Total War: WARHAMMER III

Total War: WARHAMMER III

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AI Emergency Recruitment
   
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File Size
Posted
Updated
1.202 MB
29 Jun, 2024 @ 12:21am
19 Jul, 2024 @ 6:36am
5 Change Notes ( view )

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AI Emergency Recruitment

Description


Introduction
AI still has a lot of treasury, but it often collapses in vain due to lack of time to recruit troops.
This mod gives recruitment-related buffs to AI in crisis situations, preventing the AI ​​from collapsing instantly even though it has enough money.
By adjusting the buff value, it is possible to not only prevent rapid destruction but also create a foundation for a reversal.

Warning
This mod is already included in AI Improvements.
Do not run two mod at the same time!

How it works
This mod determines whether the AI ​​is in a crisis situation based on internal criteria.
AI in a crisis situation is given recruitment-related buffs (recruitment capacity, cost, upkeep, period) and debuff (reduction in income) for a certain number of turns. (All values ​​can be set through MCT.)

When the AI ​​uses Emergency Recruitment, an event message will pop up for the player.
Otherwise, you can check if the current AI has the Emergency Recruitment buff by looking at the buff displayed in the AI's capital region.

* Will not trigger if there are more than 4 active armies to prevent AI from using Emergency Recruitment even though it has enough armies.

* Don't use emergency recruitment if buffs and debuffs are applied and the AI ​​can't afford the upkeep.

* AI does not use Emergency Recruitment until the Minimum Turn set in the MCT options.

* Only factions the player has encountered will pop up an event message when using Emergency Recruitment.

Criteria for judging crisis
Factions are divided into a total of 4 groups according to their strength rank displayed in the diplomacy window.
For example, if there are a total of 100 factions, the faction with a strength rank of 1 to 25 is group 1.
There are three more groups: 26-50, 51-75, and 76-100.
This group is something I have classified arbitrarily and I will call it the Power Group.

At the beginning of each faction's turn, it compares its power group with the factions it is at war with.
For example, one faction is at war with a total of 4 factions. Then, the power group comparison is done four times.

When comparing power groups, the more differences there are between groups, the higher the score for emergency.
For example, if a faction with a Strength Rank of 76 is at war with a faction with a Strength Rank of 1, the Power Group Difference is 3.
In this case, the power group difference is +3 and the faction receives 3.5 emergency points.

The scores resulting from differences between groups are as follows:
+3 : 3.5
+2 : 2
+1 : 1.5
0 : 1 (same power group)
-1 : 0.6
-2 : 0.3
-3 : 0.15

If this score is more than 3.5 points in total, it is considered a crisis.
For example,
if one faction is at war with a faction 3 groups higher than itself, it is a crisis.
If one faction is at war with two factions that are 2 groups higher, it is a crisis.
If one faction is at war with 12 factions that are 2 groups lower than itself, it is a crisis.

* If the score is over 1.5 and there are no active armies, it is a crisis.

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
Compatible with all mod.
If a problem occurs, turn on the Log Enable option and check if there are any errors.
Even if the option is enabled, if the Log.txt file does not appear on your Desktop, it means there is no error.

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10 Comments
NoOrdeR 8 Jan @ 10:57am 
does it still work ?
ElyonHU 26 Dec, 2024 @ 5:16am 
pls up
js02232  [author] 3 Oct, 2024 @ 8:15am 
@ cattlekiller
yes.
cattlekiller 3 Oct, 2024 @ 8:11am 
Save game compatible? Love all these AI mods and big thanks for adding MCT support!
js02232  [author] 6 Jul, 2024 @ 11:47am 
@Zach
I don't play multiplayer so I can't be sure.
I think it would be faster to run it directly and check whether the effect is applied and whether a Log.txt file is created on the Desktop when the Log option is turned on.
Zach 6 Jul, 2024 @ 11:43am 
Does this work in multiplayer?
js02232  [author] 30 Jun, 2024 @ 3:53am 
@Cataph
Added that section to the mod description. Please note.
Cataph 30 Jun, 2024 @ 12:23am 
err, I must confess that doesn't make it particularly clearer for me in practical terms.

I reckon those are thresholds as used by the tables, but what is a practical example/anecdote of the AI going crisis time when faced by, say, a single enemy? how much stronger do they need to be? Four provinces or stacks to one?
js02232  [author] 29 Jun, 2024 @ 11:33pm 
@Cataph
of course.
Factions belong to a total of four power groups.
Power groups are based on faction strength ratings divided by 25%.
And compare the power groups of the factions at war with the AI.
If it is 3 levels higher, it is 3.5 points, if it is 2 levels higher, it is 2 points, if it is 1 level higher, it is 1.5 points, if it is the same, it is given a score of 1 point, etc. If the total of these scores is 3.5 or more, it is judged to be a crisis.
Cataph 29 Jun, 2024 @ 11:16pm 
hey, can you give some clues to the crisis criteria?