Total War: WARHAMMER III

Total War: WARHAMMER III

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AI Declares War
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21 Oct, 2023 @ 1:48pm
12 May @ 7:33pm
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AI Declares War

In 1 collection by Think Critically
SFO Landmarks and Legends 4.1 Updated
400 items
Description
Welcome Back, Commanders
This is a script which forces AI to declare war against factions they have a low opinion of. I found that it increases the performance of the AI. Without a war target, AI can become passive and stagnate but once they have a goal they will form a true empire.

By default, the chance of a war declaration increases exponentially from 0% to 100% as opinion decreases from -100 to -200. There are a variety of configurable features and I have added MCT support. The default settings are what I recommend.

Using MCT, you can make my script behave identically to other War Declaration scripts, like making war declaration guaranteed at opinion -50 or making war declaration a constant 10% at opinion -150 like FiftyTifty's removed script. However, MCT is not required for my mod to function. If you want to increase chance of war, you can raise Base Chance, Scaling Chance, or move either opinion threshold towards 0. To decrease chance of war, do the opposite.

Default Functionality
If the AI has an opinion lower than -100 towards a faction, then we will roll a random chance to see if we declare a war. The random chance is calculated using an exponential formula. -100 opinion or better means 0% chance, -150 opinion means 9% chance, -175 opinion means 31% chance, and -200 opinion means 100% chance. These values might seem low, but over multiple turns even a low chance of war declaration can guarantee war. For example, a 25% chance of war is actually around 80% chance of war within 5 turns. Interactive Desmos link[www.desmos.com]

By default, the AI will declare war on humans AND AI. When war is declared, the attacker's military allies and the defender's allies will both join the war. This script will never force declare war on a vassal or rebel faction, and a rebel or vassal faction will never be forced to declare war. Additionally, a faction will never be forced to declare war on it's own vassal, ally or client state.

This mod also detects the most recent peace treaty offer between two factions and will not force another war until 10 turns(configurable) after the peace treaty. When a peace offer is rejected, it doesn't matter and when one is accepted it must be the most recent peace offer between those factions. Unfortunately, this does not detect when a script skips the offer and forces a peace treaty.

Finally, war will not be forcibly declared by a faction that is already in 4 or more wars. However, nothing stops other factions from forcing more than 4 wars on them. This script can only cause 1 war declaration per ai per turn to avoid issues.



MCT Settings
Target Human - Should the script make AI declare war on humans? Default: True
Invite Aggressor Allies - Should the script make AI attacker's military allies join the war? Default: True
Invite Target Allies - Should the script make AI defender allies join the war? Default: True
Max Wars - If the AI is already in this many wars, it will not be forced to declare more. -1 is unlimited. Default: 4
Grace Turns After Peace - Wait this many turns before trying to force war between two factions who signed a peace treaty. Default: 10

When opinion is above the Base Opinion Threshold, this script will not run.

Scaling Mode
If Opinion Floor is lower then the Base Opinion Threshold, then scaling mode is enabled and the chance of a war declaration will exponentially increase from the Base Chance to the Max Scaling Chance as opinion decreases from the Base Opinion Threshold to the Opinion Floor. Below the floor, the chance will be Max Scaling Chance. You can set Max Scaling Chance above 100 without issues to increase the rate war chance increases. In between the threshold and the floor, the formula for chance of war declaration can be found at the Desmos link.[www.desmos.com]

Fixed Mode
To disable scaling mode, set the Opinion Floor higher than Base Opinion or set Max Chance lower than Base Chance. When scaling mode is disabled, the chance of war declaration will simply be the base chance.

For example, to mimic FiftyTifty's script which has a fixed 10% war chance below -150 opinion, use
Base Opinion Threshold: -150
Opinion Floor: -150
Base Chance: 10
Max Scaling Chance: 10
Opinion floor could be any number higher than -150 and scaling chance could be any number less than 10 and my error handling would make it act like this.

Compatibility
There should be no compatibility issues with any mods. This should work with AI overhauls because my mod directly declares war, it does not interfere with them. It also works with script based mods like Bring the Boys home. The only issues are with mods that FORCE peace. This mod won't detect the treaty and might force war again. However, this is not campaign breaking. I believe it is multiplayer-safe and also safe to remove or add during a campaign but I could be wrong. Let me know in the comments if it works or doesn't work for those cases.

Inspired by Make AI declare war on other AI more often
All my mods are compatible with SFO.
148 Comments
Azerty 6 hours ago 
there seems to be a glitch where this mod bypasses the restictions against declaring war on vassals and since you don't "respond" to the call to war (which doesnt trigger) it tanks your reliability while still keeping your vassal contract up.

this makes playing as N'kari basically impossible.
muikku 29 Jun @ 9:47am 
For some reason gives desyncs and ccrashes in MP with SFO
Pimpin Pippin 11 Jun @ 8:42am 
Thank you for this mod!
Would it please be possible to make Ice Court and Orthodoxy not declare war on one another from this mod?
By game design those two factions can not declare war on one another despite hating each other, but this mod can bypass that restriction and so the entire Kislev area always falls apart in civil war.
Thanks!
Risky 21 May @ 11:45am 
Thank you for making this mod, I made it so AI will only do one war at a time rather than making many multi-front wars. This more human-like behavior leads to AI factions growing a lot more powerful overall from what I've seen!
Hecleas 18 May @ 5:36pm 
"Reverted my change from February 3 that broke the script entirely. Haven't had time to do modding stuff but I plan to update my mods for the new 4.2 SFO update."
Your last update don't work for the moment?
CK 16 May @ 7:19am 
yay, thank you for the update
loki 13 May @ 12:32pm 
Is the new update working with IEE by any chance?
Charun Drakarus 13 May @ 12:02pm 
Yay, thanks for the update.
Vaxar Kun 12 May @ 11:34pm 
thanks for the reversion/update!
JP 10 May @ 8:52am 
@AceTheGreat, I've tried FifTifty's mod but everyone declares a war on everyone next to them from turn 1 if their relationship is slightly negative. I tried to lower the threshold but still doesn't seem to do anything.