Also, the AI gets a lot more bonuses on higher difficulties. If you play on Hard, you can expect a lot more war declarations, backstabbing and general AI jerkiness. For some larger faction starts you may want to try Hard, but overall Normal is what the aggression is balanced around. – Until you get used to the new system, I highly recommend playing the campaign on Normal. If we want the AI to be able to backstab and be dynamically active in a campaign, we have to accept that it will sometimes do these things at moments that are annoying or strange. Our choice was between an AI that can sometimes be randomly too aggressive in a given campaign vs. We chose to have a more aggressive AI because the benefits outweigh the negatives. On one hand that’s a good and realistic thing and helps the AI behavior on the whole, but on the other hand, it can be frustrating as the player. Things can snowball a bit if you are seen as a good target. The AI will gang up on you, watch for weaknesses or oversights and exploit them, or generally wait for an unexpected moment to declare war. The early game is more difficult, especially for smaller factions. However, the change to Aggressive settings has some drawbacks. This has produced an AI that will choose to make that attack or backstab more often on the whole rather than sit back and watch. Basically, those dice rolls that happen hundreds of thousands of times across the many, many DeI campaigns are weighted more toward the aggressive than the passive side. The AI will initiate unexpected attacks in both time and place and generally is much better about what it’s doing while at war. In our testing, we found that the Aggressive setting really improves CAI behavior overall, but especially improves it in the mid/late game and during wartime. It will now initiate actions, backstab, and generally be more of a nuisance for the player. So, one of our goals in 1.2 was to improve the CAI’s activity and make it more dynamic and aggressive. One of our chief complaints in 1.1 was that the CAI was rather passive and allowed the player to dictate the pace of play and in game actions, especially in the mid-late game. So, you may notice that in 1.2 most factions are now Aggressive in diplomacy and that overall the CAI is more aggressive. These weighted dice rolls as described above are effectively what we can change within the system. Once again, its just a weighted dice roll not a pre-determined action. These variables help weigh the dice roll and determine AI behavior in a given circumstance. In order to attempt to add some level of smart AI to the decisions, we have variables we can change within the system. It’s bad because across the many thousands of DeI campaigns, there will be times when the AI does stuff that doesn’t make sense or even seems poorly balanced or designed. It’s good because it means that there are unexpected things that happen in campaigns and campaigns can be different on replaying them. This randomness or “dice roll diplomacy” is both a good and bad thing. These differences are the essence of the random nature of Rome 2. Some of the same may happen, none of it may happen, or totally different results may occur. If you go back and load the save and end turn again, you could easily see completely different things happen. You could even see another faction offer some random agreement that turn. If you end a turn you may see Faction X declare war on Faction Y or Faction Z break its treaties with you. that it’s impossible to determine in any given campaign what exactly will happen on a turn.īecause of this random nature, any given turn can have different results even if replayed. The game itself has so many possible situations with so many factions, bonuses, modifiers, variables, etc. Sometimes they are bad choices, sometimes they come from nowhere and (hopefully) sometimes they are smart. This has huge ramifications for campaigns because in any given campaign you could see all types of behavior and choices made by the AI. At its core, Rome 2’s CAI and diplomacy are random. In order to understand why we have our system the way it is, we need to start at the foundation of the systems in the game. This guide will be an attempt to explain the system and give some tips on how to navigate diplomacy in 1.2. A lot has changed in 1.2 on these fronts and it can be frustrating when you don’t understand the system and why certain decisions and changes were made. This guide is here to help those new to DeI 1.2 with the various Campaign AI (CAI) and diplomacy changes.
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