Total War: WARHAMMER III

Total War: WARHAMMER III

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Better AI Army Builder
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3 dec @ 11:54
4 dec @ 9:08
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Better AI Army Builder

Beskrivning
🛡️ 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 – Aiming for Perfection!
This mod is under continuous development, improving how AI recruits and composes its armies in Total War: Warhammer III.
With every update, AI armies become smarter, stronger, and far more coherent — thanks to your feedback.

💾 Save Game Compatible
Works perfectly with ongoing campaigns — no restart required.

🔧 Compatible with All Other Mods
This mod does not change unit stats, animations, visuals, or campaign scripts.
It should work smoothly with large overhauls as well.

🔍 What Does This Mod Change?

This mod completely reworks the AI recruitment logic and army composition system, improving:

✔️ unit prioritization
✔️ role values (frontline, flanking, artillery, monsters, heroes)
✔️ template selection logic
✔️ faction-themed army compositions
✔️ tier progression (faster access to strong units)
✔️ synergy across all units in an army

🏛️ AI Building Priorities Also Improved

Alongside recruitment logic, I am also working on improving AI building priorities, which directly affects recruitment quality.
If you notice the AI excessively constructing strange or pointless buildings, please report it in the comments.

Testing such a large system takes time, but with every patch it gets closer to the ideal.
Your feedback is incredibly valuable.

If you enjoy the mod and believe in its direction, leaving a ⭐ like is a great way to show support — and I truly appreciate it!

🏹 Factions Already Showing Major Improvements
🧛 Vampire Counts / Vampire Coast

• Less zombie/skeleton spam
• More elite infantry, monsters, and lord-based synergies

🏇 Bretonnia

• Armies finally look like true knightly hosts, not peasant swarms
• AI uses cavalry more intelligently

🏜️ Tomb Kings

• More constructs, chariots, and elite units
• No more empty slots or chaff-filled stacks

☠️ Warriors of Chaos / Daemons of Chaos

• Strong, thematic, lore-consistent armies
• No more random unit mixing

⚒️ Dwarfs

• More grounded early game — fewer top-tier doomstacks at turn 20
• Recruitment follows economy and tech progression more reasonably

🔥 Chaos Dwarfs

• Smarter use of K’daai, artillery, and elite Infernal units
• No more stacks of orc labourers

🐗 Beastmen

• More aggressive and beast-focused stacks
• Better use of Minotaurs, Bestigors, and monsters

⚔️ Empire

• Classic Imperial structure: halberds, handgunners, artillery, cavalry
• Much more logical mid/late-game compositions

❌ Why Is This Mod Necessary?

Vanilla AI often recruits:
✖️ too many low-tier trash units
✖️ incoherent, unfocused armies
✖️ units that do not match their faction’s identity
✖️ weak stacks even in late game

This mod fixes all of that.

🧠 What Comes Next?

This is just the beginning.
The mod will continue to evolve until every faction reaches near-perfect recruitment logic, and the AI becomes a truly satisfying opponent throughout the entire campaign.

You can expect:
👉 continuous improvements
👉 better templates and smarter army building
👉 faction-by-faction refinements

⚖️ Why Use This Mod?

✔️ more challenging campaigns
✔️ stronger, thematic AI armies
✔️ improved balance without artificial buffs
✔️ greater army diversity
✔️ units fulfilling their battlefield roles

🛠️ Always Evolving

If you notice a faction creating odd stacks, picking strange buildings, or showing unusual behavior — leave a comment!
Your reports directly shape future updates.

📣 Follow & Support

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

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




Any support helps me update and refine these mods faster — thank you! ❤️
17 kommentarer
raw666 4 timmar sedan 
I got two questions:
1) Are they set to recruit only vanilla units or can they recruit new units introduce by mods?
2) Will the AI recruit based on Lord, or just faction. Some Legendary Lords and Lords have abilities that affect only them, while the rest of the factions get known that makes recruitment like that worth it. One lord has abilities that is more beneficial to cavalry while another benefits primary infantry would look silly having a high concentration of missile units?
minecraft with gadget 4 timmar sedan 
I think if you use Tabletop Caps with this it'll prevent the AI from spamming elites later on.
Katsuko  [skapare] 6 timmar sedan 
it should work flawlessly on multiplayer
Kuikka 7 timmar sedan 
Thanks for the answer, will test this in my next campaign. I have no reason to believe this is not coop compatible if both players have the mod?
Katsuko  [skapare] 7 timmar sedan 
@Kuikka
Basic infantry does not disappear.
Sometimes it will be replaced by slightly better frontline units as the campaign progresses, but the goal is never to remove core infantry from AI armies.

The mod uses multiple composition templates so the AI builds varied, faction-themed, and balanced armies — not just elite stacks. You will still see solid frontline infantry, supported by cavalry, ranged units, artillery, or monsters depending on the faction.

The entire design is carefully tuned to improve the gameplay experience, not break it.
The idea is simply to help the AI choose better units for each stage of the game, so battles feel more interesting and coherent.
Kuikka 8 timmar sedan 
Curious about this mod, and I was excited as the description said "faction-themed army compositions" but then read more about the AI focus on elite units. From my experience the vanilla AI does build its weird army mixes from elite units and monsters (RoR and such), which doesn't exactly offer epic scenes where infantry lines clash together. The main issue for me has been AI's lack of core infantry and too much everything else (like 2-4 infantry in an army). Does this mean the basic infantry just disappears at some time from the AI roster in favor of higher tier units, whatever type they are?
AI-Man 10 timmar sedan 
okay thanks for the answer! i guess they probably won't work together if they're changing the same thing, i'll test each one and see how it goes but the main idea is to just have the AI build better armies instead of just spamming basic tier 1 trash
Katsuko  [skapare] 11 timmar sedan 
I haven’t directly compared that mod with mine, so it’s hard for me to say.
My mod changes AI behavior from the very start of the campaign — both in terms of which buildings the AI prioritizes and which units it recruits. This has a noticeable impact on overall faction balance and creates a more dynamic campaign map.

The mod works well alongside other mods, and yes — it also affects modded units as long as they are included in the AI’s recruitment pools.

If you notice anything odd or have feedback, feel free to let me know!
AI-Man 12 timmar sedan 
hi how this mod compares to this one? https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3397844179
would they work together? Also does this mod also effect modded units (considers them aswell)?
Katsuko  [skapare] 17 timmar sedan 
@I Have No Enemies Brother
Thank you, truly — reading this made my day.
I wanted AI armies to feel dangerous and lore-friendly, so I’m very happy it landed that way for you.

If you run into anything that could be improved, just let me know.
And thanks a lot for the like + favorite! ⚔️❤️