Dynamic AI Restrictions

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Author: Ydok4

Last revision: 30 Dec, 2021 at 11:44 UTC

File size: 81.62 KB

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Description:

This is a mod which adds some restrictions to the AI that change depending on the AI faction’s strength and the player strength. The aim being to reign in the number of armies the AI can maintain without feeling like we are helping the player too much.

This is comprised of two main features:
-Army limits for AI
-Confederation restrictions for AI

Army limits and confederation restrictions do not apply to the player’s faction

Unlike other mods, these restrictions will change over the course of the campaign.

Army Limits

A faction’s army limit is is determined by:
A base value for the faction or subculture (See pinned thread here).
The number of province capitals they control with a suitable climate (excludes some regions like Forts and Gates).
A bonus value if the AI faction does not belong to the same alignment as the player ((this generally excludes order factions, see below).
A bonus value if the player faction grows in strength. (see below)

Other caveats
Army limits do not apply to factions which already have army limit mechanics.
This includes: Tomb Kings and Nakai.
There will always be a minimum of 1 army available.
Hordes are also excluded from this (they already need all the help they can get).

Diplomacy Restrictions

At the beginning of the game
AI High Elf factions, excluding Tyrion, Teclis and Alith Anar will not be able to declare war on Dark Elf factions.
This gives Dark Elf factions the opportunity to initiate war when they feel they are strong enough without making the Elves completely passive.

As the campaign progresses
If a Dark Elf faction manages to take territory on Ulthuan, all High Elf factions will be able to declare war on that faction for the rest of the campaign.
If Tyrion, Teclis or Alith Anar make alliances with AI factions then they will be able to bring them along with any Dark Elf wars.
AI can still invite other factions to join in with existing wars.
If the player reaches a high enough imperium level and the player is not order aligned then the restriction is removed from all High Elf factions.

Confederation Restrictions

At the beginning of the game
Factions belonging to Forces of Order (See below) will always have confederation restricted.
Factions belong to Forces of Destruction (See below) will only have confederation restricted if the player is a part of that race.

As the campaign progresses
Order factions will have confederations unrestricted after the player reaches the required strength (see below).
Additionally, if the player is a certain race or subculture, confederations may be unrestricted earlier for certain ‘rival’ factions/subculture.

See the stickied post here for more info on the rivalries.

The intent behind both changes is that the player is the one who will need to do the heavy lifting.

This does not disable confederations for factions with unique confederation mechanics, eg Greenskin subjugation.

Alignment

Alignment is based on the culture of a faction.
Every faction culture belongs to an alignment.
These are based on (although not identical) to the forces or order/chaos/destruction from the table top.

Forces of Order
Empire (also Kislev and TEB)
Bretonnia
High Elves
Lizardmen
Dwarfs

Forces of Chaos
Chaos (Includes Norsca)
Beastmen

Forces of Destruction
Vampire Counts
Greenskins
Skaven
Vampire Coast
Dark Elves

Unaligned
Note: These factions are separate from the rest but are also considered separate from each other.
Tomb Kings
Wood Elves

Player Strength

Player strength is determined by imperium level. This value isn’t visible in the campaign but will increase based on factors such as faction territory, number of armies/units and technology. In the base game, this value is used as the alternate trigger of the chaos invasion.

Compatibility

Features do not apply to custom subcultures (Eg OvN).
Features will apply to custom factions assuming they are not using a custom subculture (they may be weaker than intended though).
Support is included for Cataph’s Southern Realms
Compatible with Recruit Defeated Legendary Lords

Designer notes

I’ve been using this for a while and am pretty happy with the results. I made this to assist with the order tide which can sometimes occur.

I usually play on campaign difficulty of hard while using Boyz Will Be Boyz – Closer to Tabletop overhaul (CTT) and Table Top Caps (alongside another mod I’ve worked on Public Order: Expanded).

Different overhauls may provide different results.