Hearts of Iron IV

Hearts of Iron IV

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Expert AI 5.0
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File Size
Posted
Updated
52.282 MB
11 Aug, 2016 @ 9:52am
10 Jul @ 8:48am
618 Change Notes ( view )
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Expert AI 5.0

Description
Patch notes: LINK
Compatible with: vanilla HOI4 1.16.9
Resub or reinstall PDX launcher if the mod isn't working.
Not compatible with: 95% of non-cosmetic mods. Absolutely NOT compatible with major overhaul mods.
Donations: https://www.buymeacoffee.com/kondi
Discord[discord.gg]

Looking for a bigger challenge against AI in a historical campaign? This mod aims to do that in several ways:
First and foremost, this mod adjusts AI behavior to make it optimize its country better to achieve the best possible economy and military that it can get without any AI bonuses added. Aspects like:
  • Construction: industrial, radar, forts, air bases, anti-air.
  • Equipment production factory assignments.
  • Research priorities and paths.
  • Political power management.
  • Experience management.
  • National law priorities.
  • Decision priorities.
  • Division, tank, plane and ship designs.
  • Advisor picks.
  • National focus trees and other country-specific mechanics.
Extensive AI behavior scripting on historical AI mode to achieve a more historical campaign progression. This means guiding the AI in various ways to make that more likely, while having some flexibility to deal with unexpected situations. Completely ahistorical campaigns are not recommended for this mod. The mod will still work but the AI is not optimized for it.
This mod implements several scripted AI systems that replace or work in parallel with the vanilla AI systems, including: construction, research, division and equipment design, espionage, lend-lease. In general, they allow creating more detailed strategies that this mod requires in order to optimize the AI.
AI’s military behavior:
  • NOTE: it is not the purpose of this mod to implement a micro-managing genius AI that creates armor breakthrough armies and such. It is not possible to create a mod like that. The way the AI conducts attacks especially at division level in this mod is not different from vanilla. However, this does NOT mean that this mod changes nothing about how the AI in general uses its units and where it sends them.
  • General airplane and naval assignment priorities.
  • Front behavior: how many troops to send to certain fronts, how aggressively to push the enemy, when to push the enemy. A lot of adjustments to specific historical fronts.
  • When to launch naval invasions.
  • Garrisoning capitals or other important areas with divisions.
Completely reworks the way the AI produces, designs divisions and equipment:
  • There are no nation-specific or somewhat historical units like in vanilla. Every country may build the same types.
  • However, instead of building the same types in every game as in vanilla, the AI uses a Military Focus system to determine what it wants to research, build and design. You can change these focuses through the mod configuration in-game.
  • This means that depending on the mod settings and your customizations, USSR could be building lightly armored 20-width medium armor divisions in one game and extremely armored 40-width heavy armor divisions in another. There are many different such military focus options for the AI.
New diplomatic actions to allow coordination with your allies, for example, tell them what to build, where to launch naval invasion or which borders to avoid sending troops to.
Entirely OPTIONAL difficulty configuration that offers various ways to give the AI buffs. No matter how many buffs you give the vanilla AI, it will not build monstrous 40-width armor divisions and such. With this mod’s AI changes combined with difficulty bonuses, you can test yourself against some pretty dangerous tank armies.
  • Set permanently enabled static bonuses against any country in the game or dynamic bonuses that are applied to AI nations depending on who you fight or how the war progresses or which specific equipment the AI needs. Reconfigure at any point during the game.
  • Customize the modifiers given to the AI in order to buff aspects that you think the AI needs help in.
FAQ
  • This is not a mod for those who want a slightly better AI, a couple of fixes or a straightforward experience to jump into. This is an AI overhaul; the AI design in this mod has completely different priorities from the vanilla AI, generally geared more towards min-max gameplay for very experienced players, historical progression, as well as alternate implementations of AI systems. You are expected to adjust the mod settings to suit your playstyle, apply difficulty settings where you feel they are necessary.
  • Multiplayer compatible.
  • Not achievement compatible.
  • 1939 start is not supported.
  • Compared to vanilla, a historical campaign should progress more historically. However, it is by design not historical when it comes to all other, smaller details.
  • The AI also expects the campaign to progress more or less historically. No different from historical multiplayer games with rules enforcing the same. You CAN do whatever you want, but it should not come as a surprise if the AI is not all that prepared for your 1936 cheese invasions.
  • The mod does NOT give any sort of stat or combat bonuses to the AI without YOUR CHOICE.
  • This mod does not change the gameplay mechanics of the game.
  • This mod modifies all kinds of files from national focuses to tech trees and events. This means that Expert AI depends on you not combining it with mods that alter these things. In other words, it does NOT work with tech mods, overhauls or national focus mods that replace the vanilla focus trees.
  • Furthermore, this mod's AI is designed to play well only with the vanilla game mechanics and balance. Do not use mods that make radical changes to these areas and expect the AI to adapt. Neither this mod or the vanilla AI is capable of that.

