Total War: WARHAMMER III

Total War: WARHAMMER III

AI Construction Priorities Reworked - Experimental Features
12 Comments
Lycia Pintella  [author] 28 Jan @ 6:21am 
Growth deconstruction has been moved to the main mod. This mod is only being left up in case I need to move it back due to a critical bug. If it checks out, I'll delist this mod in a few days.
Lycia Pintella  [author] 14 Jan @ 3:55am 
***Added experimental code to dismantle growth when an AI province his max level. Does not remove pastures as they may have faction wide bonuses.***
Lycia Pintella  [author] 2 Mar, 2024 @ 9:00am 
This mod is basically dormant for a little while until we write the growth deconstruction lua. Moved Bretonnia code to main mod.
Lycia Pintella  [author] 29 Feb, 2024 @ 10:54pm 
I have added some code to this submod that will replace starting Bretonnian barracks with stables. The code should work now, but a previous version was causing various issues for people when loading a campaign or new game.

PLEASE let me know if everything is working so I can move this code to the main mod soon.
Lycia Pintella  [author] 26 Feb, 2024 @ 1:39pm 
Aww, thanks! haha
Revan519 26 Feb, 2024 @ 1:32pm 
love your mod CA need to hire you ASAP
Lycia Pintella  [author] 10 Jun, 2023 @ 10:36pm 
Moved trade goods building values and antisynergy values from experimental features submod to main mod.
Lycia Pintella  [author] 10 Jun, 2023 @ 10:32pm 
Second Update

Update: Removed Wood Elf Trade goods / income structure antisynergy, as it makes no sense for their faction.

Added exception for Bretonnian farms as they are income, not growth as intended under the rule set No_Farms_In_Regions_Where_Pastures_Exist, set it to new synergy level "cai_cs_synergy_level_very_high_override."

Set farm antisynergy level under the same rule set to cai_cs_negative_level_very_high

Added target building type (industry) under the rule set No_Industry_Buildings_Where_Trade_Goods_Built_Exception_Pastures as the rule set was doing nothing. Set antisynergy level to very high to counter very high positive synergy in main mod's T2 Prioritize Income industry rule set.

Reduced building values for trade goods under cai_construction_system_building_values_tables as we have synergy rules that should build them, now.
Dragon32 4 Jun, 2023 @ 1:37pm 
Ah-ha! That's great, thanks for clarifying.
Lycia Pintella  [author] 4 Jun, 2023 @ 1:28pm 
The table name determines which pack file's values eventually make it into the game once it has finished loading. As a general rule, I make primary mods with a name starting with z_ and all submods as zz_ (have them load afterward in case they depend on a value in the main mod loading first). The table names in the submod will start with something like !! or !!!!!, so once everything has finished loading, their value will rule the day.

Load order actually does nothing for non-graphical submods (except avoid crashes, depending on what is in the mod and the submod). There are a few modders out there who don't know that yet who will tell you to adjust load priority for their mods to make their changes priority over another mod, but it does nothing outside of graphics/art/assets. If you see people suggesting that, tell them to slap a few !! marks on their table names. Works like a charm.

I can't do art, which is the only time I'd want a submod loading first. I really suck at art, hah.
Dragon32 4 Jun, 2023 @ 1:03pm 
Just want to check something:
The name of the pack is prefixed zz_ and the name of the main mod prefixed z_

So, in PropJoe's mod manager this mod is loading with a lower priority then the main mod

Seems counter intuitive, but then (AFAIK) mod name isn't the only way to determine the order certain assets are loaded.
Lycia Pintella  [author] 4 Jun, 2023 @ 7:12am 
6/4/23 - First Update.

The main mod branch uses high building values to convince the AI to make some structures, which has an unwanted side effect of making settlements more valuable in diplomatic negotiations than they are in vanilla. To correct this, building values need to be lowered (or removed from the mod entirely) and synergy rules need to be created to tell the AI the building is still valuable.

This is now done for trade goods. Let me know if you notice any unwanted behavior from the AI re: building trade goods. They should prioritize them around tier 2 (though walls may still come first, at least in minor settlements, if you use the wall building submod).