Total War: WARHAMMER III

Total War: WARHAMMER III

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AI Diplomacy
   
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File Size
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1.780 MB
7 Jan @ 6:21am
21 Jun @ 7:23am
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AI Diplomacy

In 3 collections by Incata
AI Mods
13 items
Total War Warhamer 3: Gameplay Mods
76 items
Multiplayer
80 items
Description
This mod focuses on improving diplomacy, but especially on enhancing the diplomatic relationships of the AI, both AI-Player and AI-AI.


Thousands of new entries have been modified and, most importantly, added to enable the AI to engage in fully developed diplomacy. Many of the tables were severely truncated and had missing or nonexistent entries for many factions. Additionally, the AI's priorities and diplomatic handling have been fine-tuned.


I will try to explain the most relevant changes, but due to the size of the mod, not everything will be detailed. This is a mod I have worked on for a long time, and I will provide three versions: this one as the main version oriented towards the vanilla game, and two more that I will leave in the comments below.


-The responses to diplomatic events have been readjusted and expanded to be more coherent and to redefine penalties. In general, minor actions no longer have such a significant impact on reliability duration.

-Money has a reduced impact on diplomacy. Diplomatic decisions can only be influenced by money up to a maximum factor of -5 (approximate value), but it will also require less money. Similarly, favorable deals will grant less money.

-Trade agreements have reduced penalties, and more treaties are allowed before penalties are incurred.

-The duration of penalties for treaties and treaty breaches has been reduced, as well as the duration and penalties for confederations (among other changes)

-The number of treaties the AI can handle has been increased, the priority for treaties based on the AI's proximity has been raised, and confederations are now easier to achieve.

-Actions that please factions have neither penalties nor bonuses, while those that displease them generate double the penalty.



AI Diplomatic Priorities

I’ll start by saying two things: first, this was quite poorly implemented in the base game and many things were missing; and second, it’s going to be difficult to explain.

These tables are increased between 5 and 7 times, this implies that all features must be prioritized and evaluated to be able to carry out transactions that cannot be carried out beforehand.

There are two main components to this: the generation of priorities and their evaluation. Therefore, I will explain it by outlining the order of priorities and the level of difficulty:


-FORM CONFEDERATION P:10 E:Dificult
-DECLARE WAR ON NEARBY FACTIONS P:9,5 E:Easy
-DECLARE WAR ON FACTIONS I DISLIKE P:9,5 E:Easy (The priority decreases with distance)
-DEFENSIVE ALLIANCE P:9 E:Very Dificult (The priority decreases with distance)
-MILITARY ALLIANCE P:8,5 E:Very Dificult (The priority decreases with distance)
-MILITARY ACCESS P:8 E:Medium (The priority decreases with distance)
-TRADE AGREEMENT P:8 E:Medium
-UPGRADE TREATIES P:8 E:Medium
-OFFER VASSALAGE OR CLIENT STATE TO ENEMIES P:8 E:Very Dificult
-BREAK TREATIES WITH DISLIKED FACTIONS P:8 E:Easy (The priority increases with distance)
-REQUEST BREAK ALLIANCE WITH DISLIKED FACTIONS P:7,5 E:Easy (The priority increases with distance)
-PEACE P:7 E:Very Dificult
-NON AGGRESSION PACT P:7 E:Easy
-DEMAND VASSALAGE OR CLIENT STATE FROM ENEMIES P:6,5 E:Very Dificult
-REQUEST BREAK TREATY WITH DISLIKED FACTIONS P:6,5 E:Very Easy (The priority increases with distance)
-TREATIES WITH ALLIES OF ALLIES P:6,5 E:Medium
-TREATIES WITH NEIGHBOURS P:6,5 E:Medium
-REQUEST ALLY TO JOIN WAR P:6 E:Dificult
-Minor factions cannot confederate with other factions and cannot have vassals.


Keep in mind that the values for "P" (priority) and "E" (estimation) are indicative and not the actual values used in the mod. The estimation reflects how well you get along with that faction and the usual factors that affect treaties. Consequently, the AI will:

-Declare war on neighboring factions it has poor relations with.
-Form alliances with friendly factions.
-Rarely ask you to join a war or attempt to make peace (peace in Total War: Warhammer? Don’t make me laugh).

