原文:http://forum.paradoxplaza.com/forum/showthread.php?668810-For-the-Glory-1.3-Preview-1-The-AI

For the Glory 1.3 Preview #1: The AI

by MichaelM

Published on 31-08-2012




Good evening, and happy Presidents Day to the U.S! Speaking of the U.S. , we 've improved its setup in the 1773 and 1795 scenarios and its associated events quite a bit .

こんばんは!アメリカへ、大統領誕生日*1おめでとう!
アメリカといえば、1773年と1795年シナリオでのアメリカ成立関連のイベントをちょっといじっておいたよ。

But that 's not what I 'm here to talk about .Today I want to focus on changes to the AI , and particularly the strategic AI .In the past, the AI 's strategy has been bad enough that it needed lots of cheats to survive .That has changed .

だが、それは今回のテーマじゃない。今日はAI、それも特にAIの戦略についての変更について話したいと思う。
今までは、AIの戦略は非常にまずく、沢山のチートで下駄を吐かせなければ生き残れなかった。それが変わったんだ!

For example , you 've seen the AI sending missionaries before, but only on occasion , even if it was a rich country with many wrong -religion provinces .

例を挙げよう。今まで、プレイヤーはAIが宣教師を送り込んでいるのを目にしたことがあるだろう。
でも、たまにだけだ。例えそれが沢山の異教徒を抱え込んだ大国だったとしてもね。

That 's because the AI had no capability for deciding when to send missionaries ,so the EU2 code worked around it by occasionally cheating the AI some money and forcing it to send a missionary .That situation has been remedied ;the AI is now quite capable of handling its own missionaries , so the cheat is gone .

それは、AIにはいつ宣教師を送り込むべきかを理解する能力がなかったせいなんだ。
だからEU2のプログラムは、時々AIにチートで資金を追加して、強制的に宣教師を派遣させてた。
でも、今はそれは修正された。AIは自身できちんと宣教師を運用できるようになったから、チートはもう要らないんだ。

AI colonization is also good enough that it is no longer allowed to send six colonists at once to the same province .

植民に関しても、AIは今までのように6人同時に送り込むなんてチートは必要としない位賢くなったよ。

You 'll also see the AI building more large buildings ( manufactories , shipyards , conscription centers , and forts ) .This is because it can now plan longer term and actually take inflation if it will be beneficial .

そうそう、AIが工場や造船所、徴兵所や砦なんかを建設してるところも見られるようになるだろうね。
これは、今やAIは長期に渡る計画を立てて、利益を得られるならばなんとインフレを受け入れることも出来るようになったからなんだ。

Since it now doesn't always mint like crazy every time it 's in a war , overall inflation levels are actually a little down ;it also helps that the AI knows governors are often worth inflation too .

これからは、戦争中に毎回毎回馬鹿みたいに鋳造したりはしなくなるから、全体を通して見た時のAIのインフレは実際にはちょっと少なくなるだろうね。
これには、知事はインフレを受け入れてでも立てる価値がある、とAIが認識したことも寄与してるよ。

Another long-term investment the AI can now track is technology .

もう一つ、AIは技術への投資も長期的な視野で追求することができるようになった。

What do you do when land tech gets to level 6 or so ? You probably rush it so you can reach 9 first and get guns before everyone else .

陸軍レベルが6に達したら、プレイヤーは何をする?
大抵は他に先んじて9レベル、つまり火縄銃に達するために急ぐんじゃないかな。

Well , now the AI can look ahead and see which technology is nearing a major boost , and prioritize accordingly .

今やAIは先を見通して、どの技術が大きな革新に近づいているかを把握でき、それに応じて優先順位を決定することができる。

Here is the raw changelog for the AI :

AIについての具体的な変更内容はこれらだ。 (何分多いので多分訳しません、ごめんなさい)

