Total War: WARHAMMER III

Total War: WARHAMMER III

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Scaling AI Difficulty
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Tags: mod
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271.581 KB
30 Apr, 2023 @ 8:17pm
1 Aug @ 11:16pm
26 Change Notes ( view )

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Scaling AI Difficulty

In 4 collections by Cerb
Cerb's Realism and Difficulty Collection Vanilla
63 items
Chaos Dwarf Challenge Mode
50 items
SFO Hardcore Mode
76 items
Playtest New Mods To Be Balanced
116 items
Description
Ever find the earlygame to be a great level of difficulty, but then you level out pretty early and it just becomes a tedious slog?

This mod seeks to change that, by giving any AI faction small, stacking advantages every 10 turns, up to turn 100. AT turn 1, they have no extra buffs, and function as normal. By turn 100 these buffs will have become quite large, allowing AI to maintain the pace against a player even with their poor building choices, and questionable battle AI.

How does it work?

Every 10 turns, a script will fire off that gives any AI controlled factions small, stacking buffs to their:
Upkeep (30% by turn 100),
Growth (70 by turn 100)
recruitment costs (40% by turn 100),
recruit rank (2 by turn 100)
recruitment slots (3 by turn 100),
recruit duration (-3 turns by turn 100)
maximum armies (5 by turn 100),
significant numbers of unit caps for tomb kings, beastmen and chaos dwarves (10ish high tier, 20 mid tier, 40 low tier)
recruitment replenishment for warriors of chaos - (300% of base values by turn 100)
recruitment cap for warriors of chaos (20 by turn 100)
building time (50% by turn 100),
building costs (75% by turn 100),
lord/hero recruit rank (15 by turn 100)
spell cast range (50m by turn 100),
spell cooldown (30% by turn 100),
minimum winds of magic reserve capacity (25 by turn 100),
reserve/turn (6/turn by turn 100)
an ability that gives all casters spell mastery, reserve recharge rate and recharge rate (lasts 300s, gives up to 1 reserve per 2 sec, 400% reserve recharge rate and 50% spell mastery by turn 100)
ambush chance (25% by turn 100)
ambush defence chance (25% by turn 100)
research rate (200% by turn 100).

At the same time, human players recieve small debuffs to their public order (-8 by turn 100) and diplomacy (-80 by turn 100) with all races.

Lastly, the AI recieves a slight reduction to their autoresolve potential, meaning they will value their own units slightly less than previously when it comes to matching their armies, so on average you will have larger ai armies to deal with, and fewer easy battles where it feels like the AI is feeding you money.

Should be compatible with any other mods, the benefits will stack however, and if an AI gets above 100% upkeep reduction they get pretty stupid, with one settlement factions able to create literally infinite armies, causing both a slog in gameplay and a lot of extra work for your PC, be warned.

THIS MOD IS SAVE GAME COMPATIBLE, BUT YOU WILL LOSE A SMALL BUFF FOR EVERY 10 TURNS ALREADY PLAYED

"The forces of darkness had descended, strongholds lost one by one against the oncoming tide of destruction. They were all that was left, one last beacon of light, the best of them were arrayed along the walls in ranks ten deep, thousands of soldiers to their number, but they all knew it wasn’t enough.

The horde arrayed against them was without number, darkened the sky and the ground itself with forms hideous and hulking. They would die this day, but it would be a death they could be proud of."
85 Comments
Cerb  [author] 1 Aug @ 11:18pm 
Big update to diplomacy, youll now get no malus with 'friendly' races, i.e. order wont hate order, chaos wont hate chaos, and other factions that dont really fit have lowered relations with specific factions based on lore (i think). However, the malus is much higher, order and chaos will get a -500 with one another by turn 100, and -200 with other races they dislike.
Cerb  [author] 25 Jul @ 5:49pm 
Added significant increases to warrior of chaos unit replenishment for their recruitment pools, so they should be able to recruit considerably more elite troops and recover from losses a lot faster in the late game,
Cerb  [author] 22 Jul @ 6:38pm 
Added new scaling caps to beastmen, chorf and tomb king factions
Rose 1 Jul @ 5:13pm 
Awesome! Glad I could help! I couldn't figure out what the problem was xD
Cerb  [author] 1 Jul @ 4:35pm 
Thanks for the comment Rose, found out i had left some testing stuff in there from trying to get MCT working in my last update, removed it now and should be fixed :)
Cerb  [author] 1 Jul @ 4:31pm 
So i tried to get MCT working to no avail, spent a full day on it, had some issues and asked for help in multiple places but got nothing back. Ill just keep the separate versions until the documentation gets updated, so maybe forever sadly.
Cerb  [author] 1 Jul @ 2:32pm 
No, should be by turn 100, ill check the files
Rose 1 Jul @ 5:09am 
Is this mod supposed to give every faction a -80 "Ruler's Prejudice" debuff against your faction starting on turn 2... ?
Cerb  [author] 21 May @ 10:37pm 
Ive asked a few times on there but generally dont get much, but im a lot better at scripting now so i think ill be able to get it done
Averath 21 May @ 10:34pm 
If you're on the modding discord server, you could probably ask for some guidance there. Though if you've already done that, just ignore me. :p I saw a few people asking about documentation a week or two ago, but don't recall who it was.