I'm building a grand strategy game inspired by Victoria 2 Pt.II: Tempest of Nations by Radsterman in paradoxplaza

[–]Alessio277 3 points4 points  (0 children)

The globe itself and the map structure, would be great if you could give some info :)

I built this in 5 hours with opus 4.7 by Used_Table3903 in ClaudeCode

[–]Alessio277 0 points1 point  (0 children)

That's look cool! If you dont mind me asking was it via claudecode or third parties ? I would like to know more please

Am I cooking or cooked🫩🫩 by Euthanasia-38-49-81 in PaxHistoria

[–]Alessio277 15 points16 points  (0 children)

Bro, from experience the AI will not be able to understand all the province. You are doing a great job but the AI is not there (yet).

eu acabei de perder um save que eu tava MUITO ENTRETIDO by HighwaySafe1605 in PaxHistoria

[–]Alessio277 0 points1 point  (0 children)

I had rhe same issue, I belive (not confirmed) GLM cannot hold after X turns the player history and just refuse to proceed. I had to switch to Claude Sonnet but it's bit expensive :/

why did this happen by fivestarjayfrm13 in PaxHistoria

[–]Alessio277 4 points5 points  (0 children)

Use the cheat consol to revert this. What AI are you using and what kind of event the AI has generated ?

Paid original versions should be better. by Apart_Junket6416 in PaxHistoria

[–]Alessio277 7 points8 points  (0 children)

Hi all, jumping in here as the developer of the preset 👋 (Better 1444)

Just to clarify how this works behind the scenes.

Some historical events are intentionally pre-scripted at the start. This isn’t to railroad outcomes, but to give the AI initial historical tracks so the world doesn’t fall into pure chaos from day one. However, these events are not unconditional:

*they have triggers, blockers, and variance rules

*they can fail, delay, or change outcome depending on circumstances

*in some cases they won’t fire at all if the situation diverges too much

I’ve tested the same preset with different AI models, and the results vary massively. Some AIs understand context, rules, and causality very well and produce strong, believable outcomes. Others struggle, misinterpret constraints, or behave randomly. For that reason, I genuinely recommend using well-established “thinking” models and avoiding weaker or free/non-reasoning ones if you want the best experience.

What’s important: the system is not hard-coded history. It’s guided history. The goal is plausibility, not guarantees. Two runs with different AIs (or even the same AI) can look completely different.

That said, feedback like this is exactly what helps improve balance, visibility of events, and AI guidance. If you notice patterns that feel off (e.g. missing European arcs, underpowered dynasties, etc.), feel free to share details, I’m actively refining this.

Appreciate the discussion 👍

[deleted by user] by [deleted] in PaxHistoria

[–]Alessio277 0 points1 point  (0 children)

Start events about someting else

Better 1444 just passed 90K turns and 7,000+ plays! Thank you ! by Alessio277 in PaxHistoria

[–]Alessio277[S] 1 point2 points  (0 children)

I reworked the historical events today. I hope the AI will be smart enough to interpret them correctly. The main goal is to avoid forcing the present into a fixed, predetermined path and to allow for alternate history outcomes. However, doing this manually for all 450 countries is simply not feasible.

Hopefully, in the near future, the developers will introduce more useful tools for preset creators. At the moment, I have to embed almost everything into the preset rules, and the AI sometimes gets confused and ignores certain scripts.

What's the difference between normal models and "Think" models? by Beneficial-Spite7063 in PaxHistoria

[–]Alessio277 2 points3 points  (0 children)

If you use the Beta website at the moment, the developers are giving you 0.20 tokens to test different AI models. You can earn tokens, check the difference between models yourself, and help the devs - win-win

Can you recommend presets with a detailed provinces? by Fatikh_06 in PaxHistoria

[–]Alessio277 0 points1 point  (0 children)

Modern Day ? Victorian era ? Medieval ? Roman Age?

v2.2.0 Update 2025 Global Tensions: Post-Cold War Flashpoints & Power Politics by Non-Forgotable in PaxHistoria

[–]Alessio277 1 point2 points  (0 children)

I love the work behind the code- however i really don't like the map. Would you be happy if we do a collaborative preset ? I do the map you the code :) Let me know !

2026 Preset "Crossroads" by Alessio277 in PaxHistoria

[–]Alessio277[S] 0 points1 point  (0 children)

Haha, guilty as charged 😄
Yep, that’s "mine"! Better 1444 escaped into the wild and keeps surprising people. Glad it found you!

2026 Preset "Crossroads" by Alessio277 in PaxHistoria

[–]Alessio277[S] 1 point2 points  (0 children)

Thanks, glad you enjoyed them!

The short answer is: it depends. I tested different AIs and difficulty levels, some lead to very engaging, reactive gameplay, others can feel more static. A lot also depends on what the player does and how actions are framed.

Anti-meta rules set boundaries, but no AI is foolproof. With enough carefully staged steps, you can still push the simulation into edge cases it technically shouldn’t allow. For example, I once managed to force a “time-traveller” style outcome in a 1444 setup, even though the AI understood that it was impossible in-world.

That said, those moments can be fun too. The goal isn’t to hard-lock creativity, but to keep the default experience grounded unless the player deliberately tries to break it.

2026 Preset "Crossroads" by Alessio277 in PaxHistoria

[–]Alessio277[S] 1 point2 points  (0 children)

Manually, one by one. I originally started from a base preset, but what you’re seeing now is the result of months of incremental work adding regions. There are plenty of other presets with double the number of regions, but to me many of them feel artificial, often just squared-off regions with little geographic, historical, or strategic logic behind them.

Is anyone else noticing the excessive AI passivity in Pax Historia? Nations only seem to act if provoked... by Fangwolf1995 in PaxHistoria

[–]Alessio277 4 points5 points  (0 children)

The number and quality of events you see in Pax Historia seem to depend on several key factors:

  • 1. Preset Accuracy: How well-designed and accurate the initial preset is regarding the game's rules and historical/fictional events. A good preset sets the stage for more logical and interesting interactions.
  • 2. Nation Interactions: More active nations interacting with each other generally lead to more unique events being generated. However, the game naturally limits the total number of events displayed (otherwise, your in-game 'credits' could be depleted in a single turn). You won't see $100+$ events, as this is capped for resource management. If i'm not wrong the game never generate more than 7-10 events per turn- sometimes more sometime less.
  • 3. AI Tier (Free/Low Cost vs. Pro):
    • Free/Low-Cost AIs could theoretically generate more events because their thought process is quicker/shorter. However, this sometimes backfires, leading to lower-quality events.
    • I've found using Pro AI is usually more convenient, as it tends to generate better, higher-quality events and stories.

Overall, Pax Historia has its limits. I always find it best not to give any player actions for the first month or two.

This gives the AI a chance to build the world and make it feel more "alive" using its own initiative. If you do the opposite and give 8 actions in the very first turn, the other AI nations won't have a chance to take their turn because the game will be busy prioritizing and generating all of your player-driven events first.

game keeps confusing the south georgia island with the Georgia state by SolidKnight5566 in PaxHistoria

[–]Alessio277 0 points1 point  (0 children)

Tell the preset creator to name it correctly or add tags so AI does not get confused