Europa Universalis IV

Europa Universalis IV

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Xorme - AI
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2.000 MB
Apr 9, 2021 @ 3:39am
May 9 @ 4:17am
416 Change Notes ( view )

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Xorme - AI

In 1 collection by xorme
xorme
10 items
Description



Mod: Xorme - AI
Version: 1.6.5
Patreon[www.patreon.com]
Game Version: 1.37
Discord: here[discord.gg]
Github and Versions: Github[github.com]
Other mods from me: Xorme-Mods
Recommendations: here


If you are enjoying the mod and feel like helping me out you can become a patron https://www.patreon.com/xorme

Xorme AI - Mod objective is to improve AI and their overall decision making in every aspect of the game, AI-controlled nations are also provided with additional bonuses, these modifiers are mostly limited to the economy. Version 1.6 is stable and shouldn't have any major issues.

REMEMBER TO NOT ENABLE/DISABLE THE MOD MID GAME

Scripts - Players can allow AI to use external scripts made by me and my mod community which will make AI able to use various mechanics. Those mechanics are restricted or disabled within the vanilla game, and because of that AI seems really handicapped. In contrast, those scripts may consist of stuff such as bulk building ( even at war ) or even a simulating usage of Expand Infrastructure, Multiwars, etc. Those changes will make the game much more challenging yet slightly slower when it comes to performance.

Buildings - AI will now properly build up the economy by prioritizing the eco-related buildings such as temples, workshops and manufactories moreover they should manage governing capacity by constructing courthouses and statehouses. Mod also have a high priority to maximize militarization so buildings such as barracks are built frequently, universities are limited to high dev provinces, marketplaces are limited to trade centres.

Idea Groups - AI will always take the military-related ideas as priority but still use combinations of other ideas for future development and potential policies. AI will now take the most useful idea groups while adjusting them to their situation as well as their country potential ( national ideas, tag, location, personality, size and so on ).

Estates - AI will use previously locked privileges such as strong duchies if needed as well as prioritizing +1 mana points and +100 governing capacity, every privilege is now adjusted by numerous factors. AI now seize land more often and stack absolutism way faster than in vanilla.

Edicts - (Edicts are still not working correctly until pdx fix it). AI will try to use edicts frequently especially "Enforce Religious Unity" while converting and "Encourage Development" within the capital area.

Ruler Personalities - Xorme AI Personality is bound to every ruler in case of nation swap, it does not affect players but is necessary for proper AI behaviour on many levels.

Some AI nations, more specifically the ones with the national "luck" will have access to prescription wars, the wars will start automatically (when conditions are met) and are restricted to AI vs AI only. The wars have the sole purpose of guiding AI to accomplish the main goals of their Nation, e.g "Jianzhou" - the unification of Manchuria and forming Manchu", "England" - controlling the isles, "France" - taking back the mainland, etc.

Diplomacy - Dynamic alliances on game start. Script for rising majors to make them more willing to kill off blocking opms and more.

Advisors - Improved advisor management and budgeting, Ming properly uses meritocracy, AI is prioritizing discipline and morale the rest is flexible.

Fort Logic - AI will now secure borders with Fort zones of control, with consideration of terrain such as mountains and highlands, the forts will dynamically change location while borders expand or shrink.

Agendas - AI will now use some of the agendas through the AI estate manager. Remember that the agendas are custom-made ( there is one giving core on historical rival happens often for Ottomans and Byzantium ).

Behaviour - AI Controlled nations are at least 2 times more aggressive than in vanilla most of the majors expand much faster and develop their provinces. AI should be more opportunistic, moreover, the changes are helpful for the colonizers to get rid of natives. Diplomacy is not changed much but AI will try to use vassals, alliances, guarantees to slow down other major powers and help their AI allies in debt. Army eval and army management were also improved.

Mod Menu - Allow player to adjust mod settings via predefined options, the menu is active in singleplayer and only on game startup while the multiplayer game will automatically assign default settings, some of the already Implemented stuff below:





Like the mod, make sure to





Special thanks:

OdaNobunaga, Castfinder, Benbo_Jones, Era1701, Nocai, Ed with a pebble in his shoe
I have many projects on my mind so I will start releasing more mods sooner or later, If you want to contribute or even became the co-author feel free to hit me up on my discord server.

https://discord.gg/mq5PnWUZQT

if you want to support me do it here:

[www.patreon.com]
https://www.patreon.com/xorme




Other mods of mine:





NOTES:

All the compatches between other mods should require all 3 mods so they work as a mutual benefit;
example:
- Xorme AI
- Compatch
- Target Mod
Other cases needs my permission.
Popular Discussions View All (3)
55
Jan 23 @ 7:10am
PINNED: Major Mods Compatibility:
xorme
4
1
Jan 2, 2022 @ 2:02am
PINNED: Recommended Mods:
xorme
1,300 Comments
xorme  [author] 21 hours ago 
@DudeChris33 - will check it out when I get time
Mars 21 hours ago 
@DudeChris33, I noticed that too. Seems like every game by 1500 I've had a non GP defender of the faith for Catholicism from the HRE.
Alex May 11 @ 7:16pm 
compatiable with saves?
DudeChris33 May 10 @ 8:18pm 
I suspect its a vanilla issue too though, as I checked ur files and they dont seem to be the problem
DudeChris33 May 10 @ 8:12pm 
Mod works so far except the defender of the faith ai_will_do is messed up. Currently ai wurzburg (2 provinces) is defender of catholic faith after taking it from france
Contakto May 8 @ 10:52am 
gg
xorme  [author] May 7 @ 7:17am 
@Shart - No idea, it might work just fine tbh but I'm not sure what pdx changed so it is just a big maybe
Shart May 7 @ 7:14am 
Since this is just a flavour dlc, do you believe that the mod will be too much incompatible wih the patch?
xorme  [author] May 7 @ 5:40am 
@Praetorian - But of course, I will try to maintain it as long as possible, although I'm busy those days so it might take a week x)
Praetorian May 7 @ 4:56am 
Are you going to update the mod for Winds of Change? Love the mod pal