Total War: WARHAMMER III

Total War: WARHAMMER III

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AI Construction Priorities Reworked No Data Core (See Description)
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1.069 MB
Aug 14, 2024 @ 4:48pm
Mar 26 @ 4:22pm
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AI Construction Priorities Reworked No Data Core (See Description)

Description
This mod is 99% identical to the original mod I posted, however it does not datacore a table to make Bretonnian farms easier for the AI to build. It is useful if A) You don't want the mod to change any building requirements or B) If you use Radious, SFO, or Lily's Bretonnia Overhaul mods. My original mod will crash if run together with them.

Original mod description below:

In vanilla Warhammer III, the AI makes many suboptimal build decisions which reduces the challenge you face in the campaign. This mod attempts to fix that - for every faction in the game.

The AI will firstly seek out a barracks, as they need basic troops to make any headway. Once that is done, they will seek out growth while T1 to get more build slots and income at T2 to pay for the buildings. ****However, walls are the real ticket here. The AI should wall up most settlements at T3 post haste (T2 for Bretonnia).

****Wall building has been moved to a submod. See the Submods section below.

I've educated the realms' city planners that we should not make a barracks or other structures that only need tier 3 to fully upgrade in a major settlement, as they can reach their full potential in a minor settlement. Similarly, the mod aims to prevent the AI from building high-tier structures in minor settlements.

*Exception: If you add the Tier 4 Minor Settlements Compatibility Submod, the AI will build tier 4 structures in their minor settlements.

I've also written some rules to prevent garbage low tier versions of later-useful higher tier recruitment buildings from being built before a province can get growth, barracks, and income to get some upgrading going on later. Hopefully your allies won't be stuck with basic eagles but will get some White Lions of Chrace instead this time. Landmarks will be prioritized, as well.

Finally, when an AI province hits tier 5, the AI will dismantle growth buildings to make room for useful buildings.

This is an example of AI Kislev's build decisions[imgur.com] through the first ten turns of a campaign.

I am currently looking for examples of build situations the AI should avoid and emphasize. I can't play every faction so you might have seen something I missed!

Compatibility: This mod should be compatible with most mods not trying to do the same thing, however this mod now includes some features from AI Military Construction System, so you shouldn't enable both at the same time. I have also included my other mod, Replace Starting Bretonnian Barracks With Stables, so don't use both mods.

This mod seems to be compatible with all other major AI overhauls. If you find one that isn't compatible, let me know and I might be able to work something out. I run the mod with 710 other mods on my end.

I've received reports that this mod prevents some of the GFX of some settlements from loading in OvN Lost World.

If you want to play on the Realms of Chaos campaign with this mod, please disable the option under MCT to replace Bretonnian barracks with stables on turn one, as that script assumes you are playing Immortal Empires or IEE and tries to touch regions that don't exist on ROC. I'll check next week to see if I can improve the script so it is aware if you are in ROC and leaves those regions alone.

Submods:
AI Construction Priorities Reworked Wall Building Submod
AI Construction Priorities Reworked T4 Minor Settlements Compatibility Submod
AI Construction Priorities Reworked - Experimental Features

I consider this to be my primary mod and my main contribution to the community. If you see decent results out of it, please consider leaving a thumbs up above the description. It will help other people find this mod later.

If you want to reach me, I much prefer my Discord server[discord.gg] or a friend invite to Lycia_Pintella (also Discord) to Steam invites.

Credits:
Troyw.Warren, for studying the CAI Construction tables with me, helping me understand how they interact, and showing me how to make new synergy levels for building pairs.
Incata, for allowing me to bundle AI Military Construction System's features into this mod.
Meira, for making the mod's Steam Workshop image. You are a life saver.
Drazhir and Pop000100 for helping with reducing the load time impact of the mod.
Drazhir and sleepyHase for providing most of the code I needed to dismantle AI growth in maxed provinces.
The fine people at Da Modding Den, for answering countless modding questions and making probably half of my mods possible.
73 Comments
|FA| Snarre(FIN) Apr 30 @ 1:52am 
on all cases this mod improve AI performance owerall because AI get better units out.
|FA| Snarre(FIN) Apr 30 @ 1:51am 
i play wh too , anyway yes there litle bit public order issues whit AI but rebels canot take cities. some factions do better than others .
Lycia Pintella  [author] Apr 23 @ 7:03am 
I'm used to playing on high difficulties, hm. That might be something to consider but wouldn't it only impact like normal difficulty?
|FA| Snarre(FIN) Apr 22 @ 1:04am 
AI have ginda big ammount of public order problems whit this mod.
Lycia Pintella  [author] Mar 26 @ 4:34pm 
Unsubscribe and resubscribe to the mod if it is still crashing and let me know if that doesn't do the trick.
Lycia Pintella  [author] Mar 26 @ 2:56pm 
Crash bug should be fixed. Let me know if any issues remain. I was updating about 70 mods back to back so it was rough going for a bit there.
Lycia Pintella  [author] Mar 19 @ 3:24pm 
@DANKMAN If you are still around, I think I know why you were getting a script break in the ROC campaign. The mod by default assumes you are playing on Immortal Empires, and under MCT on the main menu of the game there is an option to replace Bretonnian barracks with stables on turn one. However, most of the provinces that script touches are not in the ROC map. If you disable that option, I suspect you can play in ROC again with this mod.
Lycia Pintella  [author] Mar 8 @ 1:21pm 
Correct.
KarlFooknTanner Mar 8 @ 9:03am 
So, the tier 4 buildings which are not marked with an X will still be unavailable, it's only the image in the construction panel that is like that?

If that is the case, then false alarm I guess, sorry.
Lycia Pintella  [author] Mar 8 @ 8:23am 
This mod doesn't enable that. It does change the UI slightly due to some steps I took to make the mod work with the tier 4 minor settlement submod. You won't actually be able to upgrade to T4.