Total War: WARHAMMER III

Total War: WARHAMMER III

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Organic AI Overhaul
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635.852 KB
26 Aug, 2022 @ 9:46am
19 Jun @ 8:21pm
95 Change Notes ( view )

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Organic AI Overhaul

In 1 collection by MrSoul
Soul's WH3 Mods
20 items
Description
Updated for 5.xx, compatible with MCT. (clicky' link at the bottom for MCT)

What Is?
An "AI overhaul," call it organic cause, is supposed to change the AI factions to act more organic and not all video game like. This was far more true versus vanilla when the mod first came out, but the name stays.




Features
"A bit of magic?"
"It's easy. Let's see..."

Going top to bottom in RPFM:
  • Budget and income(proportion allowed to spend mainly to encourage more spend) tweaks. More monies for AI army caps/upkeep cap. More monies for the Druchii Ark cap/upkeep cap (cap as in like, what they're allowed to allocate and deposit in a "pool", not free monies for AI)

  • Personalities table tweaks. Less default, more loreful. An example: Ying is defensive (watching the wall, the responsible daughter), Ming is aggressive_opportunistic (picking up too many habits from his desert neighbours, yes-yes, but also cos he's got no wall, gotta be aggressive to keep those passes safe)

  • Trade tweaks. AI is slightly less harsh about the number of trade deals a faction has when considering the option to trade

  • War tweak(deal eval). Less likely long distance, natural(not scripted) AI war dec'

  • Anti-Player Bias tweaks. Seems like it is not as crazy as it used to be with this in vanilla. In testing found a sweet spot with slightly reduced for most, and largely reduced for easy

  • Modifier for strat threat/imperium slightly reduced, some things like steal chance and replen "normalized" (all values are same as normal for each diff) for AI

  • Handicaps and faction potential handicaps (relevant ones) 0'd out for MCT settings (to prevent stacking with different settings, etc)

  • Aforementioned handicaps turned over to you in form of custom effect bundles to apply w/e values you want. Nerf AI into the ground, buff em' till your eyes bleed, or anything in between. Have it your way.

  • Player side nerfs for higher difficulties etc are untouched.




MCT and Script Stuff
⚠️ For MCT settings, save, then reload campaign for changes to take effect ⚠️

The mod contains two main scripts (line of sight and war dec 'encouragement' scripts) and a bunch of stuff for MCT to set it all up.

Line of sight is self-explanatory, and last I was looking into it at least, a problem of the vanilla game where AI factions barely see beyond their borders and often have not discovered some nearby factions long into a campaign(this has also been apart of the original "diplo" script for almost a year).

War dec(can toggle on/off fyi) is a bit more of an explanation. It runs a bunch of checks to weigh the odds. Checks each viable AI faction's turn to look for viable factions(doesn't have nap with, been ten turns since signed peace treaty like the vanilla penalty, etc etc) it borders. It then rolls on some maths if relation is below -35 to see if it declares war or not. It starts at a 1% chance, smoothly curving to a 35% chance at -229. After-which it kicks over to the -230(or less) range(basically, the old script+) where it caps out around -600(or less) attitude at a 95%(so always some chance it won't) chance to declare war.

It can be configured to target the player or not and serves the old purpose of the original script to jostle the AI every so often into being more active towards each other(and the player now, if desired), just in a more robust way.
Oh, and yeah, it makes sure if they're at war with three or more factions, it just skips that faction from choosing any targets for their turn(with the script, not naturally) to prevent them over-exerting themselves war wise.

And last but not least, all the MCT stuff. In essence, beyond giving control over the aforementioned player targeting, it hands you the reins of a suite of options to configure the AI. Some examples:
AI Upkeep: set this higher to impose a penalty on the ai, or lower to buff them.
Attrition: set this higher to decrease the AI's resistance to attrition or lower to increase the amount of damage reduction they receive.
so on, and so forth.

Misc MCT Stuff:

❕Recommend setting in main menu before new campaign, especially if changed them and found new sweet spot so you can reset your baseline to that sweet spot and not do it every time you start a new campaign. You have two sets of "saves" basically in MCT, the main menu set, and the individual campaign settings.



