Total War: WARHAMMER III

Total War: WARHAMMER III

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DeepWar AI
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Tags: mod
File Size
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853.575 KB
21 May, 2023 @ 6:15am
26 Jun @ 7:15pm
19 Change Notes ( view )

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DeepWar AI

In 1 collection by Forlorn
SFO: Enhanced
28 items
Description
NEWS:
Patch 6.2 brought some changes to the AI, nothing too major but some old code had to be thrown out. New categories were added by CA to fix Nurgle plague mechanics for the AI. No idea if Golgf*g works but I'm not holding my breath. New options to make minor factions more aggressive or not is nice. Faction potentials were updated by CA to reasonable levels across the board. Overall good changes by CA. DeepWar builds on these changes to make the AI even smarter and more lethal.

6/18/25

The most common question I get is "How is DeepWar different from (other AI mod)?" So, I've added some fresh screenshots at the top of the page showing the results of a recent round of AI testing. Hopefully this can help others see the difference between DeepWar and other AI's.

1/7/25

Description
DeepWar AI attempts to be the most comprehensive, best campaign AI on the workshop, directly inserting a Tzeentchian demon into the vanilla AI to fix its base flaws. Unlike other AI overhauls, DeepWar does not break any AI's or factions, and all AI's play intelligently from start to finish. DeepWar makes the AI much smarter by redesigning certain priorities and budgets, improving agent logic, increasing aggression, decreasing passivity, but not destroying the unique personalities of various factions.

Other AI mods take a sledgehammer to the base AI, DeepWar uses a warpfire scalpel to carefully and surgically fix Camapign AI logic. This mod does NOT touch battle AI, look at my SFO:Enhanced collection below the subscribe button for the Battle AI mods I recommend.

DeepWar will greatly increase the difficulty of your game, but not by cheating or with anti-player bias. All bias and AI cheats are removed, except on legendary difficulty which has a +20% anti-player bias, but because the AI is far more aggressive and intelligent with their money, you'll be under more attacks as you increase in strength rank.

COMPATIBILITY
PUT THIS MOD AT OR NEAR THE TOP OF LOAD ORDER

Compatible with anything except other campaign AI mods, however, DeepWar doesn't touch recruitment mechanics so custom recruitment mods work fine (provided of course, the mod actually works). Nowadays, a lot of mods are messing with AI variables, so if you want to ensure DeepWar has priority, make sure DeepWar is at or near the top of your load order.

Is this mod Multiplayer safe? It should be but MP is an arcane science. DeepWar uses no scripts and touches variables unused by 99% of mods, so it is highly unlikely to cause MP issues. For those who try MP, let me know how it goes!

Details
- General
-- Aggression levels increased tremendously, but adjusted depending on personality.
--- All transgressions, such as trespassing penalties, are automatically adjusted (less punishing for friends, and vice versa) because Aggression levels directly impact how transgressions of all kinds are viewed by different personalities.
-- AI recruits bigger armies but not so big their early game is harmed, will recruit full stacks no problem after turn 20.
-- AI will group up more, but not if there are easy targets for single armies.
-- No Anti-player bias (this is for Campaign AI only, Battle AI is separate and not touched by this mod).
-- Skulltaker AI potential brought down to be more in level with the rest of Lustria.
-- Minor Factions less passive, will attack if opportunity presents itself.
-- AI movement logic should respect the player's threat.
-- Empires expand more carefully and won't stray far from friendly territory as a result.
-- All AI more likely to assist sieges against enemies.
-- Weak factions are picked off faster.
-- Belegar AI can actually take Karak Eight Peaks
-- Increased amount of total calculations per round so AI makes better choices.
-- Default AI spends 64% on military, 30% on buildings, 5% on agents, 1% on diplomacy.
--- These percentages vary significantly depending on personality.
--- All personalities now have customized savings pools that store up money for various buildings or expensive units, which is completely unused in vanilla or any other AI mod, and properly used allows AI to spend more on military without hurting their building progression.
-- All AI is much smarter about picking fights they can win, i.e. within 15% of their power range. This makes forever sieges far less likely.

- Agent AI
-- Agent logic improved to look across provinces and not just regions. With more agents in the field, ambushes are tougher.
-- Agents actively scout for ambushes:
[ibb.co]
-- AI will remember ambush spots for longer, up from 10 turns to 20 turns.
--- AI Hordes no longer limited to one agent per 6 hordes

- Nurgle
-- CA maybe fixed?

- Ogres
-- FAR less likely they put down camps too close to each other, or in allied territory
-- More likely put down camps when at high meat levels

Support
If you'd like to support my work, you can tip or donate to me here: PayPal[paypal.me]
Popular Discussions View All (5)
157
6 Oct @ 7:39pm
Bug Reports
Forlorn
21
31 Jul @ 1:57pm
Mod Testing
Forlorn
6
20 Jul @ 10:06am
Load Order Confusion
ZOVA
1,152 Comments
30 minutes ago 
This looks amazing, would it be save game compatible?:cozycrashfish:
Forlorn  [author] 25 Sep @ 1:23pm 
yep
thog 18 Sep @ 8:40pm 
This still compatible with the latest update to the game & SFO?
Forlorn  [author] 17 Sep @ 2:57am 
Guv: a heroic victory is not a suicide attack.
Chinese guy: It shouldn't slow turns down that much. The AI does think more but on my (nice) PC I've never seen any serious slow downs. Turns naturally slow down in vanilla as the game goes on as well.
Is this mod really slowing down Ai turns by A LOT?
With this mod, turns take longer and longer in an exponential way.
Joe 10 Sep @ 11:58pm 
How is this mod differ from Hecleas AI Overhaul?
Xiivait 9 Sep @ 7:42pm 
Yo can you add this patch in your AI mod pls
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3564828635
or a similar one
Guvenoren 9 Sep @ 10:21am 
Also, skaven and chaos dwarf endgame crisis' AI seem to refuse to occupy settlements, just sack.
Guvenoren 9 Sep @ 9:33am 
Many times they do sieges as well, in a city that I have an army in. When I attack back, it's a close victory for me without the AI attempting to retreat, realizing it's a bad deal.

Is this something this mod can fix or is it CA mishap?
Guvenoren 9 Sep @ 9:27am 
I'd like to mention that with the the CA toggles (strategic aggression or whatever its called, and minor faction potential), I had an army commit suicide attacks 3 times with the same army. Both were heroic victories on the settlement.

The faction was Oracles of Tzeentch.