Total War: WARHAMMER III

Total War: WARHAMMER III

128 ratings
Scaling AI Power (Patch 6.2.1)
   
Award
Favorite
Favorited
Unfavorite
campaign
Tags: mod
File Size
Posted
Updated
698.834 KB
2 Jul @ 4:04pm
7 Jul @ 5:52am
7 Change Notes ( view )

Subscribe to download
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! 🙏
59 Comments
Krakenous 6 Jul @ 12:38pm 
Rally interesting! I too have always noticed especially when playing Grimgor and being next to the Chorfs, that besides the main settlement army having a solid composition of units at game start...you bloody end up seeing the other chorf factions running around with just slavers at the early game a full 20 stack nearly and they never disband the units or change them out until they either lose a fight...or you kick their arses.

It's absolutely infuriating because they have incredible power options with the forge and unit availability especially with the mods I have installed...so hey, using this with your other mods to actually help and allow these AI armies to upgrade their units (or maybe swap them out/exchange them?) should hopefully really help stopping them field tier 1 trash for 20 turns lol. I'll give it a go and see!
luich 6 Jul @ 11:19am 
nice mod! i'll try it out now
What AI mod (DeepWar AI - Hecleas AI Overhaul - AI Army Tasks and Strategy) would you recommend?
Notteger  [author] 5 Jul @ 5:23am 
@Hattoriz, that’s exactly why I’m planning to add MCT support in the future—so players can adjust the bonuses on the fly during a campaign. I’m aware that some bonuses are too strong for the early game yet still fall short in the late game.

If you have any ideas for improvements or balance tweaks, I’m always open to feedback!
Hattoriz 5 Jul @ 1:35am 
Very Hard but nice mod !
Notteger  [author] 4 Jul @ 11:40am 
If all goes well, I plan to release a much more ambitious mod in the future. It will:

- Improve recruitment
- Refine how unique resources and certain faction mechanics are used
- Add the option to upgrade units
- Introduce other tweaks, all configurable via MCT so each player can tailor the experience to their own campaign
Notteger  [author] 4 Jul @ 11:10am 
@am, MCT support will be added later

@Ramyam, I'll be looking forward to the review. This is important so that I can get further into calibrating the mod. I advise you to use this mod as well

https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=3486942432
Ramyam 4 Jul @ 10:17am 
Seems really interesting and something I'v been missing.

I feel AI play like they have an handicap, can't use their faction mechanics at all most of the time (some makes sense only player can use)
And Some factions work really bad without a player, AI just can't handle their uniqe mechanics that make them tick.

Not to mention how AI fail to scale armies into late game.

Overall TWW2 AI felt better, partially because of cheating buffs, that people complained about, like gaining lots of extra exp per turn base for units, so they all ran around with full gold vet armies, maybe it was a bit much but same time now in TWW3 where they removed it I don't see AI EVER have a gold unit.

I hope this mod can fill a middle role between how TWW2 handled AI and how TWW3 does.

Plus those mentioned uniqe mechanics they fail to use maybe getting used a bit!

WIll post feedback from campaign.
am 3 Jul @ 9:11pm 
Does it support MCT?
Peskyfletch 3 Jul @ 2:14pm 
Great mod, thanks