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Hello and welcome to the 59th Victoria 3 development diary! With the release of the game just a little more than a month away (which honestly feels surreal), one of the last remaining things for us to do alongside bug fixing is to put the final polishing touches on the AI for release. As such, this feels like a good time to talk about the AI of Victoria 3 - how its designed, how it operates, and what tools modders have available to tweak it. However, I wont really be talking about which exact amount of difficulty the AI provides or which level skill it plays at. Firstly, because perception of AI performance is highly subjective and what is a good AI means something different to just about every player, and second because theres still a few issues to be ironed out before release, one example being AI-controlled countries too frequently experiencing revolutions (something that should hopefully be greatly improved now, but which has yet to be verified by QA).
So then, how does the AI in Victoria 3 work? Well, just as in our other Grand Strategy Games, the AI plays the same game you do. It uses all the same features, faces all the same restrictions, and does not receive the advantage of any cheats (with some exceptions if you use certain Game Rules, but more on that later in this dev diary). In addition to this, there are four design principles that guides how the AI should act in Victoria 3:
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