Total War: WARHAMMER III

Total War: WARHAMMER III

AI Construction Priorities Reworked - Experimental Features
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Update: 10 Jun, 2023 @ 11:39pm

Update: 10 Jun, 2023 @ 11:03pm

Update: 10 Jun, 2023 @ 10:35pm

Update: 10 Jun, 2023 @ 10:28pm

Removed Wood Elf Trade goods / income structure antisynergy, as it makes no sense for their faction.

Added exception for Bretonnian farms as they are income, not growth as intended under the rule set No_Farms_In_Regions_Where_Pastures_Exist, set it to new synergy level "cai_cs_synergy_level_very_high_override."

Set farm antisynergy level under the same rule set to cai_cs_negative_level_very_high

Added target building type (industry) under the rule set No_Industry_Buildings_Where_Trade_Goods_Built_Exception_Pastures as the rule set was doing nothing. Set antisynergy level to very high to counter very high positive synergy in main mod's T2 Prioritize Income industry rule set.

Reduced building values for trade goods under cai_construction_system_building_values_tables as we have synergy rules that should build them, now.

Update: 10 Jun, 2023 @ 10:13pm

Update: 10 Jun, 2023 @ 10:08pm

Update: 10 Jun, 2023 @ 10:04pm

Update: 4 Jun, 2023 @ 7:03am

The main mod branch uses high building values to convince the AI to make some structures, which has an unwanted side effect of making settlements more valuable in diplomatic negotiations than they are in vanilla. To correct this, building values need to be lowered (or removed from the mod entirely) and synergy rules need to be created to tell the AI the building is still valuable.

This is now done for trade goods. Let me know if you notice any unwanted behavior from the AI re: building trade goods. They should prioritize them around tier 2 (though walls may still come first, at least in minor settlements, if you use the wall building submod).

Update: 31 May, 2023 @ 5:44pm

Added Geomantic Web Buildings to Lizardman building value and synergies tables.

Added antisynergy to prevent income buildings from being built in regions where a trade good already exists (exception: pastures), and added antisynergy to prevent growth from being built in regions where pastures already exist.

Super experimental: Increased priority and effect of negative synergies, decreased effect of positive absolute synergy slightly. Hopefully I can stack negative absolute and positive absolute with a single region being ruled out while other regions in the province get the positive absolute synergy.

Added "extreme" synergy and antisynergy levels.