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.