Total War: PHARAOH DYNASTIES

Total War: PHARAOH DYNASTIES

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Hecleas AI Overhaul
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Tags: mod, campaign
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1.202 MB
27 Jul, 2024 @ 5:27pm
23 Nov, 2024 @ 12:26pm
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Hecleas AI Overhaul

In 1 collection by Hecleas
Hecleas Mod Dynasties
3 items
Description
HECLEAS AI OVERHAUL

The intelligence, aggressiveness, behavior, tactical movements, choices, diplomacy, economy, objectives and decisions of the AI ​​has been completely revised, it will no longer be inactive, will seek to conquer the world, you attack as soon as possible.
He will not do suicidal action, but will do anything to decimate your army and settlements, be careful and strategic, because the AI ​​will not give you gifts this time.
The goal of the mod is to really have the feeling of playing against a human, who analyzes the strategic positions, the power of the enemy against him.
Knowing how to fall back when necessary and persist as soon as possible.
Let them protect its threatened borders and go and confront it as soon as possible.
I specify that the aggressiveness is adapted for the veteran players. AI is genuinely violent.
Diplomacy now has more impact, more importance and the strategy you want to put in place will have to be carefully applied.
The economy linked to diplomacy takes on its full meaning and becomes essential, one does not go without the other.
The AI ​​will build many more buildings and units of very good quality, all without the slightest bonus/cheat.
It will adapt its investments according to the situation. Will build armies after defeats or during periods of war, will take the time to develop its buildings in times of peace and in war if the situation allows it. He will not hesitate to invest his money for diplomatic, bribery, influence, economic or other purposes.
If his income allows him, he will enter into more actions with his agents.

BEHAVIOR

-The AI ​​is no longer inactive, each turn it will make sure to play intelligently and be efficient, to move strategically, like a game of chess where each piece moved is important.
-Now you will have the feeling of playing against a human player and not an AI
-The AI ​​now has a better analysis of enemy forces, it will fall back, put pressure or attack at the right time.
-The AI ​​will be much more aggressive and will seek to conquer the whole world.
-The AI ​​will always have as a priority to defend its threatened or conquered lands rather than focusing on conquering by leaving its lands conquered by another AI
-Suicidal attacks have been fixed and will never happen again.
-The AI ​​no longer leaves all its armies unnecessarily on a capital from the start to the end of the game, it now distributes its forces where the threat is present and where it wishes to concentrate its attacks.
-The AI ​​which defends its territories where the enemy has penetrated.
-The AI better defend its neighboring regions with an enemy and threatened.
-Adjustment of the priority of recovering lost territory
-AI will read your moves even better
-Suicidal attacks on colonies no longer exist, the value judgment has also been adjusted and the AI ​​will come to attack or besiege you with the necessary forces.
-The AI ​​now knows from its analysis when it is necessary to retreat or attack.
-Assume that you must now be wary of the AI, because it can ambush you or block exits to trap you
-The anti-player has been adjusted so as not to break the logic of the AI ​​and not be suicidal in attacking us while he is losing his lands.
-The AI ​​will mainly choose colony capture.
-Reduction to its fair value of a last colony, which will avoid unnecessary sieges of 10 turns
-Even if the AI ​​is not at war, it will have the audacity to enter adversary territory against factions with poor diplomatic relations, in order to put some pressure if it is not occupied elsewhere
-The AI ​​will recruit a lot more armies, better quality and as much as possible!
-The AI ​​will invest its money more intelligently its money, it will be mainly distributed between the armies and the constructions of buildings.
-He will invest his money as soon as possible without breaking the bank.
-When he is close to dying, he will invest his money mainly only in the armies to try to resist until the end.
-He will be less passive and will seek to really build an empire
-You should know that even in legendary difficulty, the AI ​​does not even spend the money it has in huge quantities.
-The AI ​​will spend its money, will therefore be less passive and all this without adding bonuses.
-The AI ​​will choose to fight night battles more often if it has the opportunity.
-Rebels have more units and armies.
-The rebels have better quality units.
-There is much more luck than army rogue pop.
-The rebels and army rogue will be much more threatening and present on the map.
-I made sure to force the AI ​​to always be active.
-The AI ​​never ignored passive or rebel factions.
-An adjustment has been made to the management of the AI ​​economy, the impact is minimal.
-Rebel armies will be quicker to make arbitrary attacks.
-The maximum number of a rebel group has been increased.
-Activation: When adding a horde to an existing group the number of hordes to split from the group (excluding the new horde) to use in forming a new horde group.
-Reduced the minimum number of siege engines required for rebels to make an attack.
-Many other details have been adjusted.

