AI Combat and Battle Rules

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Author: Incata

Last revision: 21 Jun, 2025 at 09:35 UTC

File size: 1.02 MB

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Description:
General description

This mod aims to improve certain aspects of combat in the game through various methods while preserving the essence of the original game. It also enhances the AI’s behavior in battle.

The mod alters a lot of game parameters, which I will summarize into four themes: Fatigue, morale, rules, and AI combat.

Fatigue

2 fundamental aspects of fatigue have been modified:

1. In general terms, the effect of fatigue on units when performing various actions has been reduced, such as: charging, combat, running, shooting, climbing ladders, climbing slopes, etc. The recovery of stamina recovery has also been increased in certain situations such as: idle, ready, walking

2. Penalties due to fatigue have been normalized, this means that now each level of fatigue provides the same penalty in all areas, reducing the efficiency of all of them by 5% per level of fatigue.
active 0%
winded 5%
tired 10%
very tired 15%
exhausted 20%
For those who do not know, the affected statistics are:
speed
charge bonus
melee attack
melee damage ap
melee defense
reloading
This implies that some non-existent levels have been added for some statistics. The armor penalty has also been removed (it made no sense to me to reduce this statistic due to fatigue)

Morale

This section doesn’t have as many changes, but they are important. The goal of these modifications is to make battles take longer to be decided while giving more weight to elements like fear and terror. In general, morale now plays a more significant role.

I won’t mention all the changes one by one, but I will highlight the most relevant ones.

-The penalty for army destruction and the threshold to achieve it have been increased. As a result, other factors have gained greater importance in winning the battle.

-Units are more aware of everything happening around them; the threshold for the distance at which they perceive events occurring around them has been increased.

-Terror has a more immediate impact on units; the leadership threshold at which it affects them has been increased, but these checks are now performed less frequently. Additionally, the flee limit now has a shorter minimum time and a longer maximum time.

-More changes to morale: the morale bonus from a charge dissipates in 10 seconds instead of 60, the death of a general has a more negative impact, defending a stronghold grants morale but a breach in it weakens morale, and clearly winning a battle increases morale.

Rules

This section focuses mainly on three things: collisions, regiment formation, and reinforcements.

-Units get stuck less and can exit combat more easily.
-The same entity cannot shoot down the same target more than 1 time every 10 seconds.
-It’s now much harder to perform aerial takedowns when hit.
-It’s now harder to knock down units.
-It’s now easier to Push back units.
(See patch notes for details.)
-The charge bonus takes longer to fade.
-The damage that units receive when attacked when fleeing is increased
-The blocking angle increased from 60º to 90º
-Reinforcements time increased from 45s to 60s
-Minimum hit chance increased from 8% to 10%
-Decreased unit health regeneration capacity from 75% of maximum health to 50%
-The behavior of regiments and what they can do has been improved. They now have greater freedom of movement and respond better to stimuli.
-The reinforcement time has increased, but they now have greater freedom in deployment areas. Their deployment time has been reduced, and the number of regiments that can enter simultaneously has been increased from 5 to 10.
-The ranged units now react better in melee combat.
-The obstruction caused by units has been reduced. This means that second-row units can shoot more easily and can also be hit by ranged attacks more easily.

Combat AI

Basically, this focuses on making the AI consider additional factors when performing certain actions during battle.

-Minor factions now play with the same parameters as major factions.
-Some values were adjusted so that the AI better determines whether it’s worth performing certain actions, such as attacking armored units with non-penetrative equipment, friendly fire, managing skills and spells, and similar actions.

I hope this will be my final mod in this area and will replace all my previous mods. There is another aspect of the AI that I haven’t tested enough yet, but it seems to also improve its performance, and I will try to add it at some point. I haven’t added anything about flying units in this mod, as there is already a mod that does a good job in this area, so if you want faster flying units, use that one Flight speed overhaul

Save game compatible.

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