Total War: WARHAMMER III

Total War: WARHAMMER III

27 ratings
Scaling AI Difficulty - No Human Penalty Version
   
Award
Favorite
Favorited
Unfavorite
campaign
Tags: mod
File Size
Posted
Updated
204.184 KB
8 May, 2024 @ 11:01pm
30 Jul @ 5:13am
12 Change Notes ( view )

Subscribe to download
Scaling AI Difficulty - No Human Penalty Version

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).

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.

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."
28 Comments
Cerb  [author] 22 Jul @ 6:38pm 
Added new scaling caps to beastmen, chorf and tomb king factions
Cerb  [author] 13 Apr @ 3:41pm 
I would personally suggest using a mod that removes ambush attacks, and lightning strike, theyre both broken in the hands of a player, never fun to play against, and personally very silly to be able to ambush on an attack... especially when you can retreat and try again as many times as you want to get the ambush success. I have one in my modlist.
Commodus 13 Apr @ 12:58pm 
Only thing increasing ambush chance, since skaven can attack in ambush stance that dost sound fun:(
cybvep 22 Feb @ 7:14am 
Very interesting mod. I'm quite happy with early game level of challenge in WH3 (first 20-30 turns are usually pretty exciting), but mid- and late-game becomes too easy. I use various mods to make the game a bit harder and this seems like a great addition. I like the fact that the buffs are added gradually and that you help the AI with magic as well (most difficulty-based mods ignore AI magic entirely). Some other good ideas here as well (like bonus lord/hero recruit ranks and ambush chance, but without going crazy).
Cerb  [author] 15 Jul, 2024 @ 3:55pm 
That and their top tier eco, always uncapped units, instant recruit from any province, plagues that boost you to ridiculous levels.. the list goes on :D
Alan 15 Jul, 2024 @ 3:23pm 
It really is...massive increases to HP make % based regen too powerful
Cerb  [author] 15 Jul, 2024 @ 3:13pm 
Also depends what faction im playing, some factions are so much stronger than others, for example nurgle is disgustingly op in SFO, but venris refuses to rebalance it..
Cerb  [author] 15 Jul, 2024 @ 2:48pm 
Oh, this is with SFO btw
Cerb  [author] 15 Jul, 2024 @ 2:40pm 
I use vh/vh, with the regular version of this mod (-8 po/-80 diplo with all), with no factionwide caps for AI, and a lot of self handicaps (no ambush baiting, no reinforcement/corner camping etc..) and my monstrous magic rebalance mod so i cant do the standard tactic of letting the ai blob on a hero/monstrous unit then bombarding the area with magic
Alan 15 Jul, 2024 @ 10:27am 
@tesrali obviously not Cerb, but for what it's worth, I prefer Hard + difficulty mods over VH with less mods. I use this mod and several other difficulty mods.