Crusader Kings III

Crusader Kings III

Nye's Aggressive AI
116 Comments
Rownan 12 hours ago 
Does this cause the world to turn crazy faster? I like the world staying mostly same imo.
chethedog10 Jun 19 @ 11:32am 
I would really appreciate that! Outside of that one wargoal issue, your mod makes AGOT quite a bit more lively with way more conflict.
Nye  [author] Jun 19 @ 11:26am 
Ahh interesting, when i come back to ck3 and modding, i'll bake in a fix for that
chethedog10 Jun 19 @ 11:24am 
When Megawars happen in AGOT, some vassals will become neutral and will be temporarily independent. The mod places restrictions on what cbs you can use when in this state as they dont want you declaring war on your liege/other neutral vassals; However this mod leads to multiple ambitious conquests against whoever holds the iron throne even though vassals should not be able to use conquest war goals against their liege.
Nye  [author] Jun 19 @ 11:16am 
in what way
chethedog10 Jun 19 @ 9:20am 
The ambitious CB breaks ck3 agot
Barracuda Jun 18 @ 7:47pm 
Is it possible to optimize the AI's choice for what to siege first? For an example, I have noticed the AI will go after the first holding they can land at if fighting a island realm when it would make the war far quicker to go for the capital that is on the coast.
KaideS Jun 15 @ 1:56am 
@dbelljr06 Unfortunately, in multiplayer with this mod and on "hard" difficulty, there is constant desync; as soon as we turned it off, the error stopped appearing. In single-player, though, everything seems to work just fine.
Sharks Jun 10 @ 4:36pm 
Hello mr. Nye, just finished RU translation of your beautiful mods collection + Bannerman - https://steamcommunity.com/sharedfiles/filedetails/?id=3496860524 . Would be nice if you put it in your mods by default or just place a simple link to translation for community. Nice mods, thanks!
dbelljr06 Jun 9 @ 2:43pm 
Mod works great on Hard mode!
KaideS May 25 @ 11:28pm 
Thanks for the answer! I’ll be really looking forward to the update because your mod is awesome!! Thank you for your work!
ck3user7748 May 25 @ 11:59am 
I will screen cap the issue later for you and send via DM’s
Nye  [author] May 25 @ 8:47am 
it'll work but i have no idea what the balance will be like. i'm on a bit of a ck3 break atm so, i won't know for awhile
KaideS May 25 @ 8:04am 
Hi, I have a question: recently, an update added new AI difficulty levels. Will this mod work properly if, for example, I set the difficulty to 'Hard' and enable the mod?
Nye  [author] May 25 @ 3:37am 
I think you're talking about The Great Men-at-Arms Humbling as this mod doesn't do that. I have not seen that happen before and I'm not sure how that would be possible, as it applies on a per-character basis, so make sure to see if the people you're referring to are still Nomadic
ck3user7748 May 25 @ 3:32am 
if I'm not mistaken, when playing as a nomad, all MAA's get the nomadic government buff (at least , that's what the UI says), but in the same game if switch to non nomadic government, then all non-nomadic governments also stop getting the nomadic government buff. Is this intended behaviour?
ck3user7748 May 20 @ 5:53am 
re: powerful characters I wonder if someone coudl write a mod that has an event AI king and above evaluate its neighbors, decide the number 1 competition due to threat they present combined with most likely to fight against them due to land both want , long border etc, and has that AI look at its counters, stationing, and MAA mix and does a one-shot improvement of all vs. its number one threat, and converts the improvement cost effectively into a monthly gold cost rather than requiring the AI to have the cash on hand to do it
Spectre016 May 20 @ 4:08am 
How does this mod work exactly I wonder? One problem I have with ck3 is that the AI doesn't plan or plot anything really, you don't really feel threatened by powerful characters and when you do it's more by your own incompetence than by the ambition of individuals. Does this change that? Especially for vassals?

