AI builds cities
AI建造城市
About this mod Machine translation
By changing the behavior of AI in building new territories (including castles, cities and temples), making it more intelligent based on terrain, culture, dynasty and AI personality, preventing AI (NPC) from constantly building only castles. If you don't know, according to the current paradoxical logic, all territorial limits must be filled in order to build a city, only theocracies will build temples, and in most cases the AI will build castles. I changed the logic to take into account terrain, government type, and culture. I have tested it myself, and now the AI's cellar building is better and smarter. NOTE: As the number of castles decreases, there will be fewer feudal barons, replaced by mayors without courtiers or families, thus potentially improving some long-term performance. Paradox Mods [mods.paradoxplaza.com]
feature
- Changed AI's tendency to build castles.
Theocracy is unlikely, but it is still possible to build a castle if owned.
Republics are now less likely to build castles, especially if there are already castles.
Castles are slightly less likely to be built in the administrative realm.
Castles are more likely to be built on mountains, desert mountains and slightly more likely on hills.
Castles are more likely to be built at bottleneck points such as rivers, straits or coasts.
It is unlikely to build a castle on semi-good farmland, such as terraces, hills or wetlands.
Cultures like Castle Keepers will greatly increase the likelihood of building a castle. Pacifists reduce probabilities.
Spirit includes bellicosity and stoicism.
The AI's personality, educational traits, and most importantly, dynastic heritage (such as warriors) are all important.
Integrated the sovereign command mechanism, applicable to ordinary buildings.
If a county already has two castles, the probability of building one decreases.
- Changed AI's tendency to build cities.
A theocracy is unlikely, but it is still possible to build a city with a theocracy.
Republics are now more likely to build cities.
Administrative areas are more likely to build cities.
It is more likely to build cities on high-quality farmland, such as farmland, plains, arid lands, terraced hills, wetlands, etc.
If you can build rice fields, you're more likely to build a city next to a river, strait, or coast, or on really good farmland, such as farmland, floodplains, oases, terraced hills, and wetlands.
Cultural traditions like City Keepers and Localism/Republican Heritage greatly increase the likelihood of building a city.
An ethos that includes bureaucracy and egalitarianism.
The AI's personality, educational traits, and most importantly, dynastic inheritance (such as cities) are all important.
Integrated the sovereign command mechanism, applicable to ordinary buildings.
- Changed AI values for building temples.
Theocracies were more likely to build temples.
It is more likely to build a temple in a forest, since logging camps have temple bonuses.
If there are related cultural traditions between cultures, such as zealous temple builders, monastic communities, religious patronage, then the likelihood of building temples is greater.
Spiritual concepts include spirituality.
The AI's personality, educational traits, and most importantly, dynastic inheritance (such as cities) are all important.
Integrated the sovereign command mechanism, applicable to ordinary buildings.
The likelihood of building a temple decreases if there is already one.
For specific values, check the file yourself and edit it yourself. AI personalities are indeed used, but in reality there is a lot of randomness if too much weight is given to their personalities, so this factor is much lighter than I initially thought (terrain, culture, dynasty being the main ones). If you find some strange county, check the history to see if there were any warmongers who ruled there for a long time. A good way to see if the mod is working properly is that after a few years depending on your star …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.