AI Uses Population and More - SETTLEMENT TRADING AND DLL FILE RELEASE

AI Uses Population and More - SETTLEMENT TRADING AND DLL FILE RELEASE

Hey all! I hope everyone has been doing well! We have been very busy the last 4 months!

A couple of months ago, I mentioned that we were experimenting with an external DLL for almost a year now, and we had now reached the point where an entirely new Lua function could be registered in ROME II. Not the first to do it, but first for us! At the time, it was a sensitive long-term project with no release date.

Well, the first function works.

Alongside version 1.0 of that DLL, our next major "AI Uses Population and More" update adds something we have been requested about, used by both the player and affects the AI too (our current logic system).

**TRADE REGIONS - BUY AND SELL SETTLEMENTS**

This is not dilemma spam or a simple transfer button. It is a full custom campaign panel built around the campaign map.

A new bronze-scales button opens Trade Regions. While the panel is open, click any visible settlement and it will show its owner, your relationship, population, travel distance, and an early indication of how expensive the owner is likely to be.

**Buying:** Send an emissary to the owner. The journey takes 2-7 turns based on real map distance, after which the faction returns an exact price. That price considers population, buildings, provincial importance, diplomatic relations, the seller's need for money, and how wealthy you appear to them. Accept the offer and the exact amount is paid, the settlement changes hands, and its existing population carries over.

**Selling:** Select one of your settlements and send an emissary to a potential buyer, or flag the settlement for sale and let nearby factions approach you. Up to two AI factions can compete with genuine bids for the same city. Accept one and the other emissary goes home.

You have two emissaries available at a time. Each must rest for 12 turns after completing a mission, and live missions and offers can be recalled or dismissed from the panel.

-- After buying OR selling, you CANNOT buy from the same faction again for at least 30 turns --

-- AFTER buying or selling to a faction, war is locked for 12 turns minimum! To seal the transfer of settlements peacefully --

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**THE AI**

- AI factions can buy and sell settlements among themselves under the same core rules. These deals use actual calculated prices and are announced through "Settlements Change Hands" messages.

- The AI cannot simply buy random land across the world: the buyer must already hold territory nearby. Factions only list land when selling makes sense, and their personalities matter. Expansionist powers such as Rome are extremely reluctant to sell and demand a major premium, while merchant powers such as Carthage, Massalia, Athens, and the Ptolemies are generally more willing to negotiate.

- AI buyers also evaluate settlements that the player flags for sale. Their bids account for the city's value, distance, relations, rivalry, and their own finances.

---

**RULES AND LIMITS**

- Capitals are never sold, including yours.

- A faction can never sell its last settlement.

- War blocks all settlement trading.

- Every faction tracks up to two dynamic rivals: nearby powers of similar size, plus major historical rivalries such as Rome, Carthage, and Syracuse.

- Rivals can still trade land while at peace, but buying from one costs roughly 2.5x more and selling to one invites a serious lowball offer. The panel warns you first.

- Rich buyers are charged more because the seller knows what they can afford.

- Refused deals temporarily cool that settlement for everyone.

- Single-player only for the initial release.

Some balance values, especially how often AI factions list land, will continue to be tuned after release.

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**OUR FIRST EXTERNAL DLL - VERSION 1.0** (DLL is available on our discord with more information)

ROME II's Lua API contains some frustrating holes. For example, Lua can force two factions to create a trade agreement, but the game provides no matching function to remove one later.

That meant our "Smart Economy" file could create and monitor dynamic trade, yet hostile factions could occasionally remain at war while still benefiting from an old forced agreement. YOU NEED THE DLL TO FIX THIS!

Our version 1.0 DLL adds the missing native Lua function:

"force_break_trade_agreement(faction_a, faction_b)"

Our Smart Economy file still makes every decision. The DLL only performs the missing action when requested: it cancels the real trade treaty without ending the war or altering unrelated diplomacy. The agreement disappears from diplomacy and its land or sea route is removed when the campaign map refreshes.

This is not a replacement for the campaign AI, nor does it suddenly unlock every internal engine action. What it does prove is that we now have a working bridge between Lua and carefully selected campaign functionality that CA never exposed. Version 1.0 solves trade breakage; future versions may let us close other long-standing gaps in diplomacy, economics, and campaign decision-making as we research them.

