Total War: WARHAMMER III

Total War: WARHAMMER III

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AI Improvements
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Tags: mod
File Size
Posted
Updated
3.823 MB
22 Feb, 2024 @ 5:15pm
25 Aug, 2024 @ 7:41am
30 Change Notes ( view )

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AI Improvements

Description


Introduction
AI is better at conducting financial management, warfare, diplomacy, and more.
Some changes, such as diplomacy, also apply to player.

Mods Included
This mod already includes the mods listed below.
******Do not use them at the same time.*******
AI Finance Control
AI Emergency Recruitment
AI Adaptive Buffs

Features
Diplomacy
◆ Adjusted diplomatic evaluation values ​​for diplomatic treaties and wars.
Affect
Attitude
Strength
Distance
War
High
High
High
Peace
Low
High
Low
Mil Alliance
High
High
High
Def Alliance
High
Medium
High
Mil Access
Medium
Medium
Medium
Trade
Medium
Low
High
Non Aggression
Low
High
Low
In vanilla, diplomatic evaluation was unpredictable.
Diplomatic evaluation now changes intuitively based on attitude, strength, and distance.
In addition, you can now know for sure whether a treaty can be concluded based on the current relationship between factions.

Diplomatic evaluation varies appropriately depending on the situation each faction is in.
For example, a faction in crisis is more likely to conclude treaties such as military alliances or defensive alliances, while a peaceful faction is less likely to do so.
The same goes for war and peace.
A faction in crisis cannot declare war, and a peaceful faction, even if it is Best Friends, can declare war if there is no treaty. Of course, the probability of that happening is very low.

As a result of these changes, the AI ​​declares war much more often than vanilla.

◆ Reduced Imperium diplomacy penalty.
◆ The penalty turn for breaking each treaty has been changed.
The penalty turns for breaking alliances and peace treaties has been increased.
The penalty turn for declaring war after breaking a treaty has been reduced.
◆ Changed the value of money in diplomatic valuation.
The value of what players pay in diplomatic evaluations has been increased.
The value of AI payouts in diplomatic evaluations has been slightly reduced.
In short, you can sign a treaty for less and receive more.
◆ Reduced the score at which AI considers a player a threat

Army
◆ Reduced the time taken for AI to attack nearby settlements due to them not gaining territory.
◆ AI army ​​will not act aggressively until it has recruited more than 16 units.
◆ AI army will return when its troops have 10 units or less.
◆ An army with less than 6 units cannot retreat.
◆ After sacking or destroying a settlement, the number of turns in which the AI ​​will not consider that settlement has been reduced.
◆ Reduced the number of turns AI takes to defend a settlement after it captures it.
◆ Appropriately adjusted the captive replenishment option in battle result window
AI Emergency Recruitment When the AI ​​is in crisis, it receives a recruitment-related buff.

Finance
AI Finance Control If the AI ​​holds a large amount of treasury, the AI ​​converts 1/10 of the remaining treasury into income.
AI Finance Control Adds the ability to convert remaining treasury into buffs for Tomb Kings and Beastmen. (Check MCT)
AI Adaptive Buffs A feature has been added that allows you to grant a buff to AI with a desired value on a desired turn. (Check MCT)
◆ AI ​​saves a portion of its gross income to build buildings
In vanilla, the AI ​​invested 100% of its upkeep in its military, so even if the settlement grew sufficiently, it could not construct buildings properly.
AI now saves 15~20% of its income and uses it for construction.
◆ Adjusted the amount the AI ​​allocates to different funding pools, such as Military and Construction.

Patch Note
When the mod is updated, you can check the patch notes in-game.
Patch notes will be displayed once the player first starts the game after the update (regardless of whether it is an ongoing game or a new campaign).

Compatibility
Values ​​may be overwritten when used with mods that modify the following tables:
cai_personality_deal_evaluation_~~~
cai_personalities_budget_allocations_tables
cai_task_management_system~~~

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Popular Discussions View All (1)
0
27 Feb, 2024 @ 12:24pm
Feedback
js02232
193 Comments
Adesrin 15 Jul @ 3:14pm 
We are in Dire need of a mod that helps AI focus on military tech cause as of now in vanilla AI seems to prefer economic research early on which makes their military lag with the player.
Adesrin 21 Jun @ 12:12pm 
@emerald10005

Welcome to year 2025 if it's a melee or shooter game, just buff the health of hostile NPC, if it's a RTS/Turnbased just lower upkeeps and buff stats of AI
emerald10005 23 Feb @ 11:18am 
>mod is about improving AI
>look inside
>cheats
ak47 25 Dec, 2024 @ 1:53am 
update plzz..
Neko 4 Oct, 2024 @ 10:39am 
The diplomacy changes killed this mod for me. Everyone was making trade deal with each other, nobody was at war by turn 40. Thank you for the finance and recruitment submods, but this mod ain't it.
js02232  [author] 1 Oct, 2024 @ 1:25am 
@y1224y1
When I opened the script for that mod in the past, there didn't seem to be any problems.
Can you please enable the Log Enable option in MCT options and confirm that a Log.txt file is created on the desktop?
Also, if you could tell me what buffs are given to the player, it would be helpful to figure out the problem.
This is a difficult issue for me to figure out on my own because my scripts always exclude players.
y1224y1 1 Oct, 2024 @ 1:15am 
@js02232 https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2853974146
When used in conjunction with this mod, changing the settings in this mod will cause players to receive AI buffs.
js02232  [author] 30 Sep, 2024 @ 4:29am 
@ y1224y1
if player get buff, that is bug
y1224y1 30 Sep, 2024 @ 2:57am 
@js02232 Players get AI buffs, is this a bug?
R2k 23 Sep, 2024 @ 8:47am 
Anyone who tested it on V.High or legendary difficulty what's the difference? I read description and still don't understand. Vanilla AI is very aggressive, it builds cities faster than player and has very big armies. 3v1 on VH and 8v1 on legendary