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Border crossing also works weirdly. I know the AI in this mod may harass the player by crossing the border without a war declaration, but sometimes it looks like it just ignores the borders and just runs here and there with no reason.
Disabled it midgame, and after that, the AI started behaving a little bit more sensibly.
At the top of the Grand Strategy mod steam workshop description it says it includes the AI Overhaul.
So you should probably unsubscribe (remove/delete) the AI Overhaul mod and keep the Grand Strategy mod, if that is what you want.
Am I doing something wrong?
If you can please keep this individual mod active and great.
It is really amazing for players who just want a much smarter AI in the vanilla game, without any stat/unit/mechanics changes (like those that come with your awesome Grand Strategy mod).
Thanks again!
SFO changed AI's recruitment system to prevent doom stacks so that it resembles more realistic armies consisting of the "backbone" units, like skink cohorts for Lizardmen for example.
It also has a Factionwide unit cap by default (you can change this in the SFO settings), so high-tier units could be less common among less developed factions.
I actually play with the Army cap too, where each army only has 15 points for "special" (10) and "rare" (5) units. Some higher-tier units will cost 2 special or rare points (in rare occasions 3!) so that individual armies will also appear more realistic, consisting at least partly of lower-tier units.
given the above, i am curious how "under the hood" this mod handles increases in game difficulty in relation to AI behavior. like... is it just one set of AI improvements across the board, or are better AI behaviors sprinkled in as difficulty increases?
Your AI mod alone does wonders in both vanilla and SFO. I understand you said you believe SFO might have some sort of underlying problem with the AI by itself. But I am happy to report your AI makes much of that unnoticable to the common player such as myself and makes the AI challenging and human-like.
The only issue I notice with SFO is that the AI recruitment logic seems to be poor. Whichever AI mod you use or AI recruitment mod you use the recruitment of AI forces in SFO is much more poor in form and feels like unit spam in comparison to vanilla.
Does SFO hinder AI recruitment logic as well? Have you ever noticed this?
I was playing as the Gnoblars from the Gnoblar Hordes – The Unwashed Masses mod. My neighbor was Helman Ghorst — at one point he could have wiped me out easily, but he did nothing. For literally 30 turns, his armies just stood there. He didn’t recruit, didn’t declare war on anyone, until Cathay came and destroyed him.
In my Malekith campaign, Malus dealt with his starting enemy and then just shut down. For the entire campaign, he just stayed in his starting province, stopped recruiting, and literally did nothing.
I noticed with this mode and the new update, Sultan Jaffar from Ovn just stood still do nothing at all.
-⚔️ Declare War — Neighborhood Logic, Truces, Cap & Probabilities (new mechanic)
General principle: the AI no longer declares war at random. It targets neighbors first (shared land borders, nearby sea straits, river-linked regions) and applies truce/limit rules to avoid diplomatic chaos.
-Following player feedback, adjustment of cultural multiplier penalties to make it more logical and less punitive.
Because it would be silly to think that vanilla will have broken part of your campaign.
@Hecleas: can I deactivate or uninstall/unsubscribe from this mod mid-campaign with no issues? I wanted to see more of the vanilla experience for comparison.
-Battle AI
-Battle gameplay
-Siege gameplay
-Campaign AI (Hecleas AI Overhaul included)
-Campaign gameplay
-Faction balance
-Etc.
ppl ask u a lot , sorry.
He razed citys from Caledor over and over again but didnt settled there. I took his main city and after that he captured one of thos citys.
Yes he lvled up pretty fast that way but it was still weird, he simply didnt cared about expanding.
Just wanted to give you this feedback. Because he behaved strange
It's up to you.
Sorry if its a repeated question, Ty.
Afterward, it's not my mod.
I then preferred to devote my energy elsewhere.
Or maybe its something more arbitrary, the bigger garrisons confuse the ai
It's not a question of compatibility or anything else.
In itself, my AI mod, and even the others, are naturally compatible with SFO since it doesn't modify the tables related to the AI's behavior.
However, as I said, another element of the SFO database or one of its scripts can interfere with the hardcoded behavior of the AI.
And that alters the AI's behavior.
The best way to compare is to activate my mod, run it several times, then activate my mod + SFO and run it a few times, you'll see the difference.
You can test it with vanilla AI and other AI mods.
You'll see that each time there's a problem on the SFO side.
Unfortunately, that's a fact. I don't know why or how; we can only assume.