---

**ALSO INCLUDED THIS ROUND**

- Fixed AI imperium 5-6 economy bundles that were silently doing nothing.

- Coalition and cascade-peace fixes.

- Hellenistic coalition text fixes.

- A turn-end script error fix.

- Name-prefix and advisor-button fixes.

- Duplicate same-turn reply popups fixed.

- Broke AI factions can enact Emergency Austerity to reduce costs and survive attrition.

Everything shown remains subject to more testing and PLENTY of balance changes. A new campaign will be preferred.

As always, feedback is welcome! Especially on prices, emissary timing, AI selling frequency, and anything regarding this update!

Special thanks: Goobad for his breakthroughs on the UI panels, allowing us to reconstruct our own and as always: the DEI team!

Please visit our discord for more information. https://discord.gg/d7rVMQpM6k

- Destroyer + Michael + Juiss + Vader -

https://preview.redd.it/mvhh1lilh2jh1.png?width=2560&format=png&auto=webp&s=34030faf2f1f7f58f6893e55dffbff632a0af214

https://preview.redd.it/5oda4k9nh2jh1.png?width=2560&format=png&auto=webp&s=fda891c0e52531ed2aff898f6519c54aea7d7210

https://preview.redd.it/nlyhklfoh2jh1.png?width=2560&format=png&auto=webp&s=b9a576bce58aeee5b65453cc236a82af7fa21025

https://preview.redd.it/vq5yw91th2jh1.png?width=2560&format=png&auto=webp&s=dd7957354703d593128ee59ede0f0b4ba9074e96

https://preview.redd.it/kyxdmdo7i2jh1.png?width=440&format=png&auto=webp&s=2c994e09c8f4bf0429772bc9681319765f053dac

reddit.com
u/Destroyer1357912 — 7 days ago
▲ 66 r/SOCOM

Part 2 - SOCOM-inspired game I am making! (With discord link)

Hey all, so I finished up some pretty cool things over my 4-day weekend (I did not leave my computer) that I'd like to share with you all. The game is obviously still in VERY early pre-alpha stages, so take everything with a grain of salt, but promising progress regardless! Here is the start of the stealth system (just a part of it, enemy is currently non-reactive to lights going out yet)

Biggest highlights:

- Night time sandbox testing mission
- Night vision showcase
- Shooting out lights to make more darkness
- Main Menus
- Added visible guns with an easy backend way to add more with attachments in the future
- Ability to choose which objectives you want on an instant-action mission
- Random spawns for enemies every game
- Visible map by pressing M with objectives
- Post-mission info scenes (accuracy, teamwork, etc , still early)
- A lot more minor tweaks
- Added a death cam upon death
- Started work on a modular building system so each mission can have random buildings and objectives in it (one day)

While I hope you can all understand that this project has a long, long way to go before any kind of release, the amount of support I got on the last post was insane! I appreciate every one of you for the words of encouragement, and hopefully one day this game actually becomes something. I have attached a discord link so you can follow the progress if you would like!

Discord: https://discord.gg/j3R2KszaAX

I also had a huge number of people offer help with certain things which was amazing. If you wish to offer anything, my DMs are always open! Or just ping me in the discord :)

Appreciate you all!

u/Destroyer1357912 — 2 months ago
▲ 219 r/SOCOM

My Socom-Inspired game i am making!

Still very early progress. But you can clearly see the inspiration!

​

I want this game to eventually be procedurely generated for campaigns and missions. Getting harder the more you progress. Different outfits and models eventually. I love the voice comms I was able to make. The command menu works. The squad AI and enemies can be a little aim botty, but it's expected this early. I want stealth to reward you, not using it to punish you.

​

Ideally a room clearing, stealth privatization, more condensed maps (and large ones). Just much better designed obviously. I want an intelligent squad. That moves like the old SOCOM days.

​

What do you think??

u/Destroyer1357912 — 2 months ago

Progress on my custom algo trading bot from the last 2 years of solo development. (Questions)

No, it isn't officially released yet. All details concerning the bot are not public yet. I have been working on this for a long while. Going on 2 years. This screenshot is the bot paper trading (yes it can paper trade) with a $200,000 account over the last year simulated. Even though I am planning on it only using $2,000 of my own money.

