Total War: WARHAMMER III

Total War: WARHAMMER III

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Better AI Army Builder
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1.319 MB
3. dec. kl. 11:54
10. dec. kl. 13:47
6 ændringsbemærkninger ( vis )

Abonner for at downloade
Better AI Army Builder

Beskrivelse
🛡️ Better AI Army Builder – by Katsuko
Smarter Recruitment • Stronger Armies • More Threatening AI

🎥 AI Army Preview – Post-Overhaul Recruitment:
https://youtu.be/cJBmv1nJmog

❗ Actively Developed

This mod is under active development and focuses on improving how the AI recruits and composes its armies in Total War: Warhammer III.
With each update, AI armies become more coherent, more thematic, and significantly more dangerous – heavily shaped by player feedback.

💾 Save-Game Compatible

Fully compatible with ongoing campaigns – no restart required.

🔧 High Compatibility

This mod does not alter:

•unit stats
•animations
•visuals
•campaign scripts

It should work smoothly alongside large overhauls and most other mods, as it focuses purely on recruitment and composition logic.

🔍 Core Changes

This mod comprehensively reworks the AI’s recruitment and army-building logic, improving:

✔️ unit prioritisation
✔️ role values (frontline, flanking, artillery, monsters, heroes)
✔️ template selection logic
✔️ faction-themed and lore-appropriate compositions
✔️ tier progression (faster access to stronger units)
✔️ synergy and internal cohesion within each army

The goal is to make AI stacks look and play closer to what you would expect from a competent human player – without cheating stats.

🏛️ AI Building Priorities

In addition to recruitment logic, AI building priorities are being refined, as they directly affect recruitment quality.

If you see the AI:

overbuilding strange or pointless structures

neglecting key military or economic buildings

please report it in the comments. This kind of feedback is extremely valuable for fine-tuning the system.

🏹 Factions Already Showing Major Improvements

🧛 Vampire Counts / Vampire Coast
• Reduced zombie/skeleton spam
• Increased use of elite infantry, monsters, and lord-based synergies

🏇 Bretonnia
• Armies resemble true knightly hosts rather than peasant swarms
• Smarter and more impactful use of cavalry

🏜️ Tomb Kings
• More constructs, chariots, and elite units
• Fewer empty slots and far less chaff spam

☠️ Warriors of Chaos / Daemons of Chaos
• Strong, thematic, lore-consistent stacks
• Far less random unit mixing

⚒️ Dwarfs
• More grounded early game (fewer turn-20 doomstacks)
• Recruitment better aligned with economy and tech progression

🔥 Chaos Dwarfs
• Smarter use of K’daai, artillery, and elite Infernal units
• Fewer stacks filled with orc labourers

🐗 Beastmen
• More aggressive, beast-focused armies
• Better use of Minotaurs, Bestigors, and monsters

⚔️ Empire
• Classic Imperial structure: halberds, handgunners, artillery, cavalry
• More logical mid- and late-game compositions

❌ Why This Mod Exists

Vanilla AI frequently:

✖️ spams low-tier units
✖️ fields incoherent, unfocused armies
✖️ recruits units that don’t fit faction identity
✖️ brings weak stacks into the late game

Better AI Army Builder directly addresses these issues by restructuring how the AI evaluates, selects, and combines units.

🧠 Roadmap

• This is an ongoing project. The long-term goal is for every faction to feature:
• near-optimal recruitment logic
• thematic and mechanically sound army builds
• AI that remains a satisfying opponent throughout the entire campaign

You can expect:

👉 continuous improvements
👉 smarter templates and more nuanced logic
👉 faction-by-faction refinements and polishing

⚖️ Why Use This Mod?

✔️ more challenging and engaging campaigns
✔️ stronger, faction-appropriate AI armies
✔️ better balance without artificial stat buffs
✔️ greater army diversity
✔️ clearer battlefield roles for units in AI hands

🛠️ Feedback-Driven

If you notice:

• odd AI stacks
• strange building choices
• unusual recruitment behaviour

please leave a comment. Concrete examples (faction, turn, composition) are especially helpful.
Your reports directly influence future updates and help push the system closer to its intended design.

