TheDuBMod Superior Campaign AI
Campaign AI
CAI Task Management (key
secret ingredient for
Superior Campaign
AI)
- AI players significantly prioritize Task Management for “Regionless Faction Forces Should Attack Local Regions,” “Actively Defend Threatened Regions,” “Attack Neighboring War Regions,” “Complete Province / Sea Region Control," "Defend Sea Regions,” “Raid Unstable Regions,” & “War Coordination Attack Forces / Region”
{
6-
9}
- AI players prioritize Task Management for “Actively Defend Capital,” “Attack Food Producing Regions,” “Attack All Local Human Settlements,” & “Defend Owned Regions”
{
3}
- AI players slightly prioritize Task Management for “Attack All Enemy Settlements,” “Attack All Enemy Forces,” “Attack All Local Forces Size Scaled,” “Attack All Local Human Forces Size Scaled,” & “Attack Settlement Near Our Forces”
{
1}
CAI Personalities
- AI players’ “Military Aggressiveness” increased by Policy (except African/Arabian factions who seem to be nerfed by intent for Carthage, Egypt, ect)
{
Medium,
High}
- Significantly increased Priority for “Region Defense” on “Grouping” instead of “Reserves,” “Slots,” or “Unhappiness Mitigation” (+30)
{
41}
- Significantly increased “Possible Additional Units Per Region” for AI players (*2)
{
10,
20}
- Increased “Surrender, Retreat & Regroup {Fort}” (+25)
{
100,
125}
- Significantly reduced “Surrender, Retreat & Regroup {Settlement}” (*50%)
{
25,
50}
- Reduced “Surrender, Retreat & Regroup {Slot}” (-25)
{
50,
75}
-Increased AI player “Minimum Army / Navy Size” (+1)
{
4}
- AI players invest MUCH MORE in “Army” (Land Units) instead of “Agents”
- AI players invest MUCH MORE in “Military,” “Economic,” & “Happiness” Buildings instead of “Research” Buildings
CAI Budget
- AI players invest MUCH MORE in “Army”
- AI players invest MORE in “Construction,“ “Diplomacy,” & “Navy”
- AI players invest slightly LESS in “Agents”
CAI Construction
- AI players invest MUCH MORE in “Land” Military Buildings over “Sea” Military Buildings
Campaign Difficulty Handicap Effects
- AI players can Recruit MUCH MORE Units per turn, scaled by Difficulty
{
14,
15,
15,
16,
16}
- Human player can Recruit MORE Units per turn, scaled by Difficulty
{
8,
8,
7,
7,
6}
- AI players’ Units receive additional Experience over time, scaled by Difficulty
{
100,
125,
150,
175,
200}
- AI players receive additional Cash / “Subsistence” every turn, scaled by Difficulty
{
1000,
2000,
3000,
4000,
5000}
- AI players receive additional Research every turn, scaled by Difficulty
{
50,
75,
100,
125,
150}
- AI players receive additional Happiness in every Province, scaled by Difficulty
{
18,
20,
23,
26,
30}
- AI players receive additional Food in every Province, scaled by Difficulty
{
15,
20,
25,
30,
35}
Fame (Imperium)
- Smaller AI Factions have reduced early-game Army Capacity (similar to
Its a Small World After All, but more nerfed since the AI is not hurting for cash) (-2)
{
2}
Campaign Variables
- Increased Imperium level limits necessary for “Civil War” triggers (+2)
{
8,
7,
7}
- Reduced “Zone of Control Radius” (-1): Land, Naval
{
4}
- Significantly increased “Reinforcement Radius” (*2)
{
2}
- Reduced Attrition / % “Chance to Lose” weak / near-dead Units (*50%)
{
0.1}
- Significantly increased Artillery “Capture Chance” (*3)
{
30}
- Significantly reduced “Rebel Wait Timeout”
{
10,
3}
- Increased ”Rebel Army Budget”
{
0.4}