Right now, I added a tax calculator to roughly estimate the short term capital gains because this bot is a swing trader.

I have tested it against markets from 2018-present day and it has beaten SPY in certain bear market simulations (+10 points higher) and in bull markets it is roughly doing the same after taxes are considered. Exciting stuff.

I am proud of the progress and hopefully ready for an open beta sometime this year. But I just got my CDL and am leaving the military, so I won't have much time.

I am gonna rig this thing up to robinhood + IBRK when it is ready. And then I will probably release it once I have enough data to support its existence and investment.

Any advice on things to do and check before you should release something like this? Has anybody else done it?

u/Destroyer1357912 — 2 months ago

AI Uses Population and More - Roadmap and Feedback Request

Hey all, good to see you again!

So Rome 2, and by extension DEI - is in an interesting place. Especially with the changes coming to Rone 2, both good and bad. Though God Bless DEI for the balancing they will have to do with the armor changes, ha!

While our submod is specifically tailored to main DEI, and will be updated alongside it, I figured I'd drop in to give some future changes and plans. As well as to please request your overall feedback with the submod in its current state. 😊

Firstly, i want to say thank you for over 14,000 subscribers now!! We have been easily one of the hottest submods of 2026. I never anticipated such growth. That being said, please provide feedback to the current state of the mod. Any suggestions, annoyances, bugs, etc are welcome.

--- Secondly, future plans and the roadmap --- (some of these are far away yet, but just letting you know what we've been able to test) And in no particular order:

#1 - The External DLL and Engine AI Tweaking

While not the first to do it (for example Goobad has done it targeting various different aspects), for our mod we have big plans with it. An external DLL that will be dropped in your main game directory introducing new/tweaked features. With no appropriated release date. But we have gotten to the point where an entirely new Lua function can be registered and used in game. Huge progress in relation to expanding on the current lua scripts we have for our mod to make everything as cohesive as possible.

With any new thing though, bugs have been prevalent since. Which we are still tackling. We do not want to rush something that is this sensitive.

Engine AI Tweaking -- The eventual goal is a much better campaign AI (Not battle AI). We are deep enough inside the AI's decision making process to where we can intercept and correct AI decisions live in the campaign. Like re-choosing what it builds, what it recruits, where it is sending characters, etc, all within an EXTREMELY limited environment. So it isn't truly "AI understanding what it needs to do" yet. But we can artificially make it act differently. The goal is to get to the very bottom of how AI decisions are all made. More on this later though.

#2 - Using the DLL, play against AIs like Claude, Chat GBT.

- We've fully unpacked how trade and diplomacy is made on the engine level. And have been able to get Claude and ChatGBT both to manage an AI faction's trade and SOME diplomacy (this part was a lot more bugged in testing). Obviously this requires real money to do, so this isn't the biggest priority.

This is more of a fun side feature, but there's much more thay needs unpacked about the AI factions in general before this becomes truly feasible.

#3 - Fixing up bugs, problems, and compatibility with cerain mods on the main Steam workshop side. Balancing current features of our submod. And fix multiplayer.

Some of the biggest things receiving future changes include how AI faction's make peace, manpower tracking, coalition logic changes, trade logic changes, less visible trade ships, and much more to make the dynamic world just a little bit better.

That's pretty much it. All of this information was already publicly accessible on our discord, but I'd drop in with an update anyways!

- Des

reddit.com
u/Destroyer1357912 — 3 months ago
▲ 0 r/poker

Don't mind me, just reliving my childhood. (Private nostalgia project only for Unity development) Me + 1,000 AI bots, different personalities. Multi window/tabling. Custom lobby/login screen. 100% live simulated play money poker room.

I feel like a kid again, and have been having immense fun just playing by myself. It is multi player compatible, but just for me and my parents for obvious reasons. I still had Full Tilt installed on an old computer which is where I got the idea. Been working on this about 6 months inside of Unity. One of many cool projects of mine.

Cheers!

u/Destroyer1357912 — 3 months ago
▲ 64 r/SOCOM

Moments like these are why I love SOCOM

Even in single player, stuff like this happens and it's just so much fun lol. Fun on stream last night playing LT. Junior Grade difficulty

u/Destroyer1357912 — 3 months ago