Total War: WARHAMMER III

Total War: WARHAMMER III

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AI Construction Priorities Reworked
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File Size
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1.074 MB
11 May, 2023 @ 2:06pm
31 Jan @ 12:38am
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AI Construction Priorities Reworked

Description
In vanilla Warhammer III, the AI makes many suboptimal build decisions which reduces the challenge you face in the campaign. This mod attempts to fix that - for every faction in the game.

The AI will firstly seek out a barracks, as they need basic troops to make any headway. Once that is done, they will seek out growth while T1 to get more build slots and income at T2 to pay for the buildings. ****However, walls are the real ticket here. The AI should wall up most settlements at T3 post haste (T2 for Bretonnia).

****Wall building has been moved to a submod. See the Submods section below.

I've educated the realms' city planners that we should not make a barracks or other structures that only need tier 3 to fully upgrade in a major settlement, as they can reach their full potential in a minor settlement. Similarly, the mod aims to prevent the AI from building high-tier structures in minor settlements.

*Exception: If you add the Tier 4 Minor Settlements Compatibility Submod, the AI will build tier 4 structures in their minor settlements.

I've also written some rules to prevent garbage low tier versions of later-useful higher tier recruitment buildings from being built before a province can get growth, barracks, and income to get some upgrading going on later. Hopefully your allies won't be stuck with basic eagles but will get some White Lions of Chrace instead this time. Landmarks will be prioritized, as well.

Finally, when an AI province hits tier 5, the AI will dismantle growth buildings to make room for useful buildings.

This is an example of AI Kislev's build decisions[imgur.com] through the first ten turns of a campaign.

I am currently looking for examples of build situations the AI should avoid and emphasize. I can't play every faction so you might have seen something I missed!

Compatibility: This mod should be compatible with most mods not trying to do the same thing, however this mod now includes some features from AI Military Construction System, so you shouldn't enable both at the same time. I have also included my other mod, Replace Starting Bretonnian Barracks With Stables, so don't use both mods.

This mod seems to be compatible with all other major AI overhauls. If you find one that isn't compatible, let me know and I might be able to work something out. I run the mod with 710 other mods on my end.

I've received reports that this mod prevents some of the GFX of some settlements from loading in OvN Lost World.

Important Note: Radious, SFO, and Lily's Bretonnia Overhaul all datacore the same table that I do, so you can experience crashes using them together. Use this Alternative version if you use one of them.


Submods:
AI Construction Priorities Reworked Wall Building Submod
AI Construction Priorities Reworked T4 Minor Settlements Compatibility Submod
AI Construction Priorities Reworked - Experimental Features

I consider this to be my primary mod and my main contribution to the community. If you see decent results out of it, please consider leaving a thumbs up above the description. It will help other people find this mod later.

If you want to reach me, I much prefer my Discord server[discord.gg] or a friend invite to Lycia_Pintella (also Discord) to Steam invites.

Credits:
Troyw.Warren, for studying the CAI Construction tables with me, helping me understand how they interact, and showing me how to make new synergy levels for building pairs.
Incata, for allowing me to bundle AI Military Construction System's features into this mod.
Meira, for making the mod's Steam Workshop image. You are a life saver.
Drazhir and Pop000100 for helping with reducing the load time impact of the mod.
Drazhir and sleepyHase for providing most of the code I needed to dismantle AI growth in maxed provinces.
The fine people at Da Modding Den, for answering countless modding questions and making probably half of my mods possible.
432 Comments
Lycia Pintella  [author] 28 Jan @ 3:15am 
Growth deconstruction is live in the main mod. If you see anything being dismantled that shouldn't be when the AI hits tier 5 in a province, please let me know. If the AI destroys growth and then rebuilds it, please give me a shout and I will fix it.
Lycia Pintella  [author] 26 Jan @ 7:41pm 
I'll try one more call to arms for the Lost World issue. I need someone who uses the mod and knows what the settlements should look like to add me on Discord (lycia_pintella). I'll send you a version of the mod that shouldn't have the issue - I just need you to let me know if it's fixed.

I'm running a custom backed up version of the game from several patches ago with a backed up workshop library (that's why the mod always says it is out of date even when I update it). It's a pain in the ass for me to update to the current version, test, and revert back to what I actually play. I'm semi retired from modding, and this will require a new version of the mod to be released, so I'm probably not going to move on it without a tester.

Side note: I'm probably pushing growth deconstruction to the main mod tonight. I haven't gotten any feedback with it in Experimental Features, but I did find and fix a bug today so at least there's that.
Lycia Pintella  [author] 24 Jan @ 3:27am 
Whoever contacts me with regard to Lost World, I don't need you to do much. I'll make the alternate version of the mod and send it to you, then you let me know if it's working. I'm lazy lol.
Lycia Pintella  [author] 23 Jan @ 9:53pm 
I know. It's in the description. I am looking for someone who plays with Lost World to get ahold of me on Discord so I can make a version that might not have this issue for testing. If you want to volunteer, my Discord name is lycia_pintella.
Psychological-Bed 23 Jan @ 6:16pm 
For some reason this mod seems to overwrite some of the unique settlement skins in OvN Lost World, Reverting them back to their original settlement skins by CA
Lycia Pintella  [author] 22 Jan @ 8:42pm 
Yes. There is a way to avoid that but it would cause load times to go through the roof so I had to abandon that project.
anti*****111 22 Jan @ 6:54pm 
does this mod change the diplomatic "economic value" of settlements
Lycia Pintella  [author] 21 Jan @ 6:33pm 
No worries sorry I was snappy lol. I didn't sleep much last night. <3
SHIELD_Agent 21 Jan @ 3:53pm 
Thx for explaining
Lycia Pintella  [author] 21 Jan @ 3:06pm 
If some of you can play with Experimental Features enabled and let me know if growth deconstruction is working well for various factions that would be amazing feedback. I'm almost ready to move that code to the main mod but I'm kinda wary of doing it without any reports from users.