Total War: WARHAMMER III

Total War: WARHAMMER III

Hecleas AI Overhaul
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Update: Sep 11 @ 10:34pm

Update: Sep 8 @ 8:22am

Update: Sep 7 @ 11:12pm

Update: Sep 6 @ 3:58pm

Update: Sep 5 @ 9:25pm

Update: Sep 5 @ 7:32pm

Changelog Summary:
-Stability & bugfix: fixed last_stand bug (AI sometimes stopped recruiting/building); AI debug stays active beyond 100+ turns.
-Aggression & pace: anti-stagnation push after 1 turn; hyper-responsive task generation (horizon 1 turn), includes passive & rebel factions.
-Targeting & movement: AI is more local; armies that are recruiting stay put; player range overestimated (safer planning); no peacetime trespassing—AI avoids entering hostile territory unless at war.
-Risk handling: confidence thresholds to commit; auto-recall if things turn bad; new armies earlier.
-Construction/economy: repair/convert heavily prioritized; decisions more cost-aware; no early budgeting brakes.
-Ogre camps: on the front, spaced out, avoid ally territory; camp on low meat, avoid on high meat.
-Diplomacy/infiltration: resources matter (+1 gained / −1.5 lost); 75% purge of detected undercities/cults.
-Cultural relations: applied a ×2 multiplier to all negative actions, affecting both player and AI → bad actions have ~double diplomatic impact.
-Hordes & Black Arks: anti-human-horde focus from turn 0; Black Ark aura bonus normalized.
-Climate/occupation/hordes: climate anticipation 4 turns; occupation re-evaluated in 4 turns; horde groups up to 5, solo split on oversize.
-Night battles: 35% chance in campaign and sieges.

ALLOCATOR_PRE_SCORING_TASK_PRIORITY_DISTANCE_SCALING_NO_SCALING_WITHIN_TURNS_DISTANCE — 2.0 → 1.0
Distance penalizes earlier → AI is more local.

ALLOCATOR_PRE_SCORING_TASK_PRIORITY_DISTANCE_SCALING_SCALE_MULTIPLES_OF_NO_SCALING_DISTANCE_BY_POWER — 1.0 → 1.0
Unchanged (same curve).

ALLOCATOR_RECRUIT_NEW_ARMY_UNIT_THRESHOLD — 16 → 14
New armies earlier (pressure ↑).

ALLOCATOR_RELEASE_FORCES_TO_AGGRESSIVE_ACTION_MORALE_THRESHOLD — 0.0 → 0.5
Goes on offense only when confident (fewer suicides).

ALLOCATOR_RELEASE_FORCES_TO_AGGRESSIVE_ACTION_UNITS_THRESHOLD — 16 → 12
Lighter garrison → goes out more easily.

ALLOCATOR_REQUIRE_FORCES_TO_RETURN_ON_POST_RELEASE_MORAL_THRESHOLD — 0.0 → 0.5
Recall if the situation worsens.

ALLOCATOR_REQUIRE_FORCES_TO_RETURN_ON_POST_RELEASE_UNITS_THRESHOLD — 8 → 7
Stays out a bit longer; returns when too depleted.

ALLOCATOR_SCORING_DISTANCE_SCALING_RETAINED_MINIMUM_SCORE_PROPORTION_NONRECRUITING — 0.20 → 0.15
Less pull toward distant targets (when not recruiting).

ALLOCATOR_SCORING_DISTANCE_SCALING_RETAINED_MINIMUM_SCORE_PROPORTION_RECRUITING — 0.10 → 0.05
While recruiting, better ignores far targets.

ALLOCATOR_SCORING_DISTANCE_SCALING_TIME_TO_TARGET_IN_ROUNDS_UPPER_BOUND_NONRECRUITING — 5 → 6
Tolerates slightly longer marches if worthwhile.

ALLOCATOR_SCORING_DISTANCE_SCALING_TIME_TO_TARGET_IN_ROUNDS_UPPER_BOUND_RECRUITING — 4 → 3
While recruiting, hits the floor sooner → stays local.

ACT_IF_NO_ACTVITY_WITHIN_ROUNDS — 5 → 1
Anti-idle: generator activates after 1 turn without action (was 5) → immediate reactivity.

PRIORITY_SCALING_MAX_PRIORITY_AFTER_ROUNDS_ACTIVATION — 10 → 5
Once active, priority reaches max in 5 turns (was 10) → faster ramp-up.

TARGET_CULTURE — (unchanged / empty)
No target-culture filter.

TASK_GENERATION_IGNORE_PASSIVE_FACTION — 1 → 0
No longer ignores “passive” factions → they generate tasks too.

TASK_GENERATION_IGNORE_REBEL_FACTIONS — 1 → 0
No longer ignores rebels → included in task generation.

TASK_GENERATION_POINT_OF_INTEREST_INTERACTION_TYPE — DO_NOTHING → DO_NOTHING
Unchanged behavior for points of interest.

TASK_GENERATION_PRIORITY_MINIMUM_TASK_PRIORITY_PROPORTION — 0.25 → 0.25
Minimum threshold unchanged: no task below 25% relative priority.

