DeepWar AI

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Author: Forlorn

Last revision: 22 May at 18:07 UTC (6)

File size: 893.98 KB

On Steam Workshop

Description:
NEWS:

8.0 was a code clean up, all good to go.

7.1 and 7.2 Updates have added nothing to campaign AI, there is no need to update DeepWar.

The supposed change in 7.2 to make vassals/allies assist the player’s requests more often was modified in DeepWar at release, and the new value in vanilla is still less than half of the odds of a DeepWar vassal/ally coming to assist your order. Also the chance at which non-allies will assist in DeepWar sieges is still at least 500% greater than it is in vanilla.

So perhaps in another 3 years CA will catch up with DeepWar (on this one, single issue).

3/20/26

Please stop asking me about the AI breaking mid campaign. Vanilla bug from years back, CA cannot or will not fix, however, there is a sludgehammer you can take to the AI to get it moving again, without completely ruining the campaign.

See more: https://steamcommunity.com/workshop/filedetails/discussion/2978779730/688619956215079572/

1/5/2026

Minor update. Deleted Ogre Camp Code.

Apparently modders cannot change how Ogre’s use the camps anymore… So it’s back to vanilla. Don’t blame me when they put down a camp in allied territory auto-raiding until the allies declare war on them, even though there will be many enemy territories nearby.

This mod is a so-so workaround: https://steamcommunity.com/sharedfiles/filedetails/?id=3564828635

6/18/25

The most common question I get is "How is DeepWar different from (other AI mod)?" So, I’ve added some fresh screenshots at the top of the page showing the results of a recent round of AI testing. Hopefully this can help others see the difference between DeepWar and other AI’s.

1/7/25

Description

DeepWar AI attempts to be the most comprehensive, best campaign AI on the workshop, directly inserting a Tzeentchian demon into the vanilla AI to fix its base flaws. Unlike other AI overhauls, DeepWar does not break any AI’s or factions, and all AI’s play intelligently from start to finish. DeepWar makes the AI much smarter by redesigning certain priorities and budgets, improving agent logic, increasing aggression, decreasing passivity, but not destroying the unique personalities of various factions.

Dwarves act like vengeful and defensive Dwarves, Dark Elves are ruthless, Vampires are cunning and opportunistic, Wood Eves care little about the world, Skaven are craven, Demons are insane, High Elves are imperial, Norsca are bloodthirsty, and Humans are trying to keep order in a hopeless world.

Other AI mods take a sledgehammer to the base AI, DeepWar uses a warpfire scalpel to carefully and surgically fix Camapign AI logic for each personality. This mod does NOT touch battle AI.

DeepWar will greatly increase the difficulty of your game, but not by cheating or with anti-player bias. All bias and AI cheats are removed, except on legendary difficulty which has a +20% anti-player bias, but because the AI is far more aggressive and intelligent with their money, you’ll be under more attacks as you increase in strength rank.

If you still need more challenge, find mods that reduce AI upkeep, or mods that give the AI big handicaps.

COMPATIBILITY

PUT THIS MOD AT OR NEAR THE TOP OF LOAD ORDER

Compatible with anything except other campaign AI mods, however, DeepWar doesn’t touch recruitment mechanics so custom recruitment mods work fine (provided of course, the mod actually works). Nowadays, a lot of mods are messing with AI variables, so if you want to ensure DeepWar has priority, make sure DeepWar is at or near the top of your load order.

Is this mod Multiplayer safe? It should be but MP is an arcane science. DeepWar uses no scripts and touches variables unused by 99% of mods, so it is highly unlikely to cause MP issues. For those who try MP, let me know how it goes!

This is save compatible, however, the earlier this mod is active the bigger difference you will see (i.e. from turn 1).

Compatible with the Old World Mod, but, as stated, put Deep War at the top of the load order.

Details

– General
— Aggression levels increased tremendously, but adjusted depending on personality.
— Personalities are major in DeepWar and are much more pronounced than in Vanilla.
— All transgressions, such as trespassing penalties, are automatically adjusted (less punishing for friends, and vice versa) because Aggression levels directly impact how transgressions of all kinds are viewed by different personalities.
— AI recruits bigger armies but not so big their early game is harmed, will recruit full stacks no problem after turn 20.
— AI will group up more, but not if there are easy targets for single armies.
— No Anti-player bias (this is for Campaign AI only, Battle AI is separate and not touched by this mod).
— Minor Factions less passive, will attack if opportunity presents itself.
— AI movement logic should respect the player’s threat (i.e. won’t move into your targeting range even if you aren’t at war with them).
— Empires expand more carefully and won’t stray too far from friendly territory.
— All AI more likely to assist sieges against enemies.
— Weak factions are picked off faster.
— Belegar AI can actually take Karak Eight Peaks
— Increased amount of total calculations per round so AI makes better choices.
— Default AI spends 64% on military, 30% on buildings, 5% on agents, 1% on diplomacy.
— These percentages vary significantly depending on personality.
— All personalities now have customized savings pools that store up money for various buildings or expensive units, which is completely unused in vanilla or any other AI mod, and properly used allows AI to spend more on military without hurting their building progression.
— All AI is much smarter about picking fights they can win, i.e. within 15% of their power range. This makes forever sieges far less likely.

– Agent AI
— Agent logic improved to look across provinces and not just regions. With more agents in the field, ambushes are tougher.
— Agents actively scout for ambushes:
[ibb.co]
— AI will remember ambush spots for longer, up from 10 turns to 20 turns.
— AI Hordes no longer limited to one agent per 6 hordes

– Nurgle
— CA maybe fixed?

– Ogres
— FAR less likely they put down camps too close to each other, or in allied territory
— More likely put down camps when at high meat levels

Support

If you’d like to support my work, you can tip or donate to me here: PayPal[paypal.me]