Credits:
French translation by bibrax / Scribio -> https://discord.gg/nJJsW2a
German translation by KaisersReichsAdler
Russian translation by santyrion
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4,987 Comments
Lubnut 6 hours ago 
I think it would really benifit from a cap on division count though. Like I said in my original comment, I notice that the AI loves to stack 30+ divisions on particular tiles, and the division counts only seem to get higher and higher. If thats a lot of the reason for performance hits then 100%, add a division cap. Or at least make it an option as part of the performance mode.
Kondi  [author] 7 hours ago 
@Lubnut Ah, I see where you're coming from. I'm really just used to playing slow games and the performance being about that level (2019 or earlier). I'll keep it in mind when updating for the next DLC in case there are any useless performance hogs in the mod but the mod will probably stay on the slower side. In my experience unless something is bugging out, the pre-war years are slower in the mod but once the war starts and the division counts go up, the main performance hold up becomes those divisions and I don't really want to reduce the AI's division counts.
Lubnut 12 hours ago 
I have a pretty recent CPU by AMD and even with performance mode on it becomes barely playable in 1941. It actually reminds me of when I first played hoi on a very average system for 2019 and it would take 1-2 days to finish a campaign. Vanilla hoi4 on my rig can go from 1936-1944 in about 2 hours. I would 100% reccomend this mod if it wasn’t for performance, i would reccomend looking at what extra scripts you can afford to cut (i imagine having 3-4 strategies coded for individual ai composition priorities is rather taxing for example?)
Kondi  [author] 23 Oct @ 6:29am 
@Lubnut Some people mention performance problems. I very purposefully use up performance gains from new HOI4 patches to add more and more complex scripts. The performance doesn't seem "laggy as hell" on my system with a good 3-year-old CPU although there is an obvious performance hit. When it becomes truly laggy on my system, that's really the only time I can start looking for issues unfortunately.
Lubnut 22 Oct @ 5:18am 
Reading these comments is really making me feel for the mod author. People really just refuse to read anything hey.

That being said, this mod is laggy as hell. Its obviously very script heavy. The only noticable difference is that the AI seems to like doom stacking on important city victory points waiting for you to encircle them (usually 30+ at a time). The AI also makes pretty good air designs. But not worth the performance hit.
Micflame 18 Oct @ 7:39am 
will this mod work with the new 1.16.10 update?
MechanizedWerewolf 16 Oct @ 12:26pm 
@superserb cause it's probably not fking compatible lol
SuperSerb 15 Oct @ 11:57pm 
why is a mod for ai difficulty having issues with research mods, it breaks my reworked air designer
Corrupted 8 Oct @ 7:21pm 
update pls
Little Goober 5 Oct @ 8:17am 
It breaks Research Tech mods Like 'Extended Tech Tree 1960' :Dogeface: