DEI 1.3.5 – AI Uses Population and More (LIGHT) NO COALITIONS!
DISCORD – Full Systems Breakdown & Changelog — https://discord.gg/2ar9tMrJc
THIS IS THE LIGHT VERSION WWITHOUT THE COALITION SYSTEM! HAS ALL OTHER FEATURES!
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.
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.
Client State & Vassal System:
Client states and vassals now behave more logically within the wider diplomatic system. 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.
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. 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
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!
Revisions:
Old revisions of this mod are available below. Click the link to download.