Total War: WARHAMMER III

Total War: WARHAMMER III

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Scaling AI Power (Patch 6.2.1)
   
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2 Jul @ 4:04pm
7 Jul @ 5:52am
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Scaling AI Power (Patch 6.2.1)

Description
Scaling AI Power

This mod is currently in development, so every comment and piece of feedback is invaluable for ongoing calibration. Please give it a thumbs up to help promote the modification if you enjoy it!

I highly recommend pairing this mod with my another mod:


Which allows both players and AI to upgrade units, PREVENTING AI STAGNATION with weak armies (features flexible upgrade system settings and building requirements).

Mod Philosophy

MCT support will be added soon

This mod is designed for players who, like me, are seeking a greater challenge and want every AI-controlled faction to utilize their unique features and realize their full potential—without becoming absurdly overpowered.

In vanilla gameplay, several issues limit AI effectiveness:
  • Warriors of Chaos don't upgrade their troops
  • Tomb Kings, Beastmen, and Chaos Dwarfs struggle with proper army composition and unit unlocking, making them weak opponents
  • Many other factions fail to fully exploit their upgrade mechanics (like Scrap systems and Forges) or efficiently gather unique resources crucial for their development

While making the AI truly "smarter" to behave like a pro player is nearly impossible, we can provide strategic bonuses that allow the AI to use them harmoniously, develop effectively, and become a serious, engaging opponent both on the campaign map and in battle. That's exactly what this mod accomplishes.

Key Features

Enhanced AI Economy & Resources
  • Based on difficulty level, AI receives bonuses to special resource generation, enabling unit upgrades, new army recruitment (like Beastmen hordes), and fielding powerful armies that provide engaging battles

Improved Military Capabilities
  • Expanded Unit Caps: Starting unit caps slightly increased for AI Beastmen, Chaos Dwarfs, and Tomb Kings factions
  • Experience Growth: AI armies (including garrisons) and characters gain experience each turn. Since players typically aim for "gold chevron" units, they easily steamroll low-rank enemy armies, which becomes boring. Now AI can field veteran troops, lords, and heroes with effective buffs
  • Magic Item Discovery: Increased chance for AI characters to find magical items

Faction-Specific Enhancements
  • Horde Growth Bonus: All AI-controlled horde factions receive growth bonuses
  • Unique Mechanic Discounts: Various cost reductions for using faction-specific mechanics
  • Enhanced Recruitment: Improved recruitment pools for Warriors of Chaos and Nurgle, plus additional economic buffs

Compatibility & Recommendations

This mod affects a minimal number of game tables, making it compatible with most other modifications (except those editing the same tables).

Also check out the excellent work of other respected modders (compatible with this mod)!


Your Feedback Matters

Once again, your mod ratings and feedback will greatly help improve this modification.

Peace to all! May wars exist only in our video games! 🙏
58 Comments
Fear 1 hour ago 
dark elves using black arks better, can you do it ?
Fear 1 hour ago 
very interested, maybe i will test for my next sfo campaign
Also something i think the warriors of chaos don't use is the souls
Notteger  [author] 3 hours ago 
By the way, a question for those who play with SFO: don't you think that monsters in SFO are too weak compared to other units and their cost in tabletop caps?
Giga Gero 15 hours ago 
I must say this ai power mod is my favorite and i tried 8
Noble Winter 21 Jul @ 4:24pm 
Ah I see, thank you for the clarification. If you'd like to check yourself the mod I was talking about was called Higher-Unit Capacity for Chaos Dwarfs by Andre. Im unsure how exactly you increase caps on cdwarfs for the player and not the AI as well.
Notteger  [author] 21 Jul @ 2:22pm 
@Noble Winter, It depends on how the unit cap is implemented in the mod you're using. Most likely, the effects will stack for the AI, resulting in something like 10 + the value from my mod.
Noble Winter 21 Jul @ 1:16pm 
To clarify, in vanilla the starting unit capacity within the hellforge for chaos dwarf warriors is 2. If I were to manually change that cap through RPFM or a mod from 2, to lets say 10 total. Would that chaos dwarf warrior cap increase also be bundled with however much this mod increases them by for the AI?
Notteger  [author] 21 Jul @ 12:59pm 
@Noble Winter, I'm not entirely sure what you mean by that. Could you clarify?
Notteger  [author] 21 Jul @ 12:56pm 
@Brother Vitus, This mod was intentionally designed to be simple, minimizing the potential for conflicts with major overhaul mods.

In the context of SFO, some factions might receive bonuses that are either too strong or too weak, as I didn't specifically tune them for SFO. However, I haven't noticed any major issues so far. I'm currently playing through a campaign with this mod and SFO myself, and I'm making some minor parameter adjustments along the way.
Brother Vitus 21 Jul @ 4:49am 
Hi again) Im very curious, so it is not optimized for SFO but works with it, but what exactly does that imply? Does it mean that it wont use units, mechanics, ect. added by SFO or what? And do you plan to optimise it for SFO, considering you yourself play it? Ah and does mod order matter here?
Thx for amazing mod btw<3