AI Build Cities: LotR

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Author: Kregon

Last revision: 15 May at 12:49 UTC

File size: 157.19 KB

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Description:

Compatible version of the original mod to LotR 4.3 and CK3 1.19.

Stop AI (NPCs) from constantly building only castles by changing AI’s behavior of building new holdings including castles, cities and temples to be more intelligent based on terrains, cultures, dynasty and AI personality.

In case you don’t know, due to current paradox logic of needing to have all domain limit filled to be able to build cities, and only theocracies will build temples, most of the time AI build castles. I changed the logic to take terrain and government type and culture into consideration. I have tested myself, and now the holding building for the AI are much better and smarter.

Features

– Changed AI tendencies to build castles.

  • Theocracy are unlikely but still might build castles after having one.
  • Republics now are unlikely to build castles if one already there.
  • Admin realms are a bit less likely to build castles.
  • Much more likely to build castles on mountains, desert mountains and a little likely on hills.
  • Much more likely to build castles on choke points like beside rivers or strait or coast.
  • Less likely to build castles on semi-good farm lands like terraces hills or wetlands.
  • Cultures like Castle Keepers would give massive likeliness to build castles. Pacifist reduce likeliness.
  • Ethos including Bellicose and Stoic.
  • AI’s personality, education trait, and most importantly dynasty legacy (e.g. warrior) matter.
  • Integrated Liege directive mechanics of the normal buildings.
  • Less likely to build castles, if a county already having 2.

– Changed AI tendencies to build cities.

  • Theocracy are unlikely but still might build cities after having one.
  • Republics now are much more likely to build cities.
  • Admin realms are a bit more likely to build cities.
  • Much more likely to build cities on good farm lands, like farmlands, plains, drylands, terraced hills, wetlands, etc.
  • Much more likely to build cities beside rivers or strait or coast, or super good farmlands like farmlands, floodplains, oasis, terraced hills, and wetlands if you are able to build paddy fields.
  • Cultures traditions like City keepers, Parochialism/Republican Legacy would give massive likeliness to build cities.
  • Ethos including Bureaucratic and Egalitarian.
  • AI’s personality, education trait, and most importantly dynasty legacy (e.g. metropolitan) matter.
  • Integrated Liege directive mechanics of the normal buildings.

– Changed AI values to build temples.

  • Theocracy are much more likely to build temples.
  • More likely to build temples in forests, bc logging camps’ bonus for temples.
  • Now more likely to build temples if cultures have related cultural traditions like Fervent Temple Builders, Monastic Communities, Religious Patronage.
  • Ethos including Spiritual.
  • AI’s personality, education trait, and most importantly dynasty legacy (e.g. metropolitan) matter.
  • Integrated Liege directive mechanics of the normal buildings.
  • Less likely to build temples if already having one.

Compatibility

– Any other mods or LotR submods that doesn’t edit rank 1 city/castle/temple or their art (models, paintings etc)

Load Order

– After LotR. And preferably later in the list, after other mods that touch buildings to make this mod functional. However that would mean this mod would overwrite the other mods that touch the same buildings.

Translations

No translations are needed, as it changes only the buildings AI values.

My Other Mods

Kregon’s mods

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LotR: Realms in ExileSteam Workshop