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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?
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.
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!
would they work together? Also does this mod also effect modded units (considers them aswell)?
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! ⚔️❤️