Total War: WARHAMMER III

Total War: WARHAMMER III

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Scaling AI Difficulty
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271.581 KB
30 Apr, 2023 @ 8:17pm
1 Aug @ 11:16pm
26 Change Notes ( view )

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Scaling AI Difficulty

In 4 collections by Cerb
Cerb's Realism and Difficulty Collection Vanilla
63 items
Chaos Dwarf Challenge Mode
50 items
SFO Hardcore Mode
82 items
Playtest New Mods To Be Balanced
115 items
Description
Ever find the earlygame to be a great level of difficulty, but then you level out pretty early and it just becomes a tedious slog?

This mod seeks to change that, by giving any AI faction small, stacking advantages every 10 turns, up to turn 100. AT turn 1, they have no extra buffs, and function as normal. By turn 100 these buffs will have become quite large, allowing AI to maintain the pace against a player even with their poor building choices, and questionable battle AI.

How does it work?

Every 10 turns, a script will fire off that gives any AI controlled factions small, stacking buffs to their:
Upkeep (30% by turn 100),
Growth (70 by turn 100)
recruitment costs (40% by turn 100),
recruit rank (2 by turn 100)
recruitment slots (3 by turn 100),
recruit duration (-3 turns by turn 100)
maximum armies (5 by turn 100),
significant numbers of unit caps for tomb kings, beastmen and chaos dwarves (10ish high tier, 20 mid tier, 40 low tier)
recruitment replenishment for warriors of chaos - (300% of base values by turn 100)
recruitment cap for warriors of chaos (20 by turn 100)
building time (50% by turn 100),
building costs (75% by turn 100),
lord/hero recruit rank (15 by turn 100)
spell cast range (50m by turn 100),
spell cooldown (30% by turn 100),
minimum winds of magic reserve capacity (25 by turn 100),
reserve/turn (6/turn by turn 100)
an ability that gives all casters spell mastery, reserve recharge rate and recharge rate (lasts 300s, gives up to 1 reserve per 2 sec, 400% reserve recharge rate and 50% spell mastery by turn 100)
ambush chance (25% by turn 100)
ambush defence chance (25% by turn 100)
research rate (200% by turn 100).

At the same time, human players recieve small debuffs to their public order (-8 by turn 100) and diplomacy (-80 by turn 100) with all races.

Lastly, the AI recieves a slight reduction to their autoresolve potential, meaning they will value their own units slightly less than previously when it comes to matching their armies, so on average you will have larger ai armies to deal with, and fewer easy battles where it feels like the AI is feeding you money.

Should be compatible with any other mods, the benefits will stack however, and if an AI gets above 100% upkeep reduction they get pretty stupid, with one settlement factions able to create literally infinite armies, causing both a slog in gameplay and a lot of extra work for your PC, be warned.

THIS MOD IS SAVE GAME COMPATIBLE, BUT YOU WILL LOSE A SMALL BUFF FOR EVERY 10 TURNS ALREADY PLAYED

"The forces of darkness had descended, strongholds lost one by one against the oncoming tide of destruction. They were all that was left, one last beacon of light, the best of them were arrayed along the walls in ranks ten deep, thousands of soldiers to their number, but they all knew it wasn’t enough.

The horde arrayed against them was without number, darkened the sky and the ground itself with forms hideous and hulking. They would die this day, but it would be a death they could be proud of."






Patreon Support
I always appreciate support to keep my mods updated and new ideas flowing. I've never asked in the past but motivation comes and goes, and important people in my life don’t consider this a good use of my time, so times change I guess. I’ll always try my best but hey, incentive never hurts.
Support Me on Patreon[www.patreon.com]
94 Comments
Cerb  [author] 14 Sep @ 4:09pm 
At turn 40 theyd only have 20% more spellpower, so without the buff it still would have been 2400. Gotta spread out more :D

Forming large empires is hard with current game AI sadly, CA essentially coded large empires out of wh3 to a degree.
Hækspøglen 14 Sep @ 12:08am 
love this mod, it's great. The buffs to enemy spellcasters, however, are a little silly imho. i say this with full tilt after a level 1 beasts dark elf sorceror got 3000 value off of not-overcasted flock of doom against my dwarves (playing as grombrindal). i was on turn 40 i think, and maybe it should be adjusted a bit lol. the WoM reserve and cooldown reduction is great though.

side-note: is there a way to make the enemy ai form more large empires? i've seen AI mods claim to make them do this, but i haven't found much success with them, so i understand if it's too complicated an ask
Cerb  [author] 11 Aug @ 11:10pm 
Ive tried them all on occasion but keep noticing too many bugs or wierd behaviour (more than vanilla imo), so ive taken to removing them from my lists in general
Omnplayer 11 Aug @ 11:07pm 
I'm kinda curious, do you use any AI mods like Deepwar, Incata's, or Heclas's? I have a few of your mods combined with some of incata's mods and it's absolutely brutal
Cerb  [author] 9 Aug @ 7:41pm 
All good mate glad its working :)
Omnplayer 9 Aug @ 7:37pm 
No, I think a script failed during my first campaign cause I had a bunch of other issues. It seems to be working now. Thank you for checking!
Cerb  [author] 9 Aug @ 5:57pm 
Im not seeing any aversion etc.. between malakai and kislev, are you still getting the issue?
Cerb  [author] 6 Aug @ 3:26pm 
Yeah theres some bugs with the new diplo system, will have a closer look
Omnplayer 5 Aug @ 10:06pm 
I'm getting still getting diplomacy penalties with Kislev as Malakai
Cerb  [author] 1 Aug @ 11:18pm 
Big update to diplomacy, youll now get no malus with 'friendly' races, i.e. order wont hate order, chaos wont hate chaos, and other factions that dont really fit have lowered relations with specific factions based on lore (i think). However, the malus is much higher, order and chaos will get a -500 with one another by turn 100, and -200 with other races they dislike.