Hearts of Iron IV

Hearts of Iron IV

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Kaiserredux Enhanced AI
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1.536 MB
Sep 13 @ 12:54am
Sep 28 @ 1:24am
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Kaiserredux Enhanced AI

Description
This mod is *not* standalone, you must run it with Kaiserredux.
NSB and BBA are highly recommended but not required.
A Kaiserreich version is available here.

Introduction
Do you love Kaiserredux but are tired of the same old AI? Then this mod is made for you. Kaiserredux Enhanced AI is designed for veteran HoI4 players who want to face off against stronger and more varied AI armies for a richer Weltkrieg experience.

This is not a hardcore “meta” mod. You will not see any space marines or anything of that sort. The purpose of this mod is to enhance both challenge and immersion.

No AI buffs!

Features
Here is a list of the main things this mod does:
  • LAND DOCTRINES: Mobile Warfare and Mass Assault are now available for the AI to pick. MW is reserved for majors (except the Entente). MA is reserved for very populous nations (Russian, Chinese and Indian factions) and nations that would be “ideologically inclined” to adopt it (the Commune, Japan, and others).

  • ARMY COMPOSITION: AI will produce divisions according to its doctrine subbranch. Mobile Infantry will make more mot/mech, Armored Spearhead will make more tanks etc. As its industry grows, AI will make more armor regardless of doctrine.

  • AIR FORCE COMPOSITION: AI will mainly produce fighters throughout the game. As its industry grows, AI will produce more or less cas, tacs and strats according to its doctrine.

  • PLANE AND TANK DESIGNS: Stronger designs for planes and tanks of all types and eras. No less than twelve medium and modern tank designs tailor-made for each doctrine (SF/GBP build balanced tanks, MW focuses on speed, MA focuses on cost effectiveness).

  • INFANTRY DIVISIONS: No less than fifteen infantry templates for different doctrines and industry levels. Say hello to unpredictability.

  • ARMOR DIVISIONS: No less than sixteen armor templates for different doctrines and industry levels. Including heavy tanks!

  • MOT/MECH DIVISIONS: New motorized & mechanized roles, separate from line infantry. You may spot some Katyushas in late game...

  • INDUSTRY BUILDUP: AI will civ-greed in early game then go all in on mils. Lowered the desire to build docks for land-focused majors like Russia and the Commune. AI will build some refineries and a couple of silos according to its need.

  • RESEARCH PRIORITIZATION: AI will rush some important techs like airframes and chassis, but not to the point of neglecting everything else.

  • IMPROVED LAND MICRO: Integrated some awesome AI scripts and defines from the Better Mechanics: Frontline AI mod. Cores will be defended, no more Germany besieging Moscow while the Internationale is at the gates of Berlin.

To experience the full might of this mod, I recommend playing without the division limiter on. Even if you have a potato pc, the lag shouldn’t be as severe because this mod reduces inf spam. I suggest playing with an FPS mod instead.

Compatibility
Rule of thumb: if a mod does anything equivalent or similar to what is in the Features section, it is likely not compatible. Below are some notes on the compatibility of specific mods.
Kaiserredux Naval Rework
Compatible. Apart from reworking naval invasions, my mod does not affect navy.
Autobahn nach 56 Redux
Not compatible, both mods modify tech files. But there is a trick you can do to make it work. Go to the AN56 Redux descriptor file and add "Kaiserredux Enhanced AI" to the dependencies. This will overwrite my tech files with those in AN56 Redux. Note that you will be playing with their AI's research prioritization.
Mods that change the tech tree
Not compatible, but you can use the same fix as above. In the case of KR Tech Extension, make sure you modify the original mod's descriptor file, not the patch mod's.
Other KX submods
Should be compatible. Make sure to give this mod priority in the load order, just in case.
Other AI mods
Absolutely not compatible.

Feedback
Please provide context if your game crashes (are you running submods, what load order are you using, does it crash in-game or in the loading screen, etc). You can also ping me (@Omar) in the official Kaiserredux Discord in the kx-submods-chat channel.

Credits
Big thanks to Amine Alkaline and the Better Mechanics team for letting me use their assets! And to the Kaiserreich and Kaiserredux teams for their respective mods!
74 Comments
omarux282  [author] Sep 28 @ 9:45am 
The Kaiserreich version is now available. Link in the description.
omarux282  [author] Sep 28 @ 4:05am 
@Ari-zona You should do the fix on the original KR tech mod, not the patch. Read the Compatibility section.
Ari-zona Sep 25 @ 8:21pm 
if i do the same as with AN56, will it work with this mod as well?
https://steamcommunity.com/sharedfiles/filedetails/?id=3555444820&tscn=1756070553
omarux282  [author] Sep 25 @ 7:13pm 
@Solero The No Step Back and By Blood Alone DLCs.
Saftschluerfer Sep 24 @ 7:11pm 
thx for telling the AN56 fix
Solero Sep 24 @ 4:34pm 
whats NSB and BBA?
omarux282  [author] Sep 24 @ 11:06am 
@theanswerisme Sorry no, I won't be buffing/debuffing any country. If Germany wants to defeat Russia it needs to do so quickly else it will get clapped. This is what happened historically lol.
omarux282  [author] Sep 24 @ 11:02am 
@42 Do you mean that it sets the naval region access levels to "Blocked"? I have seen AI Britain set them to "Avoid" before, but not "Blocked". Either way, this is a navy issue and this mod does not modify the naval game. You'll have to take this to the KX devs.
42 Sep 24 @ 10:13am 
One problem with AI is that if it were an island nation, it would impose a blockade on all surrounding seas, even if it had control over the sea. This would prevent the capital from receiving any resources. This issue was observed by human_ai and the tag is the Santa Claus egg line.
theanswerisme Sep 24 @ 10:07am 
I just think Russia is too strong, maybe just give them a industrial debuff