Crusader Kings III

Crusader Kings III

Better AI
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Update: 19 Sep, 2020 @ 4:26pm

Update: 13 Sep, 2020 @ 10:10am

Update: 11 Sep, 2020 @ 11:01am

Update: 10 Sep, 2020 @ 9:41am

1.3.2
- Little fixes and reverted changes to tribal MAA

Update: 10 Sep, 2020 @ 12:49am

1.3.1
- Fixed find spouse interaction not showing foreign courts

Update: 9 Sep, 2020 @ 1:25pm

Update: 9 Sep, 2020 @ 11:31am

Update: 9 Sep, 2020 @ 10:45am

1.3
## Major ##
- Integrated Sin with Fervor mod
- Tribal MAA cost is no longer prestige but gold (IF YOU WANT TO REVERT THIS DELETE GOVERNMENTS FOLDER)
- AI should build more often

## Other ##
- Only NPCs with prowess bigger than 6 can be knights
- AI will use claim title dynasty interaction against rivals
- Removed blockade on AI that prevented it using some dynasty interactions against player
- AI will break-up with lovers sometimes (when negative relations, being impotent, incapable etc.
- AI will be slightly more reasonable when executing prisoners
- Increased diplomacy of Heinrich IV to let him deal with vassals

## AI ##
- Slightly lowered AI aggressivness
- Reduced number of possible AI wars as a step to reduce border gore...
- AI should build more

## Focus ##
- Theocratic AI will almost always choose theology focus if not having hard blockers (low learning, cynical trait etc.)

## Factions ##
- Better AI logic with joining or creating independence faction

## Marriage ##
- Further improvements on marriage AI

## Decisions ##
- Further reduced cadet branch spawn, now only independent or kingdom tier rulers will create cadet branches

Update: 7 Sep, 2020 @ 3:51pm

1.2
## Focus ##
- Major overhaul of lifestyle focuses. Now AI will decide what lifestyle to pursue basing on their traits and skills, not education.

## Factions ##
- AI will no longer seek independence when having de jure liege and rank lower than king

## Marriage ##
- Numerours fixes to AI logic when marrying...
- AI should prioritize good skilled young spouses more than prestigious old milfs

Update: 7 Sep, 2020 @ 7:48am

1.1
## AI ##
- Reduced AI aggressivness (AI will focus more on internal affairs than conquering)

## Military ##
- AI will be *better* at fighting wars (more priority given to battles and siegeing capitals)
- Somewhat weakened arbitrary blockades on AI wars
- AI should be better at raiding
- Vassals AI's are less likely to raid
- AI has better logic at dealing with raids
- AI will be better at retreating and looking for defensive positions for battles
- AI will no longer recruit mercenaries while in debt

## Decisions ##
- Reduced AI cadet branch spawn (decision requires third level of prestige to enact)

## Other ##
- Increased size of the courts for players and AI