Another question, is this mod compatible with the dark ages mod that boosts the difficulty of ck3?
skarzul May 19 @ 4:35am 
Ok thank i will try =]
Nye  [author] May 19 @ 4:31am 
I have no idea - it will work but you'll have to just see what the interaction looks like
skarzul May 19 @ 4:25am 
Hello, one more question please. Is it compatible with "Extreme Difficulty Mod AI Only Version" mod ?
Loverboy May 16 @ 6:28pm 
This is the first mod that makes the AI competent in the second Scandinavian colonisation of England, congrats!
Nye  [author] May 15 @ 11:59pm 
You're welcome! Glad you like
skarzul May 15 @ 2:27pm 
Ok thanks. Really love your work ! :steamthumbsup:
Nye  [author] May 15 @ 12:43pm 
It will still work just fine on the newest update
skarzul May 15 @ 12:27pm 
Hello, thanks a lot for this mod !!
Please can you update so we can play the version 1.16.2 ?
Nye  [author] May 13 @ 1:43pm 
It would be a good idea to take a backup save in case it is not for you.

The changes from my mods will apply to a saved game, for most changes, they will happen within a year. For others, they may take a generation to take effect, so in that regard while it will work, it might be better to start a new save.

Just depends on whether or not that is tolerable
NYC13 May 13 @ 1:01pm 
Do these and the others from the GD&D package work mid-save? Or do you have to start a new save? Thanks!
NEST-7 May 12 @ 10:05am 
Awesome, I can't wait to see their reactions!
Nye  [author] May 12 @ 10:03am 
Yeah it'll work in multiplayer
NEST-7 May 12 @ 9:21am 
Incredible work! Does it support multiplayer? I really want to share it with my friends!
Nye  [author] May 7 @ 1:21am 
Updated & fixed.
Nye  [author] May 7 @ 12:02am 
Will fix this morning
Khidir Karawita May 6 @ 10:06pm 
The following error + crash occurs with this mod:

[E][jomini_script_system.cpp:284]: Script system error!
Error: has_trait trigger [ trait was null ]
Script location: file: common/casus_belli_types/ambitious_casus_belli.txt line: 359 (ambitious_duchy_conquest_cb:allowed_for_character)
file: common/character_interactions/05_bp2_interactions.txt line: 156 (offer_hostage_interaction:can_send)
Nye  [author] Apr 30 @ 5:30am 
Ah I see, no I haven't touched knight employment because I'm not aware of that being an issue
MagnusAsakura Apr 30 @ 5:23am 
No, I'm just asking if with this mod the AI ​​hires more competent knights to make its own army stronger.
Nye  [author] Apr 30 @ 5:19am 
I'm not sure I've ever noticed that be a problem, are you saying that the AI doesn't tend to fill out it's knights & you're 100% sure about this?
MagnusAsakura Apr 30 @ 5:17am 
Does AI also hire more knights?
dbelljr06 Apr 25 @ 3:21pm 
I've had a good experience with this mod + "More Interactive Vassals". I think the mod interaction works best when you load this mod first and turn off the ai tweaks associated with More interactive Vassals... but that's just for me. Fantastic work
CROW Apr 24 @ 5:56am 
Tx man
Nye  [author] Apr 24 @ 3:46am 
Re-wrote the description to makes things a little more clear.
Nye  [author] Apr 20 @ 12:38pm 
Most welcome! feel free to ask :)
CROW Apr 20 @ 10:15am 
Tx for good mods
Nye  [author] Apr 20 @ 7:41am 
Too much work
CROW Apr 20 @ 7:06am 
Not rly just wonder tx pls add change log like this
Nye  [author] Apr 20 @ 6:35am 
I gave ambitious characters an extra nudge, have you noticed something odd or?
CROW Apr 20 @ 6:32am 
What did you changed at last update
Nye  [author] Apr 9 @ 3:58am 
This should be compatible with everything in theory, but I can't speak on specifics, there are thousands of mods, the best thing you can do is just test it and see what the interaction feels like.
ZigingZagers Apr 5 @ 6:11pm 
do you know by any chance is this mod or any of your other mods compatible with Hanlein's Realism & Balancing
Nye  [author] Apr 5 @ 2:03pm 
I believe so