AI Improvements
AI is better at conducting financial management, warfare, diplomacy, and more.
Some changes, such as diplomacy, also apply to player.
This mod already includes the mods listed below.
AI Finance Control
AI Emergency Recruitment
AI Adaptive Buffs
◆ Adjusted diplomatic evaluation values for diplomatic treaties and wars.
In vanilla, diplomatic evaluation was unpredictable.
Diplomatic evaluation now changes intuitively based on attitude, strength, and distance.
In addition, you can now know for sure whether a treaty can be concluded based on the current relationship between factions.Diplomatic evaluation varies appropriately depending on the situation each faction is in.
For example, a faction in crisis is more likely to conclude treaties such as military alliances or defensive alliances, while a peaceful faction is less likely to do so.
The same goes for war and peace.
A faction in crisis cannot declare war, and a peaceful faction, even if it is Best Friends, can declare war if there is no treaty. Of course, the probability of that happening is very low.As a result of these changes, the AI declares war much more often than vanilla.
◆ Reduced Imperium diplomacy penalty.
◆ The penalty turn for breaking each treaty has been changed.
The penalty turns for breaking alliances and peace treaties has been increased.
The penalty turn for declaring war after breaking a treaty has been reduced.
◆ Changed the value of money in diplomatic valuation.
The value of what players pay in diplomatic evaluations has been increased.
The value of AI payouts in diplomatic evaluations has been slightly reduced.
In short, you can sign a treaty for less and receive more.
◆ Reduced the score at which AI considers a player a threat
◆ Reduced the time taken for AI to attack nearby settlements due to them not gaining territory.
◆ AI army will not act aggressively until it has recruited more than 16 units.
◆ AI army will return when its troops have 10 units or less.
◆ An army with less than 6 units cannot retreat.
◆ After sacking or destroying a settlement, the number of turns in which the AI will not consider that settlement has been reduced.
◆ Reduced the number of turns AI takes to defend a settlement after it captures it.
◆ Appropriately adjusted the captive replenishment option in battle result window
◆ AI Emergency Recruitment When the AI is in crisis, it receives a recruitment-related buff.
◆ AI Finance Control If the AI holds a large amount of treasury, the AI converts 1/10 of the remaining treasury into income.
◆ AI Finance Control Adds the ability to convert remaining treasury into buffs for Tomb Kings and Beastmen. (Check MCT)
◆ AI Adaptive Buffs A feature has been added that allows you to grant a buff to AI with a desired value on a desired turn. (Check MCT)
◆ AI saves a portion of its gross income to build buildings
In vanilla, the AI invested 100% of its upkeep in its military, so even if the settlement grew sufficiently, it could not construct buildings properly.
AI now saves 15~20% of its income and uses it for construction.
◆ Adjusted the amount the AI allocates to different funding pools, such as Military and Construction.
When the mod is updated, you can check the patch notes in-game.
Patch notes will be displayed once the player first starts the game after the update (regardless of whether it is an ongoing game or a new campaign).
Values may be overwritten when used with mods that modify the following tables:
cai_personality_deal_evaluation_~~~
cai_personalities_budget_allocations_tables
cai_task_management_system~~~
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Mod Configuration Tool - v0.9 Beta — Steam Workshop
Revisions:
Old revisions of this mod are available below. Click the link to download.