However, you will especially notice that it interacts much more with other AIs, potentially gaining more allies or enemies than you.

Lastly, I am providing two versions of this mod, which include everything from this one but are designed to create faction wars or super-faction wars, just use this one or one of these.
Diplomacy Mega Factions Wars
Diplomcy Factions Wars


I recommend that you use my mod Diplomacy For All In order to unlock all diplomatic options for all factions.

Can use Unbreakable Alliances if they don't want to deal with alliance breakups due to factional conflicts.

Can use Confederation for Warriors of Chaos and Tomb Kin If you want these factions to be able to confederate.




Finally I created a paypal account in case anyone wants to thank me for my work in this way
Donate Paypal Incata[www.paypal.com]


Subscribing and adding to favorites is fine, but if you want other people to see the mods you like, after trying the mods if you like this press 👍. I see mods with 3000 downloads and only 80 reviews, that makes me☹️. People who are dedicated to modifications will appreciate it. Thank you.

Remember to take a look at the mods in my game collection, I use them all, but even if I only use a few the game will improve a lot, and it's completely modular.

-Collection of gameplay mods
-Visual collection and utilities
-All my mods total war tww3
-All my mods total war tww2
29 Comments
大天使 13 Jul @ 12:39am 
Hi, the problems i have with the mod are: its very easy to steal AI cities in diplomacy for very low price and second its very easy to tell AIs to break their alliances/treaties with others either at 0 or very low cost
Incata  [author] 22 Jun @ 3:56am 
@Shadowslasher Tested it in 2 games. I couldn't tell you.
Incata  [author] 17 Jun @ 12:13am 
@Incata I'll check this out sometime, maybe it can be tweaked more without breaking other things.
Incata  [author] 17 Jun @ 12:13am 
@raw666 These are good points you raise, although it depends a bit on how you want your game to play. Whether you prefer more global or more localized wars. Even if distant wars are declared, if threat detection is good, they should prioritize nearby enemies (although this is not addressed in this mod). I also don't remember if all these aspects can be parameterized. Peace in the game often creates problems in the sense that one faction can achieve peace with another quite easily in the vanilla game, since there are several ways to achieve it. Personally, I never liked that.
raw666 15 Jun @ 5:30pm 
Another request is make it so two warring members of the same faction to end of hostilities when at war with opposing factions. For example, Karl Franz and the Empire has more threats at hand then watch Ostamark and Nordland punching the daylights out of each other, making it easier for Chaos factions like Norsca or Plague Doctor in conquering them. A option to just make them stop would be great alternative.
raw666 15 Jun @ 5:16pm 
Can we include a increase chance for asking and accepting peace based on distance for factions so they can focus more on hostiles near their territory? For ex, if you use Extended Immortal Empire and Dukes of Karak Ziflin (Dwarf) and Bastonne (Bretonnia), they are now to far to fight and having them focus on each other then whey have more important threats nearby that to warrant all their attention, like the Barrow Legion for the dwarves. Another is factions with multiple locations due to confederation or start the game (Yin-Yin faction in Roar of the Jade Sea) lose their territory near enemy territory, suddenly making them a far away enemies not worth fighting.
endurstonehelm 8 Jun @ 1:35pm 
@incata ok, that works. Appreciate the insights. I love the mods, btw, and am still using them.
wrought82 7 Jun @ 10:42pm 
Looking at your description it might actually be due to you mAking Ai more likely to break treaties with disliked factions, ill try and locate And revers that. I want Ai making alliances basen purely on immediate selfinterest, not racism ;)
wrought82 7 Jun @ 10:13pm 
@incata interesting, but could you tell me specifically what factor is used to determine whether ai joins war when Ally is attacked? What ive done is add 200 to has common threat for making the alliance making ai very pragmatic about defensive alliances rater than Those being sign that you Are super Best friends. But it seems joining and not breaking alliance is separate which means ai readily forms alliances but break Them just as readily