A Total War Saga: Thrones of Britannia

A Total War Saga: Thrones of Britannia

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Hecleas AI Overhaul
   
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Tags: mod, campaign
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29 Nov, 2023 @ 5:38am
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Hecleas AI Overhaul

Description
HECLEAS AI OVERHAUL



COMPATIBILITY

Load my mod before overhaul mods like 1066, Shieldwall, etc.

AGGRESSIVENESS

The intelligence, aggressiveness, behavior, tactical movements, decisions of the AI ​​has been completely revised, it will no longer be inactive, will seek to conquer the world, you attack as soon as possible.
He will not do suicidal action, but will do anything to decimate your army and settlements, be careful and strategic, because the AI ​​will not give you gifts this time.
The goal of the mod is to really have the feeling of playing against a human, who analyzes the strategic positions, the power of the enemy against him.
Knowing how to fall back when necessary and persist as soon as possible.
Let them protect its threatened borders and go and confront it as soon as possible.
I specify that the aggressiveness is adapted for the hardcores players. AI is genuinely violent, more so than any other mod.

Details:
-The AI ​​is no longer inactive, each turn it will make sure to play intelligently and be efficient, to move strategically, like a game of chess where each piece moved is important.
-Now you will have the feeling of playing against a human player and not an AI
-The AI ​​now has a better analysis of enemy forces, it will fall back, put pressure or attack at the right time.
-The AI ​​will be much more aggressive and will seek to conquer the whole world.
-Suicidal attacks have been fixed and will never happen again.
-The AI ​​no longer leaves all its armies unnecessarily on a capital from the start to the end of the game, it now distributes its forces where the threat is present and where it wishes to concentrate its attacks.
-AI will read your moves even better
-Suicidal attacks on colonies no longer exist, the value judgment has also been adjusted and the AI ​​will come to attack or besiege you with the necessary forces.
-Many other details have been adjusted

ECONOMY & MILITARY

-The AI ​​will recruit a lot more armies, better quality and as much as possible!
-The AI ​​will invest its money more intelligently its money, it will be mainly distributed between the armies and the constructions of buildings.
-He will invest his money as soon as possible without breaking the bank.
-When he is close to dying, he will invest his money mainly only in the armies to try to resist until the end.
-He will be less passive and will seek to really build an empire
-You should know that even in legendary difficulty, the AI ​​does not even spend the money it has in huge quantities.
-With this mod the AI ​​will spend its money, will therefore be less passive and all this without adding bonuses.

WAR

-The AI ​​declared war more often on factions it doesn't like, so now be more careful with your diplomatic relations, because expect a faction that doesn't like you to declare war on you more easily.
There is a greater emphasis for passive, defensive factions, which will make it more active in your campaign.

INTERCULTURAL WAR

With this mod, an intercultural penalty has been applied. Factions of the same culture will ally more easily with other factions of the same culture, since they will not like the other factions.
It will therefore be more difficult to cooperate with another culture. Everyone will defend their own culture or want to destroy a different one from ours.
Because on a vanilla campaign, it is very easy to be liked by everyone, to finish the campaign with lots of allies, hostile factions are destroyed by other factions and where factions accept the culture of others without worry.
The same cultures can gradually gain in attitude towards each other.
Different cultures can gradually lose attitude towards each other.
The best culture will win, the allies of your culture will be precious, protect them, because you will only have them against the total war that reigns.
It's up to you to lead your culture to victory

MORE OCCUPATION

This mod smartly changes colony capture decisions.
You too are frustrated to see a faction looting, razing, etc. colonies when, on the contrary, it needs to grow, it already has an astronomical amount of money and looting no longer has any point.
With this mod the AI ​​will mainly choose colony capture.

