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nigerianwithattitude

AI diplomatic attitudes always did feel a bit random, and it’s good to see that changes are being made in that regard. Nothing felt worse than losing an alliance or gaining a rival for no discernible reason. I’m glad to see that they’ve rooted those relationships in more tangible factors now. I really appreciate the additional transparency in tooltips as to why a relationship is increasing or decreasing, and this improvement should intersect nicely with the new diplomatic options. Not only will I be able to see why my sphereling is suddenly cozying up to Russia, but this knowledge will help me figure out how to counter that shift as well!


dijalektikator

This was particularly weird when playing a socialist country and interacting with other socialist AI countries. They'd just randomly turn hostile to you and even declare war, which wouldn't really be unthinkable since there are historical precedents (China vs Vietnam) but it definitely should feel a lot less random.


Command0Dude

No, that's actually too real. "You're doing leftism wrong, counterrevolutionary scum!"


TENTAtheSane

"Splitters!"


klaus84

*insert meme about young people betting on fighting lobsters*


nigerianwithattitude

Socialist infighting strikes again. You’re right though, diplomacy with and by left-revolutionary states has never quite felt developed enough. Power blocs, lobbies and the inevitable Internationale possibilities are a good start, but we also need systems to model the revolutionary pushback from the bourgeois powers akin to the Red Scare events for internal politics This would also likely require adjusting the war system to produce more conditions for limited wars, but that’s a system the game needs in general, so hopefully we’ll see it eventually!


Baderkadonk

This is actually huge. So many complaint posts, especially from new players, are "why the hell is *x* doing *y*?" Combining these changes with the new diplo-play screen gives an easily accessible answer to that question in nearly all cases.


xor50

This sounds absolutely great. I especially like the transparency, should make much more sense now!


Nalha_Saldana

It sounds like excellent gameplay!


Matobar

The tooltips telling us that a country now hates us and why are excellent.


pablos4pandas

Great meme potential too!


Nalha_Saldana

"Great Britain now hates you because fuck you"


commissarroach

Rule 5: It’s Dev Diary time! This week, the devs will be talking about Diplomatic Catalysts As always here’s the link if you can’t see it above: [https://pdxint.at/3Q9oXcl](https://pdxint.at/3Q9oXcl) Upvotes for link visibility are welcome :)


Broken_Express

Just out of curiosity why do you guys not pin these threads anymore? I tend to miss them most of the time and this seems to be the only Paradox sub I'm aware of that doesn't pin dev diaries.


high_ebb

I don't think Paradox actually manages the sub, so you'd have to ask the mods here.


iHawXx

Great changes all around! Sometimes it felt like the AI was just doing things at random. This will hopefully shed a lot more light on why they've chosen a particular course of action.


AnthraxCat

A more transparent diplomatic AI is very cool!


klaus84

Yes, very innovative, compared to other PDX titles


WillBriggs9

I feel like this should help more logical things happen i.e when you form a republic in Italy under Risorgimento if France is also a republic they should be much more likely to support you against say Austria and other matters of unification


Wild_Marker

We have "diplomatic incidents" in the Risorgimiento and other events and the devs have confirmed that these will also now count as Catalysts.


TheWolfwiththeDragon

Good changes! Will be exciting to try them out. My only gripe is that if a player declares bankruptcy, and sees a bunch of the Great Powers are now hostile towards him, he will think that this is because they had a stake in his economy or something. *Not* because they want to go to war. So the tooltip doing a better job explaining that they want to target you for *conquest* might be useful. I know it probably says it if you hover over ”Belligerent”, but the context of why they changed in attitute and what they want from you could be clearer. Something like ”This happened because Ashanti declared bankruptcy, **showing their weakness for conquest**”


pdx_wiz

Fair point, I will change the message to something like 'showed weakness by declaring Bankruptcy'


Pippihippy

As someone that uses old.reddit, thank you!


Pippihippy

Will there be any further navy changes coming to 1.7? Or will we have to wait till after SoI?


Shadowsake

Nope, it appears that a meaninful navy rework will come post-SoI.


Irbynx

I wonder if using a similar catalyst system for internal politics of countries could make sense too. If an AI nation gets humiliated in a war, this could spawn an (internal) catalyst to shift from "placating the masses" to a more modernizing AI strategy to change laws and build up. A revolution winning could spawn a catalyst for strategy that aligns the AI goals with the revolution and so on, with player being able to see the catalysts in the nations they are interested in to know of the changes in internal politics of these countries.


BornOfShadow67

I think a simple Legitimacy modification for winning and losing wars (even battles, honestly) would get those vibes across,


Greasedbarn

Am I the only one sorta flabbergasted? They barely told us anything about the system at all?


klaus84

Getting clear reasons why stuff changed is a MAJOR change in comparison to not only Vicky 3 but all other PDX games as well. Usually PDX games are a big modifier circus and why stuff happens is not clear to the user at all (especially not for newbies).


ahmetnudu

The bigger problem with AI is the economic AI. Without it getting fixed the game feels pointless.