Total War: WARHAMMER III

Total War: WARHAMMER III

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Hecleas AI Overhaul
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Tags: mod
File Size
Posted
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701.412 KB
Dec 22, 2022 @ 4:34am
Oct 1 @ 8:55am
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Hecleas AI Overhaul

In 1 collection by Hecleas
Hecleas Mods WH3
13 items
Description
Check out my new mod: Hecleas Grand Strategy
-Battle AI
-Battle gameplay (Hecleas Battle Overhaul included)
-Siege gameplay
-Campaign AI (Hecleas AI Overhaul included)
-Campaign gameplay
-Faction balance
-Etc.

🧠 AI OVERHAUL

-The AI has been completely reworked: intelligence, aggressiveness, behaviors, tactical movements, choices, diplomacy, economy, objectives, and decisions.
-No more inactive AI: it will seek to conquer the world and attack you as soon as possible.
-No suicidal actions: the AI acts logically and strategically to decimate your armies and settlements.
-A true human-like opponent: you will really feel like you’re facing a player, able to analyze your forces and strategic positions.
-The AI plays intelligently, like a chess match: every move counts, every decision matters.
-Balanced defense and offense: the AI protects its threatened borders while launching offensives whenever possible.
-Aggressiveness calibrated for veterans: expect a violent and ruthless AI.
-Reinforced diplomacy: your diplomatic choices have a real impact and must be applied carefully.
-Economy and diplomacy are now linked: one cannot exist without the other, both are essential to survive.
-Optimized construction: the AI builds more structures and high-quality units, without bonuses or cheats.
-Smart investments: it adapts its resources to the situation.
-Diplomatic investments, bribery, influence, or other uses depending on its income.
-More active agents: if finances allow, the AI multiplies its agent actions.


🚫 NO CHEATS, NO BONUSES

-Many players think the mod gives hidden income or bonuses to the AI.
-This is completely false: there are no cheats, no artificial boosts.
-The impression comes from the fact that the AI is now unlocked and smarter.
-Result: it finally spends all its money intelligently instead of letting it sleep uselessly in its coffers.


📌 DISCLAIMER

-I am not responsible for problems caused by:
-Other mods that alter AI behavior through scripts
-Creative Assembly’s spaghetti code
-Goal: a lively, dynamic, and credible campaign — even if perfection isn’t possible.


🎯 BEHAVIOR

-Better analysis of enemy forces: it knows when to fall back, apply pressure, or attack.
-Much more aggressive AI: it will seek to conquer the world.
-AI attacks the most threatening and nearest enemy first.
-AI will give absolute priority to defending a besieged colony or a recently lost territory.
-AI will prioritize (if not suicidal) coordinated diplomatic indications made by the player.
-Defensive priority: protects threatened lands before expanding further.
-No more armies stuck uselessly in the capital.
-Military forces distributed where the threat is present.
-Priority to recovering lost territories (if its armies are nearby).
-Suicidal attacks removed, including against settlements.
-The AI knows when to retreat or attack based on its analysis.
-Possibility of ambushes or exit blockades.
-Anti-player aggressiveness rebalanced: AI will treat the nearest most threatening enemy first, whether you or another AI.
-Priority given to capturing colonies.
-No more endless sieges on an enemy’s last settlement.
-Even outside of war, the AI may enter your lands if relations are bad, to pressure or oppress you.
-Massive army recruitment with higher-quality units.
-Full and intelligent money usage: Armies as priority / Buildings in parallel / Maximized spending without draining all funds.
-More night battles when the opportunity arises.
-Rebels and rogue armies are stronger and better equipped.
-WAAGH quality increased.
-Lower conditions for rebels to attack (less passive).
-Many other behavior tweaks.


🤝 DIPLOMACY

-Increased distance penalty for declaring war → fewer absurd wars on the other side of the map.
-Easier peace with factions very far from you.
-Each diplomatic decision now has more impact.
-Increased number of war declarations → more dynamic campaigns.
-Return of the “great power” penalty → more late-game challenge, potential betrayals.
-Better distance management for horde membership.
-AI more likely to issue ultimatums.
-Confederations mostly reserved for “last stand” situations (both for AI and player).
-AI now prioritizes nearby threats rather than distant ones.


⚙️ COMPATIBILITY & LOAD ORDER

-Savegame compatible
-Co-op compatible
-Load first in your load order
-Compatible with everything




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Popular Discussions View All (2)
14
Sep 28 @ 6:46am
Ideas / Suggestions
Hecleas
10
Oct 4 @ 6:58pm
Bugs / Improvements
Hecleas
1,292 Comments
Pimpin Pippin Oct 28 @ 3:24pm 
@Gorilla
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.
Gorilla Oct 27 @ 8:12pm 
The avatars of my lords and heroes are invisible. I'm using Grand Strategy and the AI overhaul simultaneously, with the AI first in the load order.

Am I doing something wrong?
Pimpin Pippin Oct 26 @ 2:33am 
Hecleas thank you for improving TWW 3!
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!
Gorilla Oct 25 @ 12:08am 
@I Have No Enemies Brother

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.
Etxxu Oct 24 @ 11:28am 
Please, update! There is no war declarations on Diplomacy anymore... You just start the turno at war with new factions
Paulogbfs Oct 23 @ 12:09pm 
Is "NO AI CHEATS" compatible with this?
mylhendir Oct 22 @ 2:25pm 
new to this mod, but i am guessing the no AI cheats thing covers both base game difficulty increases and any mod style AI cheats, ie none of either kind. i have only tested this mod a little bit but so far this seems to be the case.

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?
Bomjus Oct 20 @ 2:34pm 
extremely small issue, but i believe this mod is causing the wood elves to build only military buildings in their trees. making them extremely poor and since the AI in your mod do not get economic cheats i think this is greatly hampering them. not sure if you are able to fix what types of buildings they prioritize. https://imgur.com/a/GKiQXz4
I Have No Enemies Brother Oct 18 @ 11:53am 
@Hecleas

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?
Huitzilopōchtli Oct 15 @ 6:02am 
Does the mod not need an update? I’ve noticed a couple of serious bugs across several campaigns.

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.