Total War: WARHAMMER III

Total War: WARHAMMER III

AI Economy
80 Comments
Incata  [author] 23 Feb @ 1:31pm 
@快乐树骑士团 I don't know, I guess so
快乐树骑士团 23 Feb @ 10:32am 
Is it compatible with SFO?:steamhappy:
Incata  [author] 7 Feb @ 3:12pm 
@Pudge is the main character I don't quite understand what you mean because it seems contradictory. It could conflict with other mods that modify the same thing. Normally, the AI upgrades its buildings without issues and recruits more armies.
Not sure if this is conflicting with other mods, but: It looks like the AI will recruit a lot within the first 10 turns, they haven't upgraded any buildings (the Norsca vassal faction with the Puppets of Misrule). Is that how this should play out, where there's a ton of military investment and no army investment at the start of the campaign?
I GIT A RING 10 Jan @ 8:55am 
电脑真傻逼,一直在爆兵没主动进攻过
Incata  [author] 1 Jan @ 5:22am 
@HMueller I'm glad you like it. Yes, the easiest way would be to modify the faction potential table. There's also a mod that allows you to do this via MCT configuration: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3209726179
HMueller 1 Jan @ 5:09am 
Thanks for the mod! Is there any way to apply specific factions only? eg. I want Khorne Ai to be powerhouse in my campaign
Incata  [author] 15 Dec, 2024 @ 11:28pm 
@Ading2933 It should work
Ading2933 15 Dec, 2024 @ 10:22pm 
is this mod still work?
Incata  [author] 6 Nov, 2024 @ 1:50pm 
@Lupo Don't know
Lupo 6 Nov, 2024 @ 12:35pm 
is this compatible with sfo?
Incata  [author] 27 Oct, 2024 @ 4:52pm 
正义の伙伴 You're welcome ♈️
正義の夥伴 27 Oct, 2024 @ 3:56pm 
🔯⛎♌️♑️♍️♈️♉️♎️♋️♐️
正義の夥伴 27 Oct, 2024 @ 3:55pm 
Thank you for your mod.
Incata  [author] 26 Oct, 2024 @ 2:41am 
@Ca Boong There are already some mods for that, I have one that might interest you https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2971408094
Ca Bong 25 Oct, 2024 @ 11:05pm 
thank for the mod, I think we need another mod called "No limited trade partners for AI" :D
[iDk] 獳砯 The Rise 慲敭 20 Aug, 2024 @ 11:16am 
@incata Update please , the game crashes at launch due to a new patch... Thanks for you'r mods and work! :)
Incata  [author] 10 Aug, 2024 @ 1:39pm 
@iskandar If he could behave in a more aggressive manner, it would also involve more risk.
The AI ​​will continue to research the technology, regardless of whether they are original to the game or not.
Mods that add other factions should work fine, the only thing that could happen is that that mod has its own priorities for that faction and is not affected by mine.
In general, any mod can affect the performance of a campaign to a lesser or greater extent. It also depends on a player's preferences, such as whether they prefer the AI ​​to have tricks or not, whether they prefer the major factions to be dominant or whether they prefer Make it more like a sandbox, there are infinite combinations.
Iskandar 10 Aug, 2024 @ 12:19pm 
Hey @Incata.
First of all, thank you for your work. As far as I can tell, your mods are the most promising, AI actually declaring war and took some settlements :D
Now I have some questions^^
Is it possible to make the AI behave a bit more aggresive like actually using the raid stance more often even when they are not at war?

And how does the AI work? If you have a mod that completely changes the tech-tree. Does your AI research the modded tech-tree?
What mods could potenitally interfere with your AI mods? Obviously the ones that changes the AI, but do faction mods or mods like Mixus Legendary Lords be a problem here?
Incata  [author] 10 Aug, 2024 @ 2:55am 
@LilCAO @shana :steamhappy::lunar2019wavingpig:
LilCAO 9 Aug, 2024 @ 6:38pm 
thanks u my hero
shana 4 Aug, 2024 @ 8:20am 
thanks for your works:steamthumbsup:
Incata  [author] 1 Jul, 2024 @ 1:02am 
@Dignan Zazumba In general the mods usually still work but I like to have them updated
Dignan Zazumba 28 Jun, 2024 @ 7:40pm 
Should I wait for a series of 5.1 updates for these AI mods?
D A D 27 Jun, 2024 @ 11:56am 
It might make sense for Chawi to have to pay raw materials and armaments to build buildings as usual, since so many of their buildings aren't paid for by money anyway and it won't interfere with their ability to use their money on armies.
Incata  [author] 25 Jun, 2024 @ 4:22am 
@D A D There is nothing specific for them but I have not noticed that they are an unstoppable force or that they are always in the highest ranges of strength.
D A D 24 Jun, 2024 @ 3:39pm 
Hi, do you do anything to balance out the Chaos Dwarfs with this mod? I've noticed since I downloaded this mod they tend to pop off in every game. Not enough of a sample size yet to say it's for sure, but it seems pretty consistent. Without growth to slow them down, free building would be very OP for them.
Incata  [author] 19 Jun, 2024 @ 3:28am 
@Jokerge I assume you mean my mods. I would say that you install the ones that best suit your preferences. If you want greater difficulty then mods that improve the AI, if some aspect of the game bothers you then mods that improve that aspect, things like that
Прения 18 Jun, 2024 @ 7:28am 
@incata The question is, what is the best way to use this mod build?
Riviere 30 May, 2024 @ 11:41am 
Thx:)just found that Divide and Confer is the exact mod I want to have more factions remained.
Incata  [author] 30 May, 2024 @ 10:10am 
@DeValouis It is a difficult question to answer, mostly because I usually look for the opposite effect, but I will still give you a list of mods that I would try to achieve this, although it is clear that I have not tried Divide and Confer and Remove Bordergore:
AI Anti-Cheat
AI Army Tasks and Strategy
AI Economy
AI Military Construction System
AI Recruitment Unleashed
Divide and Confer or Remove Bordergore
Riviere 30 May, 2024 @ 8:59am 
Which of the AI mods should I subscribe if I want to buff AI‘s recruitment + army compositions/strategies and make them less aggressive or atleast the same in vanilla campaign? I tried other AI mods like 'stronger and fairer AI' and in the last campaign only 192 in 306 factions survived in 10 turns.
Incata  [author] 15 May, 2024 @ 11:25pm 
@ThaddiusX Sorry, that comment was probably for another site, this mod helps the AI have a little more power but there are many other factors that affect this, you could try some of my other mods like https://steamhost.cn/steamcommunity_com/sharedfiles /filedetails/?id=2935815665 and https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2933549532 with these you should see a considerable increase in AI activity
ThaddiusX 14 May, 2024 @ 4:47pm 
I think you must have misunderstood me. I only use this mod. In short what I was saying was that your mod is insanely good and needed now because how Creative Assembly changed the economy/buidling/army creations in 5.x

