Total War: WARHAMMER III

Total War: WARHAMMER III

882 ratings
DeepWar AI
15
14
5
6
4
2
2
3
2
2
   
Award
Favorite
Favorited
Unfavorite
campaign
Tags: mod
File Size
Posted
Updated
853.575 KB
May 21, 2023 @ 6:15am
Jun 26 @ 7:15pm
19 Change Notes ( view )

Subscribe to download
DeepWar AI

In 1 collection by Forlorn
SFO: Enhanced
28 items
Description
NEWS:
Patch 6.2 brought some changes to the AI, nothing too major but some old code had to be thrown out. New categories were added by CA to fix Nurgle plague mechanics for the AI. No idea if Golgf*g works but I'm not holding my breath. New options to make minor factions more aggressive or not is nice. Faction potentials were updated by CA to reasonable levels across the board. Overall good changes by CA. DeepWar builds on these changes to make the AI even smarter and more lethal.

6/18/25

The most common question I get is "How is DeepWar different from (other AI mod)?" So, I've added some fresh screenshots at the top of the page showing the results of a recent round of AI testing. Hopefully this can help others see the difference between DeepWar and other AI's.

1/7/25

Description
DeepWar AI attempts to be the most comprehensive, best campaign AI on the workshop, directly inserting a Tzeentchian demon into the vanilla AI to fix its base flaws. Unlike other AI overhauls, DeepWar does not break any AI's or factions, and all AI's play intelligently from start to finish. DeepWar makes the AI much smarter by redesigning certain priorities and budgets, improving agent logic, increasing aggression, decreasing passivity, but not destroying the unique personalities of various factions.

Other AI mods take a sledgehammer to the base AI, DeepWar uses a warpfire scalpel to carefully and surgically fix Camapign AI logic. This mod does NOT touch battle AI, look at my SFO:Enhanced collection below the subscribe button for the Battle AI mods I recommend.

DeepWar will greatly increase the difficulty of your game, but not by cheating or with anti-player bias. All bias and AI cheats are removed, except on legendary difficulty which has a +20% anti-player bias, but because the AI is far more aggressive and intelligent with their money, you'll be under more attacks as you increase in strength rank.

COMPATIBILITY
PUT THIS MOD AT OR NEAR THE TOP OF LOAD ORDER

Compatible with anything except other campaign AI mods, however, DeepWar doesn't touch recruitment mechanics so custom recruitment mods work fine (provided of course, the mod actually works). Nowadays, a lot of mods are messing with AI variables, so if you want to ensure DeepWar has priority, make sure DeepWar is at or near the top of your load order.

Is this mod Multiplayer safe? It should be but MP is an arcane science. DeepWar uses no scripts and touches variables unused by 99% of mods, so it is highly unlikely to cause MP issues. For those who try MP, let me know how it goes!

Details
- General
-- Aggression levels increased tremendously, but adjusted depending on personality.
--- All transgressions, such as trespassing penalties, are automatically adjusted (less punishing for friends, and vice versa) because Aggression levels directly impact how transgressions of all kinds are viewed by different personalities.
-- AI recruits bigger armies but not so big their early game is harmed, will recruit full stacks no problem after turn 20.
-- AI will group up more, but not if there are easy targets for single armies.
-- No Anti-player bias (this is for Campaign AI only, Battle AI is separate and not touched by this mod).
-- Skulltaker AI potential brought down to be more in level with the rest of Lustria.
-- Minor Factions less passive, will attack if opportunity presents itself.
-- AI movement logic should respect the player's threat.
-- Empires expand more carefully and won't stray far from friendly territory as a result.
-- All AI more likely to assist sieges against enemies.
-- Weak factions are picked off faster.
-- Belegar AI can actually take Karak Eight Peaks
-- Increased amount of total calculations per round so AI makes better choices.
-- Default AI spends 64% on military, 30% on buildings, 5% on agents, 1% on diplomacy.
--- These percentages vary significantly depending on personality.
--- All personalities now have customized savings pools that store up money for various buildings or expensive units, which is completely unused in vanilla or any other AI mod, and properly used allows AI to spend more on military without hurting their building progression.
-- All AI is much smarter about picking fights they can win, i.e. within 15% of their power range. This makes forever sieges far less likely.

