Strategic AI Mod (IA & ED Campaigns only)

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Author: Volcano

Last revision: 18 Jun, 2025 at 08:06 UTC

File size: 223.29 KB

On Steam Workshop

Description:

For: Imperator Augustus & Empire Divided campaign ONLY
(Use my "Strategic AI & Tech Mod" (which modifies Tech) for all other campaigns).

This mod is intented for the IMPERATOR AUGUSTUS and EMPIRE DIVIDED campaigns ONLY. This is the Strategic AI + Tech mod, minus the technology modifications since those were only intended for the Grand Campaign.

The original Strategic AI + Tech mod is here:

http://steamcommunity.com/sharedfiles/filedetails/?id=193204000

This mod includes all of the changes from the Strategic AI + Tech mode above, minus the technology adjustments. In summary, these changes are:

Adjusted…

-AI behavior on the strategic map to make them more "intelligent" in when and how they fight.

-Roman roads to make road movement quicker (they had better roads).

-Perks provided by equipment so that they are not absurd at their bonus are not so extreme (which caused battles to be over as soon as they started).

-Stackable unit upgrade building bonuses so that they are not so excessive (such as Iberian Neto temples that created hell spawn).

-Barbarian buildings so that they are no longer easily able to create siege equipment (they can only do so at the highest building levels, and only introductory weapons).
AI personality so that they more inteillgently build improvements and units.

-Difficulty bonuses so that Legendary mode is more of a challenge (AI bonuses to research, replenishment, food, etc).

-Attrition levels and rates caused by terrain and various other effects (like desertion) to have better effects on gameplay (ie. desertion attrition is much less because the AI often ends up in desertion after becoming regionless or losing food, but higher attrition from disease and terrain effects).

-Replenishment rates to better fit the Emperor Campaign’s scale.

-ZOC radius of naval units to make naval maneuvering less of a "chase the unit around the map" affair, you can now block sea routes.

-Various traits to individual factions to boost or reduce their power as needed.

-Income levels to various factions to better reflect the later date of the Emperor Campaign (generally more income for everyone).

-Added unit caps to all elite units so that they cannot be recruited beyond a realistic level (ie. no more full armies of praetorian guards or nobles).

-The movement rate of transport ships on the campaign map to be slower to prevent the "naval blitz".

-XP level of armies and navies that their inherent attack and defense bonuses are less extreme and more balanced.

Also, please add/try my other mods for the full experience:

http://steamcommunity.com/sharedfiles/filedetails/?id=198482822
http://steamcommunity.com/sharedfiles/filedetails/?id=243483973