DEI 1.3.5 – AI Uses Population and More (WORLD SYSTEMS OVERHAUL SUBMOD)

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Authors: Oscar Wilde, Destroyer13579

Last revision: 6 May at 19:45 UTC (11)

File size: 2.29 MB

On Steam Workshop

Description:

DISCORD – Full Systems Breakdown & Changelog — https://discord.gg/2ar9tMrJc

This mod is in active development. Expect frequent updates, balance changes, and new features. Join the Discord for the full picture. **CURRENTLY NOT WORKING IN MP CAMPAIGN, FUTURE PATCH SOON!**

Savegame compatible, BUT please start a new game with each major update to fully utilize new features.
LOAD ABOVE ALL OTHER DEI PARTS!

Recommended difficulty: Normal – Hard

Bringing a fresh breath of air to DEI – and to Rome 2.

What is this mod?

AI Uses Population and More started as a simple idea when I was on deployment 2 years ago: make the AI play by the same population rules as the player. It has since grown into a full dynamic world overhaul. AI factions live and die by the same demographic, economic, and diplomatic pressures you do. No scripted wars. No free armies. No fake income. Every campaign plays out differently because the world reacts to what’s actually happening in it. You will NEVER have the same campaign twice. That’s a promise.

The Core — AI Population System:

The AI now fully uses DEI’s population and manpower system. They can be restricted by it in the same ways you can. Recruitment depletes citizen classes. Prolonged wars drain manpower. Heavy losses weaken factions over time. AI classes upgrade naturally per region to keep army quality competitive. Armies stay dynamic in composition throughout the campaign

NEW — Faction Power Rankings Scroll: (THIS OVERWRITES CONSUL SCRIPTUM!! PUT THAT BELOW THIS MOD!)

A brand new in-game intelligence panel that lets you track the power dynamics of the known world in real time. Click the menu bar button to open, click again to cycle through tabs.
Overall Rankings — Every discovered faction ranked across four categories: Settlements, Military, Income, and Population. Tier labels at a glance: Superpower, Great Power, Regional Power, Minor Power, Emerging Faction. Full color-coded breakdowns showing exactly why each faction is ranked where it is.
Settlements & Population — Rankings with total population, average pop per settlement. A small but developed faction may be more dangerous than a sprawling underpopulated empire.
Military — Combined view of field armies and active wars. Only counts field armies led by generals, not garrisons.
Income — Rankings by actual revenue (tax + trade). Economic tier labels: Thriving, Stable, Modest, Poor. Trade deal counts for every faction.
Coalitions — Live view of active coalitions with members, duration, strength comparisons, and a threat level monitor showing every faction being tracked and how close they are to triggering a coalition. Watch your own threat score climb in real time.
Trend arrows on every tab show rank movement since last turn. Fog of war filter means you only see factions you’ve actually discovered — no spoilers about the other side of the world.

Dynamic AI Diplomacy:

AI factions seek peace when overextended, track war momentum, and won’t drag you into conflicts from across the map. Wars have real consequences — the AI can’t fight everyone forever.
Key points: AI-to-AI peace seeking based on war count, momentum, and faction strength. 9-turn minimum war duration. War weariness system that lets desperate factions seek early peace. Distant factions are blocked from declaring war on you.

Coalition System:

Factions that expand too quickly now face organized resistance — including you. Neighboring factions band together and declare war as a group, just like the real ancient world. The system is fully dynamic. It measures every faction against global averages for growth rate and total size. Expand faster than the world around you, and your threat score climbs. Stop expanding, and it decays. Cross the threshold, and a coalition forms.
How it works: Threat scores accumulate based on how much you outpace the world. Growth is measured over a rolling 3-turn window — steady conquest is captured just as accurately as a single-turn blitz. Scores decay at 10% per turn when you stop expanding. All factions accumulate threat regardless of size — the 7-region minimum only gates coalition formation, not tracking. First coalition is guaranteed if you hit the threshold. Every one after that has a random 45-85% chance of forming — unpredictable, never clockwork. Coalition size scales with threat level, from 2 members up to 5 for extreme threats.
Rules: No coalitions before turn 10. Must control 7+ regions to be targeted. Members chosen from nearby factions only. Allies, vassals, and client states will never join a coalition against their overlord. 1 coalition against the player at a time, up to 2 AI-vs-AI. 10-turn cooldown between coalitions against the same faction.
Peace locks: 10 turns against the player, 5 turns AI-vs-AI. Achieve peace with half the members to disband the entire coalition — remaining members are forced to make peace automatically. Destroyed factions count toward your progress. You receive popup notifications for coalition formation, status updates each turn, and dissolution.
Track it all live on the Faction Power Rankings coalition tab.

Client State & Vassal System:

Client states now fight alongside their overlord when a coalition forms, and peace cascades down to them when it ends. Overlords make peace, their subjects follow. Client states that outgrow their overlord break free automatically. Your allies and subjects are fully protected from being recruited against you.

AI Economy:

AI factions earn their income through the same mechanics as the player — taxes and trade. No invisible money injections. No free gold. AI spending behavior scales with strategic context: conservative during peace, aggressive during war. Building cost reductions and food bonuses remain to compensate for AI construction limitations, but the economy itself is legitimate. What you see on the Faction Power Rankings income tab is what they actually earn.

Smart Trading and Maritime Discovery System! (**NEW**)

The world is now officially tied together economically. AI factions actually trade as much as possible based on a number of dynamic factors. Driven by a fully dynamic scoring system that decides who trades with who, when, and whether that agreement stays active or gets dissolved.

Trade pairs are scored dynamically on port infrastructure, empire size, economic need, diplomatic standing, war-time supply lines, and existing trade count, highest scorers get forced first, and deals break automatically when allies shift. More details on our discord.

Cascading Peace:

When any faction makes peace, their client states and vassals follow suit. Works for all factions — AI and human. If you’re an overlord and you make peace, your subjects obey. Nobody forces peace on you without your consent.
Every campaign is different. The coalition system, dynamic diplomacy, population pressure, and economic constraints combine to create a world that reacts to what’s happening. Early aggression gets punished. Patient expansion gets rewarded. The AI fights, negotiates, and collapses under the same pressures you do.
— AND A CRAP TON MORE!! —
Load above all DEI parts. Join the Discord for full documentation, changelogs, and to report bugs. Your feedback drives this mod.

Des

Donate if you’d like to support development

https://www.paypal.com/donate/?business=FKWJL9SQ8KPYA&no_recurring=0&item_name=If+you+feel+my+efforts+for+DEI+have+helped+%3A)+&currency_code=USD

CREDITS:

Population Script for DEI – Originally created by Dresden, Litharion, Magnar and Causeless
Faction rankings button format/UI popup logic/implementation help – Goobad
The entire community feedback – What drives this mod!