GREAT POWER

You are tired of seeing the big factions so powerful that everyone accepts your treaties, they kneel before you and beg you to spare them, it increases the boredom of destroying everyone in your path from the moment you you have become too powerful.
The more you or an AI faction grows their empire, the more “Great Power” they will gain.
This mod is there to accentuate the malus imposed on the great power, without adding or modifying the initial values.
Thanks to this, even when you are at your most powerful, the factions will resist



This will make your campaign the most eventful, the most complicated, the most aggressive, the most bouncy.
The goal is just to improve it, make it more lively and adapt it to hardcore players who are tired of the ease and inactivity of a normal campaign.
Your feedback is welcome, as are your ideas, if there is a small bug or something else.

Good luck, you will need it...

[paypal.me]

https://discord.gg/xmYF6TRmeF
21 Comments
Saftschluerfer 19 Jul @ 9:22am 
well pharaoh will probably soon be appreciated
Gladiator 5 Jul @ 11:30am 
Im playing on very hard difficulty and Hot damn. Just got spammed with rebellion/civil war right after ending one civil war. :steammocking:
Hecleas  [author] 5 Apr @ 6:37am 
I took it quite well.
But personally it frustrated me to see the state of the AI ​​on TOB.

There is always a problem, on Rome 2 it was the battle and campaign AI which is a horror, Attila is the FPS and TOB is the campaign AI.
And the total wars where the whole works well, they are not appreciated (Pharaoh, Troy)
Nahka_Sikari 5 Apr @ 6:30am 
dont get me wrong i did like it and did not know what could be modded and what couldnt
Hecleas  [author] 5 Apr @ 6:12am 
So on any total war you cannot mod the battle AI.
Moreover, at no time do I specify that I improved it in my description.

And for the AI's lack of defense on its colonies, it's Creativity Assembly's fault.
On Attila the AI ​​was very good, but the hardcoder AI on TOB is shaky, like Rome 2, WH3

I did my best, but the settlement mechanics without garrison were poorly integrated and they didn't work hard enough on it. As a result we have an AI which is not capable of managing this mechanic, and does not consider its colony, except to attack it.
Nahka_Sikari 5 Apr @ 6:08am 
ai still does some dumb shit like leaving an army unfortified in my territory for 30 turns and in battles might send half the army to chase one cavalry unit but overall there seems to be less of the ai just sending everything at the player for no reason.
Fat Spartan 17 Feb @ 3:21am 
No disrespect to the maker and their diligent work. But unfortunately i found the AI on the campaign game to be running around the map, not engaging in battles and some factions even stopping activities for many rounds. It just feels weird that you attack a faction and you have to be the one running around the map trying to catch them to destroy them. Needs work.
Nick Of Mdina 14 Feb @ 3:19am 
Gave it a shot as I have been looking forward to an upgrade like this, the game really needs this mod. Sadly I really and mostly play the game only for "make shift" battles and not the campaign since I already beat it like 2 times.

Used this mod for the battle moments and it did work differently!

Usually I would for example make me army turn slightly to the left/right and the Ai would do the same. Today after adding this mod the Ai was "hesitant" to change its defensive position and kind of "watched" what my men were up to (moving into the trees and such).

It did take a little longer to get into the fight but they still charged into me (even though they were the "Defense team" and not "Attacker team".

I will play a few more rounds, but I got a good feeling this mod will be one of the 24/7 active ones from here on, well done to the dev!
PaulPacea 23 Jan @ 3:53pm 
idk why people say a huge difference because basically with following mods: shieldwall +camera mod +1turn , global armor and weapon, +Improve highlight. Campaign map ai just sack and fortify stance...idk if its actually doing something this mod lol I dont see any difference on Shieldwall as this mod is 1 and shieldwall 2nd
A2TU2 21 Jan @ 3:09am 
You start the battle and see that all the enemy armies are placed exclusively at the gate, opposite which you placed the ram and the general. We do not touch the general, first infantry unit and the ram/siege tower until the end of the battle - they won`t be needed. You lead second infantry unit straight to the gate in front of which you placed it and simply destroy them. Having broken through them, you capture the point so that the towers don`t shoot in the back, then you go to the victorious point and occupy it. The AI will not react to this at all.

It would seem that the Thrones of Britain were made on the same platform as Attila, but in Attila the AI behaved adequately, leading troops to recapture the point.