DIPLOMACY

-Diplomatic value bonuses from events; peace, released faction, defensive alliance, military alliance, non-aggression pact, released troops have been increased
-Diplomatic value penalties for events; ally refused to join war, battle ally supported refused, raiding, tresspassing, troops enslaved, troops executed, war have been increased
-*new* a diplomatic bonus has been added following these events; barter agreement, barter, military access, trade agreement
-*new* a diplomatic penalty has been added following these events; trade agreement broken, city besieged, city occupied
-Each diplomatic or campaign map decision will have more impact on your relationships
-The AI ​​will first seek to break and cancel all its treaties if it is in bad relations with you before potentially declaring war on you.
-The possibility of forming confederations has been reworked, it will be possible in case of extreme necessity for the faction which preferred to be confederated rather than die eternally. (Vanilla Confederation is for me a lame way to shorten the campaign while erasing cultures in a banal way)
-Commercial exchanges with hostile factions are much more complicated (a certain penalty), for the logical side, but still adequate to be able to exchange an important resource in the eyes of everyone
-War declarations have been slightly increased to make the campaign more dynamic and less passive.
-In a logic of absolute power, the great power penalty has been remitted, in order to add difficulty at the end of the game and potentially suffer betrayals or others.
-Trade treaties now grant you more diplomatic relationship bonuses, which allows you to circulate more resources on the campaign map and to maintain your deteriorating relationships.
-The AI ​​will fight for its own culture and will have a negative opinion towards any other different culture.
-The opinions of other cultures can deteriorate over time, it's up to you to maintain them.
-Removal of the penalty placed by CA on the distance of war declarations preventing the Hittites from declaring at a distance from the Egyptians.
-Increased possibility of making treaties with related factions (best friend, very friendly and friendly).



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235 Comments
Khnum 12 Jul @ 9:56am 
Same what ----> Thorkell said
Thorkell 11 Jul @ 11:19am 
Love the mod. I can deal with the early game multiple people declaring war on me (more than one) BUT NOT the rebel stacks (20units) appearing turn by turn with little notice (and I have happines buildings). For now I unsub, really hope you can toggle off the Rebel buff because the other things are really good. I was playing Hard / Vet
wmettlen 26 May @ 8:29am 
so does this effect ai battle behavior , the battle ai in my game seems to know the exact location of my hidden vanguard units and attacks them immediately as the battle starts. even the unspottable and stalk units
dunai-87 6 May @ 12:47am 
In general, the mod is not bad, but the fact that when an artificial intelligence that has declared war on you takes all its existing armies to sea and does absolutely nothing, it looks somehow stupid and not logical. I also noticed that when someone is being mixed up with a government position, no one tends to fill the vacant position. these two problems negate all the advantages of your mod.
birg 14 Apr @ 2:20am 
I have testerd this mod in 3 campains now and it is great...
il realy whant to thank you fore your time and servis.....
blessed be dud.
Yangbang 25 Mar @ 6:58am 
This mod is pretty good, it's helped with factions handling diplomacy like they actually care about their borders from trespassers. But I'm noticing some weird behavior now that I'm about 50 turns in. Armies are just jumping in boats and waiting in the sea for several turns. They just sit on the sea and do nothing while enemy armies move about their territory. I'm pretty sure I saw a full stack just sit in the ocean while a minor enemy army marched past them.
Cream 7 Feb @ 12:52am 
For me I can't see that the AI is smarter, but the opposite - I had 3 campaigns - Hanigalbat, Rhesus, Walvetes. In all of them it was very easy to expand, the AI was doing nothing. In the first turns with Rhesus for example - Thrace is at war with a faction, forgot the name, and it has 2 armies with 7 units each. I crush 1 of them and move towards their capital. The other force, instead of going to it's city to protect it, flees in the open see.
Schnell_Scheisse 18 Jan @ 11:48pm 
Thanks for the hint, I might just do that.
Clockwork 18 Jan @ 12:13pm 
It is really easy to do. You could download RPFM. Open the mod pack file and the db, the entry is campaign_stances_factions_junctions_tables. You just delete that entry.
Schnell_Scheisse 16 Jan @ 6:53am 
Would it be possible to have a version without the forced march removed?