- Agent AI
-- Agent logic improved to look across provinces and not just regions. With more agents in the field, ambushes are tougher.
-- Agents actively scout for ambushes:
[ibb.co]
-- AI will remember ambush spots for longer, up from 10 turns to 20 turns.
--- AI Hordes no longer limited to one agent per 6 hordes

- Nurgle
-- CA maybe fixed?

- Ogres
-- FAR less likely they put down camps too close to each other, or in allied territory
-- More likely put down camps when at high meat levels

Support
If you'd like to support my work, you can tip or donate to me here: PayPal[paypal.me]
Popular Discussions View All (4)
139
Jun 8 @ 12:12pm
Bug Reports
Forlorn
16
May 29 @ 4:54pm
Mod Testing
Forlorn
1
Sep 9, 2024 @ 12:27am
About "within 25% of their power range"
OPTIKLOPS
1,133 Comments
GenezisO Jul 10 @ 11:14am 
that always confused me, somewhere on the internet it says that mod at 0 is loading first, thus everything that loads after is overwriting it, now you are saying it's the other way around :D

Anyway I put it at position 0 in Prop Joe's mod manager
Forlorn  [author] Jul 10 @ 7:10am 
No it goes at 0 to prevent other mods from overwriting it
GenezisO Jul 10 @ 5:16am 
@Forlorn just to be perfectly sure, you mean I should put it at the place 0. so that it is overwritten by mods that go after?
原野追逐 Jul 10 @ 4:07am 
I must have put him at the top, I found that it seems like the faction on OVN: Obion Island will also freeze。Can you test where it is incompatible? I haven't found this issue on other ai mods
Forlorn  [author] Jul 9 @ 10:26pm 
Genezis: No, other AI mods aren't compat. Yes, put this mod at top manually.

Sounds like jade-blooded vampires aren't compat with deepwar for some reason, try placing deepwar above it. Very strange shouldn't be happening.

Madi: Anti-player is when 10 factions declare war on you, not one who cleverly avoids defenses.
Madi92 Jul 9 @ 12:25pm 
@Forlorn.
I mean, Vilitch early game spending 10+ turns, to go around and come at me to raze one of my settlments, i wouldn't call that a smart move. Maybe after he built up some background to support it, but this seems just ultra anti player stuff.
原野追逐 Jul 9 @ 11:46am 
I only enable Mixer, deepwar ai, Toggle Fog Of War,The Jade-Blooded Vampires: Islanders of the Moon,which will also freeze
原野追逐 Jul 9 @ 11:45am 
I have a lot of mods, but using other AIMODs won't cause the faction to stagnate at the beginning. The faction in The Jade-Blooded Vampires: Islanders of the Moon' completely froze after the first round and didn't do anything
GenezisO Jul 9 @ 9:24am 
"PUT THIS MOD AT OR NEAR THE TOP OF LOAD ORDER"

what does it actually mean? The mod file name in mod manager is called "DeepWar AI" and currently it's at place 67 in my load order, top priority mods normally have something like ! or @ in front of them to make sure they are at the top.

Am I supposed to manually place the mod at the top above those mods in order for it to work properly?
GenezisO Jul 9 @ 9:13am 
@Forlorn do you think this mod can be used on combination with Incata's mods like AI Occupation Decision & AI Anti-Cheat?

I am asking because those mods address different things than your mod does, and based on respective mods descriptions, using them together might enhance the experience - on paper.

https://steamcommunity.com/workshop/filedetails/?id=2927235297
https://steamcommunity.com/workshop/filedetails/?id=2926591990