AI Construction Priorities Reworked – Pharaoh Dynasties Edition

If you liked this item, please rate it up on Steam Workshop page.

Author: Lycia Pintella

Last revision: 18 Jun at 05:54 UTC (1)

File size: 2.49 MB

On Steam Workshop

Description:

This mod attempts to optimize the AI’s construction decisions.

My primary goals are to get the AI to always build recruitment structures in major settlements rather than minor, except for specialized structures like Ramesses’ minor settlement structures. When recruitment buildings are present, the priority for the recruitment slot / recruit rank building increases dramatically. I wrote some rules to try to block most recruitment structures from being built in gold and bronze minor settlements because the resource buildings are more valuable than a tier 3 barracks.

Since the AI has resource cheats, I blocked it from building War Coffers (the recruitment cost reduction building).

I added high priority to bronze, gold, stone, and the highest tier of the farm buildings (the farms providing ~300+). I wrote synergy rules so that when the AI has a gold or bronze mine the priority on the percentage bonus support structure skyrockets.

In addition, when an AI province capital reaches tier 5 they will dismantle their growth buildings in that province. I have not-yet written the rule to prevent the AI from re-building that same structure, but I will soon. Some growth buildings have great secondary benefits, so if you see them dismantling a building they should keep just let me know.

This mod also supports some more stringent rules for Ca_Putt’s Factional Recruitment mod. This mod will work with Factional Recruitment’s rearranged building trees, but the mods do not require each other; they just play well together if both of them are active at the same time. If you use both mods and see a problem, please let me know as it may be something I need to fix.

Issues to be aware of:

In order to avoid the AI overvaluing settlements with inflated building values (e.g. in settlement trading), I have created a legion of what’s called synergy rules where if structure A is present, structure B now becomes more or less desirable. This reduces the diplomatic impact of the mod, however when I did this for Warhammer III it increased the game’s loading time a notable amount.

Pharaoh Dynasties loads much faster than Warhammer III, so I am leaning heavily on synergy rules. However, as I work on the mod, it will have a higher impact especially on lower end computers.

If you have ever seen the AI building something stupid, please let me know the faction, the building name, and what they should have done instead. I don’t play every faction so I need all the help I can get to fix as many AI build mistakes as possible. Thanks much!

Contacting me

I much prefer my Discord server[discord.gg] or a friend invite to Lycia_Pintella (also Discord) to Steam invites.

Credits:

Troyw.Warren, for studying the CAI Construction tables with me, helping me understand how they interact, and showing me how to make new synergy levels for building pairs.
Meira, for making the mod’s Steam Workshop image. You are a life saver.
Drazhir and Pop000100 for helping me manage the load time impact of the mod.
The fine people at Da Modding Den, for answering countless modding questions and making probably half of my mods possible.

The mod is also available for Warhammer III

Download
Revisions:

Old revisions of this mod are available below. Click the link to download.