Total War: WARHAMMER III

Total War: WARHAMMER III

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AI Economy
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Značky: mod
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1. úno. 2023 v 6.51
24. srp. v 8.58
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AI Economy

V 2 kolekcích od uživatele incata
AI Mods
11 položek
Total War Warhamer 3: Gameplay Mods
66 položek
Popis
This mod modifies the economic system of the ai, giving it the ability to use up to 95% of its income. This improvement is between 5% and 30% of the income of the ai. If the AI has enough resources to maintain its troops for an acceptable time, it will be able to spend more resources than it takes in.

This mod is a revision of my TWW2 mod Ai Economy CA learned from its mistakes and in this field it has improved a lot, basically the AI in the vanilla game only spends on armies, buildings, diplomacy and agent actions (the rest have 0 cost for the AI) but still the AI can't handle some situations, with this mod I have made it a little easier.

The AI now spends a little over 90% of its income on recruiting and maintaining troops, the rest can be spent on agents and diplomacy. 1% will store it and the cost of buildings is free.

In the vanilla game, the AI gives a higher priority to the construction of buildings through limitations when recruiting, this caused the AI to start accumulating money in the middle of the game if it had nothing more to build. Spending on recruiting was limited to half the times she could to make sure she was able to raise the money needed to build, this caused the AI to recruit fewer armies and units than she could actually recruit.
Now the AI can recruit 100% of the time and has no spending cap associated with it.

This will allow the AI to raise its buildings faster (more or less at the speed of a player) at level 4 and 5, it also allows he to recruit and maintain more armies.

Subscribing and adding to favorites is fine, but if you want other people to see the mods you like, after trying the mods if you like this press 👍. I see mods with 3000 downloads and only 80 reviews, that makes me☹️. People who are dedicated to modifications will appreciate it. Thank you.

Remember to take a look at the mods in my game collection, I use them all, but even if I only use a few the game will improve a lot, and it's completely modular.

-Collection of gameplay mods
-Visual collection and utilities
-All my mods total war tww3
-All my mods total war tww2

Počet komentářů: 63
[iDk] 獳砯 The Rise 慲敭 20. srp. v 11.16 
@incata Update please , the game crashes at launch due to a new patch... Thanks for you'r mods and work! :)
incata  [autor] 10. srp. v 13.39 
@iskandar If he could behave in a more aggressive manner, it would also involve more risk.
The AI ​​will continue to research the technology, regardless of whether they are original to the game or not.
Mods that add other factions should work fine, the only thing that could happen is that that mod has its own priorities for that faction and is not affected by mine.
In general, any mod can affect the performance of a campaign to a lesser or greater extent. It also depends on a player's preferences, such as whether they prefer the AI ​​to have tricks or not, whether they prefer the major factions to be dominant or whether they prefer Make it more like a sandbox, there are infinite combinations.
Fat Cat Merlin 10. srp. v 12.19 
Hey @Incata.
First of all, thank you for your work. As far as I can tell, your mods are the most promising, AI actually declaring war and took some settlements :D
Now I have some questions^^
Is it possible to make the AI behave a bit more aggresive like actually using the raid stance more often even when they are not at war?

And how does the AI work? If you have a mod that completely changes the tech-tree. Does your AI research the modded tech-tree?
What mods could potenitally interfere with your AI mods? Obviously the ones that changes the AI, but do faction mods or mods like Mixus Legendary Lords be a problem here?
incata  [autor] 10. srp. v 2.55 
@LilCAO @shana :steamhappy::lunar2019wavingpig:
LilCAO 9. srp. v 18.38 
thanks u my hero
shana 4. srp. v 8.20 
thanks for your works:steamthumbsup:
incata  [autor] 1. čvc. v 1.02 
@Dignan Zazumba In general the mods usually still work but I like to have them updated
Dignan Zazumba 28. čvn. v 19.40 
Should I wait for a series of 5.1 updates for these AI mods?
D A D 27. čvn. v 11.56 
It might make sense for Chawi to have to pay raw materials and armaments to build buildings as usual, since so many of their buildings aren't paid for by money anyway and it won't interfere with their ability to use their money on armies.
incata  [autor] 25. čvn. v 4.22 
@D A D There is nothing specific for them but I have not noticed that they are an unstoppable force or that they are always in the highest ranges of strength.