Mod Versions:
Legacy(Currently 2.4.5)
Organic AI - Vanilla Anti Player Bias
Just the MCT settings, no other changes


Compatibility stuffs etc
I play with about 130 other mods ranging from Nagash to the ER collection, and have luckily had relatively few compatibility reports over the time working on this mod, so I think she's sweet with most things.

Did a boot/campaign start test with SFO(post 5.xx update), MCT and Organic AI(nothing else enabled). All were fine, and working as intended.
A note for SFO though: They have their own difficulty tweaking settings, which means, stuff like upkeep buffs to AI etc will stack(with your Organic AI MCT settings), so just be aware of that when setting your game up.

Stuff like Hec's AI Mod works(post 5.xx note), tried keep it so tables should still overwrite mine while doing recent updates.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2905096541&searchtext=hec

Other AI mods, no clue. Especially if they have scripts, go with the golden rule: Just pick one.

Some of my other mods for TW3
Forge Mod Compilation Series of mods which add the mortuary cult crafting system from Tomb Kings for other factions.
Horde Emergence Tweak Mod -Extreme Mode- Hold onto your pants and get ready for beastmen and savage orcs actually spawning with stronger armies, little more frequently, and not only tied to the player anymore. Highly recommend with Guv's Beastmen Overhaul Mod(link in there),
Druchii Overhaul Mod Contains a growing change list as I continue to playtest the faction in 3. Working on slave levy system etc for future too, already added crafting, and a raiding camp to name two highlights,
Da Mega Mod All me stuffz' in onez' place ya gitz' (contains the two above, Organic AI, and a whoooole bunch more stuffz. **Requires Mixu's LLs and Mixer as it is also a submod of those in ways...but I made a standalone version now too, link in this mod's description).





*This is a clickable link, will take you to the MCT page.

I recommend using Prop Joe's mod manager. If you haven't seen it yet, here is the link.
Download link is in the description, not the mod itself.

Like this mod? You can help others find it too!

Disclaimer: Not all campaigns will be perfect. I do not claim to be perfect, nor do I claim this mod to be perfect. All subscriptions are completely refundable as this mod is free af yo.
"I does what I likes', and I likes' what I do"
o7 - MrSoul
Popular Discussions View All (5)
42
3 Mar, 2024 @ 7:30pm
General
MrSoul
34
23 Oct, 2024 @ 2:19pm
Bug Reports
MrSoul
12
21 Jul, 2024 @ 6:46pm
Feedback
MrSoul
812 Comments
Jixxor 1 Jul @ 2:29pm 
Does this work in a Co-Op campaign. And if yes would only I as the host have to do all the settings or must me and my mate sync them up to be identical?
Murderface 17 Jun @ 9:03pm 
Can confirm this causes ctd upon loading for 6.2.
Unknown if it's conflict with other mods.
대장 17 Jun @ 7:39pm 
6.2 crash
kinghamza262 4 Jun @ 3:46pm 
would it be possible to make a version that just allows us to modify race-specific Upkeep?
Tunch Khan 12 Apr @ 6:35pm 
Please update following the upcoming new AI release.
Sin 23 Mar @ 12:44am 
I miss this mod :((
DaBigUn 3 Feb @ 7:02am 
is there a mod that stops AI from recruiting 13 units in 1 turn with 1 settlement on turn 14?
opuntia 10 Jan @ 2:20pm 
Hello
Please update this mod when you get a chance.
I really miss playing with this working in my game.
Khanway 8 Jan @ 5:19pm 
This mod doesn't work as intended any longer. The AI declares war almost randomly with friends and foes alike. I think something is wrong with the triggers that force the AI to declare war with other factions based on their relations. Factions with positive relations will declare war on each other as often as they would with factions they have negative relations with. You'll have war declared on you by friendly neighbors only for them to turn around and seek peace the very next turn.

This mod needs to be updated. Use a different AI mod instead.
Deathnote 5 Jan @ 8:09pm 
does this still work?