  • Peace AI will now take distance into account when deciding whether to annex or vassalize.
  • Peace AI is now a little more likely to force-convert when possible.
  • AI should not build quite so many transports.
  • AI should now know that it needs to build a fleet if it has two provinces separated by water.
  • Fixed bug causing AI to sometimes get stuck when it is trying to invade a landlocked neighbor.
  • Large AI countries should be less likely to accept force-vassalization.
  • AI countries can no longer resist peace if they have navies but no armies.
  • Peace AI is now more likely to demand religious conversion if possible, especially if it is the emperor or the defender of the faith.
  • Peace AI will now just take whatever it can if its enemy is completely occupied by a third party, instead of waiting indefinitely for a government collapse.
  • Peace AI is now less likely to accept poor isolated provinces in peace deals.
  • Peace AI will now accept isolated provinces that are cores if it has a port.
  • AI will now attempt to start improving colonies as soon as they reach city status.
  • AI will now prioritize its own COTs more, especially those with empty slots.
  • AI will no longer attempt to build manufactories if the corresponding techs are maxed out.
  • AI can now look ahead to see whether it should rush a particular tech.
  • AI is now less likely to build tax collectors in wrong-religion and wrong-culture provinces.
  • AI is now much more likely to build governors when it has high inflation.
  • AI is now less likely to build shipyards unless it is colonizing and doesn't have one yet.
  • AI now attempts to build a higher ratio of cavalry when it is in plains.
  • AI should now be a little smarter at deciding whether to accept and repay loans from other countries.
  • AI vassals will no longer grant military access to countries at war with their overlord.
  • Peace AI now tries not to demand any of its core provinces which are occupied by allies.
  • AI now considers canceling vassalization even at good relations after a long enough time.
  • AI should now try to restart its colonization efforts after it makes peace, even without a save/reload cycle.
  • AI should now try to put its fleets into port when they are not in use.
  • AI will now keep troops and ships on half pay when possible.
  • AI should be a little smarter about minting.
  • AI should now prioritize naval tech a little more when in colonization mode.
  • AI should now actively try to clear out pirates.
  • AI should be a little smarter about assaulting.
  • AI should be better at moving troops to the point of attack.
  • AI should dogpile sieges less.
  • AI will now prioritize getting military access through countries that border both it and its target.
  • Removed AI cheat allowing multiple colonists to be sent to a province at the same time.
  • Added a small culture factor and increased the weight of country size when the AI is considering whether to accept vassalization or annexation.
  • AI will now be slightly more happy to declare war if it's in a good position.
  • AI will now be somewhat more warmongering if it is already over its force limit.
  • AI will now prioritize land tech a little more if it's far behind the leaders.
  • Tweaked AI build preferences in favor of governors over chief judges.
  • Streamlined AI choice of manufactories and prioritized them a little higher.
  • AI is now more aggressive towards pagans if it has a CB.
  • AI is now capable of sending missionaries without cheating.
  • Tweaked AI investment slider logic again.
  • AI should no longer be eager to blockade rebels in another country's province.
  • AI will no longer build troops over its support limit while at peace.
  • AI is now less likely to change religion if it has recently changed (e.g. by event).
  • Removed AI bonus for asking other AIs to become vassals.
  • Larger AI countries can now consider more than one construction (building, fortress, missionary) at the same time, meaning they are less likely to get "stuck".
  • Landlocked AIs will no longer build naval equipment manufactories.
  • Rich AIs are now more likely to consider building shipyards and conscription centers.
  • Reduced AI war exhaustion bonuses.
  • Large AI countries should now be a bit better about building upgrades.
  • Small coastal AI countries will now limit their fleet size based on wealth, rather than just on number of provinces (looking at you, Venice).
  • AI should now be better about building up its forces before a war instead of during it.
  • Tweaked AI manufactory location and prioritization strategy a bit.
  • AI will no longer mint so blindly during wars.
  • AI now knows how to mint for important projects.
  • AI is now more likely to offer peace if it has multiple revolts.
  • Large AI countries are now more likely to build manufactories.
  • AI is now more likely to fortify unfortified cities, possibly even taking inflation if necessary.
  • AI will no longer help allies against rebels if those rebels are likely to defect to it.

訳:名無し

EU3wikiのEU4開発日誌の翻訳を参考にさせて頂きました、ありがとうございます。
下手な翻訳だと思うので、違和感などあれば好きに手直しして頂いて構いません。

次 - プレビューその2 データベースについて?


*1 訳注:ワシントンの誕生日を記念するアメリカの祝日

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Last-modified: 2013-02-24 (日) 12:10:21 (1735d)