Total War: WARHAMMER III

Total War: WARHAMMER III

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Scaling AI Power (Patch 6.2.2)
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Jul 2 @ 4:04pm
Aug 6 @ 5:18am
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Scaling AI Power (Patch 6.2.2)

Description
Scaling AI Power

This mod is currently in development, so every comment and piece of feedback is invaluable for ongoing calibration. Please give it a thumbs up to help promote the modification if you enjoy it!

I highly recommend pairing this mod with my another mod:


Which allows both players and AI to upgrade units, PREVENTING AI STAGNATION with weak armies (features flexible upgrade system settings and building requirements).

Mod Philosophy

MCT support will be added soon

This mod is designed for players who, like me, are seeking a greater challenge and want every AI-controlled faction to utilize their unique features and realize their full potential—without becoming absurdly overpowered.

In vanilla gameplay, several issues limit AI effectiveness:
  • Warriors of Chaos don't upgrade their troops
  • Tomb Kings, Beastmen, and Chaos Dwarfs struggle with proper army composition and unit unlocking, making them weak opponents
  • Many other factions fail to fully exploit their upgrade mechanics (like Scrap systems and Forges) or efficiently gather unique resources crucial for their development

While making the AI truly "smarter" to behave like a pro player is nearly impossible, we can provide strategic bonuses that allow the AI to use them harmoniously, develop effectively, and become a serious, engaging opponent both on the campaign map and in battle. That's exactly what this mod accomplishes.

Key Features

Enhanced AI Economy & Resources
  • Based on difficulty level, AI receives bonuses to special resource generation, enabling unit upgrades, new army recruitment (like Beastmen hordes), and fielding powerful armies that provide engaging battles

Improved Military Capabilities
  • Expanded Unit Caps: Starting unit caps slightly increased for AI Beastmen, Chaos Dwarfs, and Tomb Kings factions
  • Experience Growth: AI armies (including garrisons) and characters gain experience each turn. Since players typically aim for "gold chevron" units, they easily steamroll low-rank enemy armies, which becomes boring. Now AI can field veteran troops, lords, and heroes with effective buffs
  • Magic Item Discovery: Increased chance for AI characters to find magical items

Faction-Specific Enhancements
  • Horde Growth Bonus: All AI-controlled horde factions receive growth bonuses
  • Unique Mechanic Discounts: Various cost reductions for using faction-specific mechanics
  • Enhanced Recruitment: Improved recruitment pools for Warriors of Chaos and Nurgle, plus additional economic buffs

Compatibility & Recommendations

This mod affects a minimal number of game tables, making it compatible with most other modifications (except those editing the same tables).

Also check out the excellent work of other respected modders (compatible with this mod)!


Your Feedback Matters

Once again, your mod ratings and feedback will greatly help improve this modification.

Peace to all! May wars exist only in our video games! 🙏
79 Comments
JQK1212 Sep 9 @ 11:24pm 
need MCT I don't like Experience Growth
Rayki Sep 9 @ 8:29pm 
thanks
Notteger  [author] Sep 9 @ 7:19pm 
@Rayki, It will work without the update.

I will update all my mods when I have enough time to play with the new patch.
Rayki Sep 8 @ 5:37pm 
need update?
awpanda1 Aug 27 @ 9:47pm 
is this mod compatible with stronger fairer AI? or does it do the same thing?
Lyvewyrez Aug 26 @ 6:40am 
@Notteger, True mate, they don't receive bonus levels, but something was contributing to their rapid level gain. I noticed you have 30-40% increased character experience gain for the higher levels, would that be a contributing factor why their levels grow rapidly only after 10 turns?

Hard to say if it is just this mod, I'd need to do more testing to be sure.

Anyway, stellar job with the mod, just came back a bit frustrated by how quickly characters in latest playthroughs were levelling so fast comparatively (Imrik on the dragon by turn 10 or so being the big question mark).
Notteger  [author] Aug 25 @ 7:41am 
@Lyvewyrez, Legendary lords don't receive bonus levels from this mod. Bonus levels on recruitment are only for regular heroes and lords.
Lyvewyrez Aug 24 @ 5:05am 
Yeah the bonus levels from turn 1 feel heavy handed. At about turn 7, LL is level 11, I am against other LL's that are 10 levels or so higher. This really artificially changed the difficulty due to certains lords getting much faster access to mounts. Imrik for example was impossible as he was level 26 or so when I was 14. Could not defeat or touch his HP on that dragon.

Also seen LL's at level 50 while I've been struggling at level 27.

Is this a problem? Not sure, outside of mounts and special abilities, I'm not sure how much of an impact it truly has on the difficulty, but the start feels off with how quickly they get access to strong boosts comparatively.
Yeah, I feel like scaling system if possible to implement would be a lot better. I suppose AI has some baseline cheats for that because at basically the start of my campaign whenever I killed the lord (Particularly it was Zhao Ming's faction) they kept getting new lords at rank 12.

Also extended caps can lead to some funny stuff, like I've seen Zhatan with the almost full stack of dwarf warriors. Fighting it definitely was more of a challenge then a bunch of regular goblin labourers and was some good fun.
Notteger  [author] Aug 23 @ 7:22am 
@жак быдло про фрески, Yes, the mod gives 7 bonus levels for AI heroes and lords. I'll probably make turn-based progression in the future. Like +4 bonus for the first 15 turns, +6 from turns 15-30, and so on. This is just an example.