The latter paragraph I wrote was concerning why CA even did this change, because in vanilla now pre-modding the AI doesn't even build great armies nor good buildings anymore and their economy is shot down, like CA wanted to curb "something or other".

That was what I intended to say, sorry if something got lost along the way. :-)
Incata  [author] 12 May, 2024 @ 11:34pm 
@ThaddiusX The 2 mods do similar things, I don't understand why you want to use both.
ThaddiusX 12 May, 2024 @ 4:30am 
This is so needed in 5.x vanilla at least. For some reason AI can no longer find their rear end with both hands. At turn 100-150 most factions **without this mod** were 'very weak' or 'weak' economically on harder difficulties, some of the larger were 'moderate' and the biggest were 'strong'.

Another thing that still persists, I had hoped this mod would fix that too but I think I may need some other for that possibly. It seems totally random which faction builds a lot of armies, even with strong economies. Grimgor that has a lot of lands just walks around with two full stacks. In 4.x AI had a lot of stacks and good economy, moving around. One could possibly call it stack spam. I wonder if CA has tried to curb that, and somehow just went overboard on it. Have you seen anything to this regard in the DBs?
Incata  [author] 5 Mar, 2024 @ 3:05am 
@nlikely The AI does not know how to manage its economy very well, this is done to improve its recruitment system, especially if the AI does not have its tricks, but you can consider it however you prefer, just as you can decide whether to use it or not.
nlikely 4 Mar, 2024 @ 4:19pm 
Basically it gives the AI a massive hack to have buildings at 0 cost? like super legendary difficulty?
Incata  [author] 24 Dec, 2023 @ 12:01pm 
@Avax Loading it with higher priority should :lunar2019wavingpig:
Avax 24 Dec, 2023 @ 6:45am 
does this work with DEEP AI?
Incata  [author] 25 Nov, 2023 @ 6:42am 
@HandyHamburg :steamhappy::lunar2019wavingpig:
Mr.Duck 25 Nov, 2023 @ 6:04am 
More enemy forces, more battles, more roots, more FUN! Thank you!
Incata  [author] 19 Nov, 2023 @ 11:42pm 
@Psychooll In general, the better the economy they have, the more armies they have. In my current campaign I have 3 armies and I am at rank 23, so there are more than 20 factions with more than 3 armies. I reviewed their economies and although there are some factions with more than 50k of money, the majority remain between 5k and 30k. I also don't understand what you say about how you have reduced the recruitment cost and you don't see any changes. In my previous campaign I modified the recruitment cost by -50% and in the end I had to remove it because they were building too many armies and they wouldn't let me advance. In any case, it is a complicated issue, if you force the AI to recruit more armies, it starts to play worse, so it is not a solution either. I'm currently testing some changes that might improve this but it will take me some time.
Psychooll 19 Nov, 2023 @ 11:39am 
idk. from my expierience AI is still amassing quite a lot of gold (>30k-200k).i even lowered their unit upkeep in hopes that they will field more armies but from what i can see if a faction havent build imperium(10+settlements) they are happy with 1-2 armies even if rich and in war/danger
Incata  [author] 12 Nov, 2023 @ 10:15am 
@CH�AT�R [FR] :steamhappy::lunar2019wavingpig:
CH�AT�R [FR] 12 Nov, 2023 @ 3:56am 
Thanks
Incata  [author] 25 Sep, 2023 @ 8:36am 
@Rebel I have uploaded it again without the increase in army capacity, try it and tell me.
Rebel 25 Sep, 2023 @ 3:26am 
i suppose one thing we didn't try was having just this mod on, but i doubt its a mod complication since it was working fine just a bit ago, and we don't have intrusive mods that conflict with one another
Rebel 25 Sep, 2023 @ 3:24am 
both a save and several new campaigns, yes. desynced every time without fail within like the first 100 factions to pass their turn, it is inconsistent when exactly it desyncs, but always during the end of the turn