TASK_GENERATION_PRIORITY_SCALING_BY_POWER_OF_EXPONENT — 1 → 1
Linear priority scaling (unchanged).

TASK_GENERATION_TASK_BEHAVIOUR_FOR_REGION_TARGET_WITH_SETTLEMENT_AGENTS_SHOULD_QUERY_SETTLEMENT_ACTION_AVAILABILITY — true → true
Always checks action availability before generating the task (unchanged).

TASK_GENERATION_TIME_HORIZON_IN_ROUNDS_TO_CONSIDER — 10 → 1
Analysis horizon reduced to 1 turn → tasks based on ultra-recent state, less inertia.

ATTACK_ALL_ENEMY_SETTLEMENTS_IF_FACTION_HASNT_EXPANDED_FOR_ROUNDS — 5 → 1
Anti-stagnation: if no capture in 1 turn, AI launches settlement attacks.

…HASNT_EXPANDED_MAX_PRIORITY_IN_ROUNDS — 20 → 2
Priority climbs to max in 2 turns (was 20) after activation.

ATTACK_HUMAN_HORDE_CONTROL_BEGIN_ROUND — 1 → 0
Anti-human-horde focus from turn 0.

BASIC_CTRL_BUILDING_CONVERSION_BONUS — 20 → 100
Captured-building conversion strongly favored (preserves tiers).

BASIC_CTRL_BUILDING_REPAIR_BONUS — 60 → 100
Repairs strongly prioritized (stabilizes captures faster).

BLACK_ARK_SUPPORT_STRENGTH — 1,000,000 → 1
Fixes an extreme bias: realistic Ark aura bonus in AI calculations.

CLIMATE_CHANGE_IMMINENT_WITHIN — 10 → 4
Preps for climate changes 4 turns ahead (less premature freeze).

CNSTR_PRIORITY_OVER_COST_MODIFICATION — 0.1 → 0.4
Cost-effectiveness matters more (40%) in build choices.

DEPLOY_OGRE_CAMP_WEIGHT_ALLIED_TERRITORY — 0 → −2
Discourages camps in ally territory.

DEPLOY_OGRE_CAMP_WEIGHT_ENEMY_TERRITORY — 0 → +5
Favors camps in enemy territory.

DEPLOY_OGRE_CAMP_WEIGHT_ENEMY_TERRITORY_NEAR — 0 → +5
Favors camps on the enemy border.

DEPLOY_OGRE_CAMP_WEIGHT_EXISTING_CAMP_HERE — 0 → −10
Blocks duplicate camp in the same region.

DEPLOY_OGRE_CAMP_WEIGHT_EXISTING_CAMP_NEAR — 0 → −5
Spaces camps (avoids adjacent-camp clustering).

DEPLOY_OGRE_CAMP_WEIGHT_HIGH_MEAT — 0 → −2
Avoid camping when meat is high.

DEPLOY_OGRE_CAMP_WEIGHT_HOME_TERRITORY — 0 → 0
Neutral at home (unchanged).

DEPLOY_OGRE_CAMP_WEIGHT_LOW_MEAT — 0 → +2
Encourages camping when meat is low (recover).

DEPLOY_OGRE_CAMP_WEIGHT_MODERATE_MEAT — 0 → 0
Neutral at moderate meat (unchanged).

FINANCE_CONST_BIAS_ (Easy/Normal/Hard/VH/Legendary) — values >0 → 0*
Removes early-game budget brakes (AI invests from T1).

FOREIGN_SLOT_REMOVAL_BASE_CHANCE — 10 → 75
Much faster purge of detected undercities/cults.

HORDE_GROUPING_HORDES_TO_SPLIT_FROM_GROUP_ON_OVERSIZE — 1 → 0
When a horde group is oversized, the new horde forms a solo group (no old horde follows).

HORDE_GROUPING_MAXIMUM_GROUP_SIZE — 3 → 5
Allows larger horde groups.

NIGHT_BATTLE_PERCENT — 5 → 35
AI picks night battles more often (campaign).

OCCUPATION_DECISION_TIME_HORIZON — 20 → 4
Re-evaluates occupation choices much faster.

PLAYER_AP_ADJUSTMENT_DEADZONE_MIN/MAX — 0.95–1.05 → 1.0–1.2
More cautious deadzone around player range near objectives.

PLAYER_AP_ADJUSTMENT_MIN/MAX — 0.90–1.10 → 1.0–1.2
AI no longer underestimates player range; it inflates it (×1.0–1.2) for threat calcs.

REGION_TRADING_GAINED_RESOURCES_MULTIPLIER — 0 → 1.0
Gaining a resource in a deal is +1 (more attractive).

REGION_TRADING_LOST_RESOURCES_MULTIPLIER — 0.5 → 1.5
Losing a resource is −1.5 (harder to give away).

SETTLEMENT_NIGHT_BATTLE_PERCENT — 5 → 35
AI picks night battles more often during sieges.

Update: Sep 2 @ 6:59pm

Update: Aug 26 @ 10:41am

Update: Aug 25 @ 7:25am

Update: Aug 23 @ 8:01pm