📣 Follow & Support

🎥 YouTube:
https://www.youtube.com/@TenKatsuko

☕ Support My Work:
https://ko-fi.com/tenkatsuko

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Any form of support helps me update and refine these mods faster – thank you! ❤️
52 kommentarer
Katsuko  [ophavsmand] For 16 timer siden 
@Esi
WoC is already improved and now upgrades units much faster, which gives them more dynamic and evolving armies. However, I'm still working on speeding up their Warband promotions even further, because they still lag behind a bit for a faction that's supposed to represent the “mighty Chaos.”
RonSun95827 9. dec. kl. 16:55 
Okay, I'll use both mods together and load "AI Construction Priorities Reworked" first. If any issues occur, I'll report them.
Weissrolf 9. dec. kl. 12:44 
And another variant combining recruitment mods with the campaign AI mod "AI Army Tasks and Strategy" by Incata.

https://imgur.com/a/ygNwVgB

AI Ostermark recruitment at beginning of round 6, playing as Drycha.
- Start a new campaign for each mod.
- Defeat Skaven army and settlement in Mortheim in round 1 (build the same buildings, techs, diplomacy and skills each time).
- Do nothing but hit End Turn until turn start of turn 6 and screenshot Ostermark armies.
Esi 9. dec. kl. 11:59 
woc still build a lot of dogs and trash units, they also never update their unit with warband mechanic. do u have any fix for this?
Katsuko  [ophavsmand] 9. dec. kl. 11:54 
@RonSun95827
Yes, you can use them together — but one mod will overwrite the values of the other if they both modify the same tables.
Katsuko  [ophavsmand] 9. dec. kl. 11:53 
@Kuikka
I’ll take a closer look at Cathay and the Empire regarding the unit type distribution, since I’ve changed those values as well and I’m seeing huge differences for most factions. It’s possible that Cathay is heavily prioritizing missile buildings :) I’ll definitely adjust that!
Katsuko  [ophavsmand] 9. dec. kl. 11:51 
@Weissrolf
Testing the mod on turn 6 probably won’t show much difference — the biggest changes usually appear around turn 15–20, since the AI needs time to construct buildings and do some fighting first.
RonSun95827 9. dec. kl. 3:59 
Is this mod could be used with "AI Construction Priorities Reworked"? https://psteamcommunity.yuanyoumao.com/workshop/filedetails/?id=2974581654
Seems all change ai building priorities.
Weissrolf 8. dec. kl. 15:00 
https://imgur.com/a/xbT3TmF

Here is a variant without loading a save-game, but starting a new campaign with each "recruitment" mod.

AI Ostermark recruitment at beginning of round 6, playing as Drycha.
- Start a new campaign for each mod.
(Loading a save-game internally seems to starts a new tick 1 for the game-engine, results are different from playing 6 rounds straight with each mod. This also introduces additional/different random elements, like faction potential, see 2nd "Better AI Army Builder" run.)
- Defeat Skaven army and settlement in Mortheim in round 1 (build the same buildings, techs and skills each time).
- Do nothing but hit End Turn until turn start of turn 6 and screenshot Ostermark armies.
Weissrolf 8. dec. kl. 10:39 
https://imgur.com/a/8BRhAC6

AI Ostermark recruitment at beginning of round 5, playing as Drycha.
- Start a new campaign without any recruitment mod active.
- Defeat Skaven army and settlement in Mortheim in round 1.
- End turn for auto-save.
- Restart game with different Recruitment mod and load auto-save
(loading a save-game internally seems to starts a new tick 1 for the game-engine, results are different from playing 5 rounds straight with each mod).
- Do nothing but hit End Turn until turn start of turn 5 and screenshot Ostermark armies.