戰(zhàn)。
- Fixed AI army ignoring terrain for some threat evaluation.
- 修復了AI軍隊忽視一些區(qū)域威脅的問題。
- Fixed bug that AI sometimes ignored armies with insufficient troops for siege.
- 修復了AI軍隊忽視部隊數(shù)量不足以圍城的bug。
- Fixed bug that caused exiled armies to behave erratically.
- 修復了引起流亡軍隊行為異常的bug。
- Fixed bug that made AI less afraid of non-rebel armies, when it should be rebel armies.
- 修復了AI相比非叛軍反而更怕叛軍的bug。
- Fixed bug that made AI not declare easy wars as often.
- 修復了AI不像往常一樣宣戰(zhàn)可輕易取勝的戰(zhàn)爭的bug。
- Fixed bug that made colonial nations not colonize islands in their own colonial region.
- 修復了使殖民領國家不在自己殖民地區(qū)殖民的bug。
- Fixed issue where armies would refuse to do things nearby, because it was assigned to a region far away.
- 修復了軍隊被指派往遠處而拒絕執(zhí)行在其附近的其他指令的問題。
- Fixed issue with colonists not being recalled when they should be.
- 修復了殖民隊不被召回的問題。
- Fixed issues sometimes preventing AI upgrading forts to higher level.
- 修復了有時AI被阻止提升要塞等級的問題。
- Fixed issues with colonial budgeting (causing bankruptcy spirals).
- 修復了殖民預算的問題(會引起破產(chǎn)螺旋)。
- Fixed that autonomous sieging could go back and forth between provinces that were flipped back by a fort.
- 修復了軍隊自主圍城時在要塞控制區(qū)反復橫跳的問題。
- Improved AI understanding of native uprising risks (less Africans getting stackwiped taking a shortcut).
- 提升了AI對土著起義危險性的考量(非酋們不會再天天荒地行軍被土著全殲了)。
- Improved AI handling of estate privileges.
- 提升了AI對階級特權的處理能力。
- Improved army quality calculations.
- 提升了軍隊質(zhì)量計算。
- Improved handling of corruption.
- 提升了對腐敗的處理。
- Improved handling of inflation.
- 提升了對通貨膨脹的處理。
- Improved logic for where to build forts.
- 提升了要塞選址的邏輯。
- Improved national focus (mana) handling.
- 提升了國家焦點選擇的處理。
- Improved the AI decision making for Orthodox events.
- 改進了AI在東正教事件中的抉擇。
- Increased budget priority for saving money.
- 增加了存錢的優(yōu)先級。
- Made AI less eager to demand return core treaty unless it likes the benefactor.
- 使AI不再傾向于增加歸還核心條款,除非自己能獲益。
- Made AI less eager to go over naval forcelimit.
- 使AI不再急于突破海軍數(shù)量上限。
- Made AI less likely to mothball forts when risky.
- 使AI不再傾向于在危機時刻仍封存要塞。
- Lowered AI priority on building great projects over other buildings.
- 降低了AI對建造偉大工程而不是其他建筑的優(yōu)先級。
- Lowered AI safety margin when attacking to compensate for other fixes.
- 降低了AI考慮進攻時的安全閾值以適配其他的修正。
- Made AI aware of risk of rebels spawning in a province.
- 使AI意識到叛軍在省份中揭竿而起的危險性。
- Made AI chase your small armies in more cases.
- 使AI在更多情況下追逐你的零散部隊。
- Made all Chinese countries want to conquer the 3 Mandate cities, if they have 1 already.
- 使所有中華文化組國家在占領三座天命之城之一時,試圖控制其余兩座。
- Made AI armies which are afraid of enemies, prefer safe terrain even more.
- 使AI軍隊更害怕敵軍,更愿意待在安全的地形。
- Made AI more likely to enforce rebel demands (peace treaty) in the rare case that it can do so.
- 使AI更可能在迫不得已時同意叛軍請求。
- Made AI more likely to promote cultures (with large development).
- 使AI更可能接納文化(有更高的發(fā)展度)。
- Reduced maximum budget for subsidies to 10% of income.
- 戰(zhàn)爭援助的最大預算減少至收入的10%。
- Several fixes and improvements regarding advisors.
- 一些關于顧問的修正和改進。
- Somewhat more competent at naval invasions for large empires.
- 對大帝國的海上入侵方案略微更加可行了。
- Subjects with loans will keep a standing army again (although it will be small).
- 有貸款的屬國仍會維持一支軍隊(雖然可能沒幾個兵)。
- The Ethiopian AI will no longer move its capital while being at war.
- 埃塞俄比亞AI不再在戰(zhàn)時遷都。
- Tweaked AI siege priorities.
- 調(diào)整了AI圍城的優(yōu)先級。
- Very small countries with scary neighbors will now keep a larger army when at peace.
- 受到鄰國威脅的小體量國家現(xiàn)在會在非戰(zhàn)時擴軍。
- Made AI less likely to split armies in threatening places.
- 使AI不再傾向于在受到威脅的地區(qū)分兵。
- Made AI more happy to hunt nearby armies.
- 使AI更樂意于追獵附近的軍隊。
- Army AI only takes its own armies on fleets.
- 軍隊AI現(xiàn)在只攜帶自己的部隊上船。
- Fixed small AIs militarizing also when Rights of Man DLC disabled.
- 修復了小國AI軍國化,即便人權DLC未開啟。
- Improved Strong Duchies AI.
- 提升了強大的公國AI。
- AI can handle reassigning merchants.
- AI可以重新指派商人團了。
- AI no longer sells provinces to charter cheaply, and added new malus for presence of great projects in the province too.
- AI不再向玩家賤賣省份,并且有偉大工程的省份現(xiàn)在有獨特圖標。
- AI no longer uses pillage capital state when it has nothing to gain from it.
- 首都省份已被洗劫一空時,AI不再擄掠首都省份。
翻譯:Strategemata 倫敦 三里之塵
校對:113322qwe1 三等文官猹中堂
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