Total War: WARHAMMER II

Total War: WARHAMMER II

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AI Occupation Decision
   
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Tags: mod, Campaign
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6 Feb, 2022 @ 6:40am
8 Feb, 2022 @ 2:51pm
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AI Occupation Decision

In 1 collection by Incata
Total War Warhamer 2: Gameplay Mods
69 items
Description
This mod modifies the AI's ability to colonize, gift, liberate, occupy, raze, colonise, sack, loot and treasure hunt when she has to decide what to do with a settlement.

This mod is inspired by Better AI 2 - Outdated

Before starting a small explanation of why I do this: I have always really liked Minos mods, they are one of the most complex and hard-working mods that exist in game table editing but because it has been a long time since I worked on them most are no longer usable and the ones that work have some problems. The initial intention was to repair the mod as best as possible, I know FiftyTifty created a hotfix for this and fixed what it could, but it's still buggy. I have a version of the original mod with many fixes, especially on the buildings issue since the mod prevented the AI from creating some and blocked the movement of hordes when certain conditions were met, but I think that in general these changes are no longer necessary because CA already implemented similar things and for other reasons that I will not mention so as not to make this eternal.

Let's go with the description.

The mod modifies the parameters of the ai so that it responds based on the habitability of a settlement and the behavior of that faction, basically expanding the vanilla system.


- Suitable: The AI will try to capture and colonize. (varies a bit depending on faction)

-Unsuitable: The ai will try to capture and colonize, some may loot. (varies a bit depending on faction)

-Uninhabitable and uncapturable: The ai will try to give away, pillage or raze the settlement. (Except for the destroyer factions that can capture Uninhabitable)

I've used this mod for a long time and it's always worked fine for me, but in my games all settlements are habitable for all factions so I don't have as much experience without it. The Minos mod in this sense I think continued to work quite well. Additional adjustments are minimal. All Suitable

This mod only edits 3 tables and is highly compatible with anything including SFO. It is compatible with any mod that modifies the habitability of regions, this mod only alters the behavior of the AI in reference to settlement decisions.
cai_personality_occupation_decision_components_tables
cai_personality_occupation_decision_policies_tables
cai_personality_occupation_decision_priorities_tables

I think it is savegame compatible but I don't know

Remember to take a look at the mods in my game collection, I use them all, but even if I only use a few the game will improve a lot, and it's completely modular.

-Collection of gameplay mods
-Visual collection
-Collection menus and improvements
-All my mods


17 Comments
Incata  [author] 14 May, 2023 @ 3:02pm 
@TorquevonThorne I no longer work on mods from the second game but it is an option that could be removed.
TorquevonThorne 14 May, 2023 @ 3:39am 
Thank you, without this mod Reikland and the other Empire factions would always raze and then resettle mountain settlements, which was absurd and infuriating since I was going to confederate Blackstone Post or the Black Pit just tier 1 instead of 3. Personally I would remove completely the option to raze for humans elves and dwarfs.
Incata  [author] 15 Jul, 2022 @ 9:43am 
@Vollhov Probably because these locations interest them more for habitability
Vollhov 17 Mar, 2022 @ 10:24am 
After installing the mod, I noticed that the AI began to behave strangely. Sometimes some factions go very far from their central settlements and capture cities that are very far from them.
Incata  [author] 11 Feb, 2022 @ 2:00am 
@nodata I didn't understand the first part. My mods don't change the language of the game
sirkudjon 11 Feb, 2022 @ 1:55am 
I don't get so let's try a example. If I play as Avelorn and Nagarythe destroy Sisters of Twilight then Alith will not try to occupy Witch Wood? Also does this mod change game language (playing on PL)
Incata  [author] 8 Feb, 2022 @ 8:07am 
@Neoras The mod isn't really mine, it's from Minos. I've only tweaked a few things and what seemed like errors to me, but the general idea remains intact.
Incata  [author] 8 Feb, 2022 @ 8:05am 
@Neoras I've played a couple of games without everything inhabitable in the last 3 months, I know it works, this mod prevents the AI from expanding into uninhabitable zones (we could say it's more of an RPG). By making everything habitable the AI will be able to expand without restrictions and with this mod instead of razing a level 5 settlement and then colonizing it, it will directly occupy it or loot it if it gives a lot of money and if the faction is good at looting
Neoras 8 Feb, 2022 @ 5:33am 
Since you usually play with the All Suitable mod, how do you know that your mod changes anything? After all, the combination of these 2 mods excludes most of the functions of your mod...
Incata  [author] 7 Feb, 2022 @ 5:02pm 
@n.pedrazalis If ovn factions have a custom occupancy system this mod won't affect you, but it should work for everyone else anyway. Most likely I don't have it but I don't know.