Total War: ATTILA

Total War: ATTILA

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Campaign AI Tweaks
   
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Tags: mod, Campaign
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25 Oct, 2015 @ 2:17am
28 Feb, 2016 @ 1:02pm
8 Change Notes ( view )

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Campaign AI Tweaks

Description
Hello everyone

This campaign AI alters the following things:

-it compels the AI to put a bigger emphasis on occupying or vassalizing other factions, lowers the tendency to sack, leaves razing to the Nomads and increases the chance of colonization. Standard stuff

-Colonization costs are halved

-Factions no longer abandon their settlements and start migrations. Resettling chance for migrating factions increased

-increase in number of chosen victory regions for factions, which should give the AI a better focus and result in bigger AI empires

-Lowered the limit of turns between which the AI will not decide to sack a settlement again to 0, which I believe helps with the issue of AI stacks getting stuck in a cities Zone of Control

-capture chance for artillery increased to 50% from 2% in vanilla


If you find any flaws with this mod or have suggestions for improving it, let me know.

Enjoy!


UPDATE 11/3/2015

I decided to implement some radical alterations to the campaign AI. I consider them semi-experimental at this stage and if they annoy people I'll revert them back. So then:

-the AI may now sally and meet the player on the field in siege battles as it did some times in Rome2. This should cut down on the amount of town assaults

-AI Empires now suffer less of a great power penalty and garner more admiration for the same than the player. This might seem unfair, but I found it so far an easy way to strengthen the Romans without lowering the challenge for the player

-I radically lowered the thresholds at which AI armies consider a retreat from an overwhelming enemy, as in, the situation now has to be absolutely hopeless for them to try this. This should help in catching those elusive hordes
and increase the amount of field battles


UPDATE 12/12/2015

As of the most recent patch AI occupation decisions are close to congruent with the changes in this mod, so I removed the cai_personality_occupation_decisions_priorities table from the mod.


UPDATE 12/21/2015

Added some occupation decisions back in, namely an increased willingness to colonise. Also altered the conversion cost and time modifiers for Barbarians, Migrators and Celts to be lower, just so the newly carved out empires have more of a chance to persist. New values with the vanilla values in brackets:

Celts: cost 175% (250) time 175% (250)
Barbarians: cost 150% (200) time 150% (200) - which means Barbarian Kingdoms now have 100% conversion time with their faction group bonus
Migrators: cost 125% (200) time 125% (200)

Conversion cost and time without modifiers is 5000 and 6 turns respectively.
30 Comments
xanthippos 15 Apr @ 1:09pm 
is there a version without "Factions no longer abandon their settlements and start migrations"
Sheph 11 Jul, 2018 @ 8:12pm 
"AI Empires now suffer less of a great power penalty and garner more admiration for the same than the player. This might seem unfair, but I found it so far an easy way to strengthen the Romans without lowering the challenge for the player". This is not what is in the mod. You decrease the penalty for both human an AI by just a tiny bit. There are better ways to achieve this.
Sheph 11 Jul, 2018 @ 8:11pm 
att_backend_main_building_conversion_cost_mod So what does a 200% do to conversion cost?
Have you testsed it? It might be the opposite of what you intended.
Dom The Wizard 25 Apr, 2017 @ 9:52pm 
Wonderful mod but yeazzals idea is great cause when that happens (all the time) it's so annoying so if you reduce the chance they do that it would be a 10/10 from me :)
Vaskonios 3 13 Apr, 2017 @ 1:04pm 
I suggest the same idea as Yeazzal and also il add that can you make that the ai assault a town that they siege more faster? Because with me they take 15 turns, youl think its impossible but even with a small settlement that have 4 turns before surrender, the ai reach to make them last more, maybe they stopped the siege to comeback.
After a whole decade a small settlement is stilll undersiege, can you imagine!?
Yeazzal 23 Sep, 2016 @ 4:22am 
Would it be possible to stop enemy armies from running away on the map? Either way great mod thanks!
fang3412 19 Aug, 2016 @ 3:26am 
what are these migrators youre talking about? hordes?
Wilson IV 12 Jul, 2016 @ 1:26pm 
could you make a mod that just made the ai build more armies and focused more on building big empires please?
☩ Armoured ☩ 14 Mar, 2016 @ 12:29pm 
PLEASE HELP how can I add the abandon settlement option to all factions in AoC?
Thicc Thighs Save Lives 28 Feb, 2016 @ 12:36pm 
Looks like we need an update if you can spare it man.