Total War: WARHAMMER III

Total War: WARHAMMER III

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Gelt AI makes dilemma choices
   
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302.477 KB
1 May, 2024 @ 4:29am
28 Mar @ 6:31am
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Gelt AI makes dilemma choices

Description
This mod simulates AI Gelt choosing options from starting dilemmas, giving narrative incidents to the player when chosen. It also gives Mother O a 50% chance to migrate as the AI.

Intro:
In 3K, they have this cool system where you can simulate Ai factions choosing certain options in dilemmas that players get when playing as those factions (e.g should we kill the emperor, or release him) it's cool because it removes that feeling of "one experience for me, another for the AI"

Anyhow, I love the dilemmas Gelt gets in his new startpos, and I wanted to reflect that for players.

The new experience
When you play as Zhao Ming, as AI Gelt proceeds to conquer the Burning Wind Nomads, they will hit the criteria for three Incidents that will be presented to you. Generally speaking, the incidents should have wrapped up by around turn 20-25.

For any other faction, you will get a more generic message should Gelt return to his homeland.

The Criteria:
The criteria for these incidents are identicle to the criteria for the dilemmas presented to the player as Gelt.
  • Gelt takes his first settlement from the nomads.
  • Gelt secures his first province.
  • Gelt defeats the Burning Wind Nomads.

How does the AI pick a dilemma choice?
I've given each option a percentage chance to be picked by the AI. You can modify this with MCT
  • Dilemma 1: 30% Gelt ignores Zhao* | 35% Gelt helps | 35% Gelt helps but asks for stuff.
  • Dilemma 2: 30% Gelt ignores Zhao* | 35% Gelt helps | 35% Gelt helps but asks for stuff.
* warlike response

Dilemma 3 has some fun maths depending on if the first dilemmas had warlike responses.
Stays ally | stays neutral | stays war | goes home
  • No warlike: 40% | 40% | 5% | 15%
  • 1 warlike: 35% | 45% | 10% | 10%
  • 2 warlike: 20% | 60% | 20% | 0%

Do I lose resources if Gelt asks for it?
Nope, I've just assumed that the things Gelt asks for in these dilemmas are acquired from private reserves rather than your factions resources.

Are there any effects applied from these incidents
Yes, for some reason, the UI does not show this, but the incidents will apply the same effects as the base game dilemmas do. Most of this affects Gelt. For you, the outcomes are more diplomatic.

Credit:
Thanks to Oh-man for writing the text, always a pleasure to collab with you!
33 Comments
Bongo Skaggs 5 Apr @ 7:45pm 
Do you know if this is this compatible with IEE? I started a Morathi campaign, reloaded & replayed the first 3 end turns 5 times each and Ostankya never migrated.
Ajax 1 Apr @ 9:20pm 
Can you add an MCT option to change Mother O's migration percentage please?
ShowOfTimes 30 Mar @ 11:26am 
Nice mod, and I also agree with others that sweet to see other ai factions do the same.
Caliban52 28 Mar @ 12:46pm 
Thanks !
IfThenOrElse  [author] 28 Mar @ 12:00pm 
It's the same as if the player chooses to. So volksgrad area. It happens on turn 2.
Caliban52 28 Mar @ 10:07am 
Hi! Which location near Kislev is for Mother Ostankya now?Does it occur on campaign start?
Thanks!
AwDiddums 28 Mar @ 7:10am 
Nice! I was just thinking about Mother O and this mod.
IfThenOrElse  [author] 28 Mar @ 6:34am 
6.1 Update: The patch script ha a neat little value you could tweak to give Mother O AI a chance to migrate. it was a 2 second job to implement, so now, Mother O has a 50/50 chance to migrate to Kislev.
AwDiddums 2 Mar @ 7:14pm 
I've been using this for a very long time and surprised that Eltharion hasn't had a similar setup like this mod? It could make the Badlands quite interesting with Yveresse there. Or, Malus deciding to stay in Naggarond area. Either way, thanks for the mod!
Rustic Clover 14 Oct, 2024 @ 12:37am 
Oh man, if there's any other factions this could be implemented for that'd be awesome. It really would make the other factions feel like they're actually alive instead of brute AI.