Total War: WARHAMMER III

Total War: WARHAMMER III

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AI Construction Priorities Reworked
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File Size
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1.070 MB
11 May, 2023 @ 2:06pm
26 Mar @ 4:22pm
114 Change Notes ( view )

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AI Construction Priorities Reworked

Description
In vanilla Warhammer III, the AI makes many suboptimal build decisions which reduces the challenge you face in the campaign. This mod attempts to fix that - for every faction in the game.

The AI will firstly seek out a barracks, as they need basic troops to make any headway. Once that is done, they will seek out growth while T1 to get more build slots and income at T2 to pay for the buildings. ****However, walls are the real ticket here. The AI should wall up most settlements at T3 post haste (T2 for Bretonnia).

****Wall building has been moved to a submod. See the Submods section below.

I've educated the realms' city planners that we should not make a barracks or other structures that only need tier 3 to fully upgrade in a major settlement, as they can reach their full potential in a minor settlement. Similarly, the mod aims to prevent the AI from building high-tier structures in minor settlements.

*Exception: If you add the Tier 4 Minor Settlements Compatibility Submod, the AI will build tier 4 structures in their minor settlements.

I've also written some rules to prevent garbage low tier versions of later-useful higher tier recruitment buildings from being built before a province can get growth, barracks, and income to get some upgrading going on later. Hopefully your allies won't be stuck with basic eagles but will get some White Lions of Chrace instead this time. Landmarks will be prioritized, as well.

Finally, when an AI province hits tier 5, the AI will dismantle growth buildings to make room for useful buildings.

This is an example of AI Kislev's build decisions[imgur.com] through the first ten turns of a campaign.

I am currently looking for examples of build situations the AI should avoid and emphasize. I can't play every faction so you might have seen something I missed!

Compatibility: This mod should be compatible with most mods not trying to do the same thing, however this mod now includes some features from AI Military Construction System, so you shouldn't enable both at the same time. I have also included my other mod, Replace Starting Bretonnian Barracks With Stables, so don't use both mods.

This mod seems to be compatible with all other major AI overhauls. If you find one that isn't compatible, let me know and I might be able to work something out. I run the mod with 710 other mods on my end.

I've received reports that this mod prevents some of the GFX of some settlements from loading in OvN Lost World.

If you want to play on the Realms of Chaos campaign with this mod, please disable the option under MCT to replace Bretonnian barracks with stables on turn one, as that script assumes you are playing Immortal Empires or IEE and tries to touch regions that don't exist on ROC. I'll check next week to see if I can improve the script so it is aware if you are in ROC and leaves those regions alone.

Important Note: Radious, SFO, and Lily's Bretonnia Overhaul all datacore the same table that I do, so you can experience crashes using them together. Use this Alternative version if you use one of them.


Submods:
AI Construction Priorities Reworked Wall Building Submod
AI Construction Priorities Reworked T4 Minor Settlements Compatibility Submod
AI Construction Priorities Reworked - Experimental Features

I consider this to be my primary mod and my main contribution to the community. If you see decent results out of it, please consider leaving a thumbs up above the description. It will help other people find this mod later.

If you want to reach me, I much prefer my Discord server[discord.gg] or a friend invite to Lycia_Pintella (also Discord) to Steam invites.

Credits:
Troyw.Warren, for studying the CAI Construction tables with me, helping me understand how they interact, and showing me how to make new synergy levels for building pairs.
Incata, for allowing me to bundle AI Military Construction System's features into this mod.
Meira, for making the mod's Steam Workshop image. You are a life saver.
Drazhir and Pop000100 for helping with reducing the load time impact of the mod.
Drazhir and sleepyHase for providing most of the code I needed to dismantle AI growth in maxed provinces.
The fine people at Da Modding Den, for answering countless modding questions and making probably half of my mods possible.
476 Comments
Dragon32 2 hours ago 
Damn, Lycia. Big hug.
Lycia Pintella  [author] 2 hours ago 
Guys thank you for being patient with me as there were a few bug reports and requests from the last few months that I basically just never got to.

My mom passed away yesterday, and I would like to come back to modding soon to have some task to distract myself with, but I am not sure when I will be able to focus again. Thanks to everyone for always being so patient with me even over simple requests.

I won't burden you guys with my emotional situation, but I do want to say she was the most amazing person in my life, and she always put the needs of her family above her own, even though she lived in pain and had things a dozen times worse than anyone else because of her health issues. She was thinking and talking about her family with her last words.

There will never be a person as amazing as her in this world, at least not to me.

Thanks for listening. I want people to know she was amazing, even if you will never know the details.
Lycia Pintella  [author] 3 hours ago 
Unless someone does something crazy-complicated that I haven't considered, the building rules just combine and end up covering each other in the event that one mod has a bug etc.

That being said, a construction rule in one mod might be strategically superior to one in another mod, but the priority of the rule set in the mod determines which mod's AI rule will actually take effect.

So it's not amazing to have 5 mods effecting construction, but the game won't crash.
Noble Winter 12 hours ago 
I know in the description you say that this should be compatible with all AI overhaul mods, but how exactly would they work together? Deepwar apparently has building construction changes, so it would be a matter of one overwriting the other?
Alex250 11 Jul @ 11:18am 
Thanks!
Lycia Pintella  [author] 10 Jul @ 2:45pm 
I haven't heard any reports that anything is broken. I'm semi out of action for just a few more days, though. I'll take a closer peak sometime around Tuesday or Wednesday of next week.
Alex250 8 Jul @ 1:22am 
Hello, you updated the other mods but this not, you will update it or isnt needed?

Thanks.
Lycia Pintella  [author] 17 Jun @ 5:06pm 
Official answer: Unclear, my PC is dead until Thursday evening. :sadface:

Guess based on history and patch notes: 95% chance it works fine.
Lord Vyse 17 Jun @ 11:18am 
Will this work with the new ai changes?
Crimson ReapeR 17 Jun @ 5:22am 
this mod has always worked for me, must be an incompatibility