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Thread: BRAN MAC BORN MEDIEVAL KINGDOMS 1212 CAMPAIGN AI Submod

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    Default BRAN MAC BORN MEDIEVAL KINGDOMS 1212 CAMPAIGN AI Submod

    BRAN MAC BORN MEDIEVAL KINGDOMS 1212 CAMPAIGN AI
    Updated to current version of the main mod.More aggressive AI faction behavior, better expansion of Ai factions, better AI defensive behavior,more diplomatic behavior between factions, factions will build more, better Ai army builds, more defensive deployables,more ambushes and raids, religious overhaul. budget overhaul, campaign map movement overhaul, economic overhaul-biggest campaign ai for Medieval Kingdoms 1212.

    ALL GOOD STUFF- ENJOY

    Load order is this mod first. Note: Load any Turn per Year mods above these mods.


    STEAM VERSION https://steamcommunity.com/sharedfiles/filedetails/?id=1969390751

    BRAN MK 1212 BATTLE AI :
    https://steamcommunity.com/sharedfiles/filedetails/?id=1970248844


    ALTERNATE LESS AGGRESSIVE VERSION OF THIS MOD WITH AI IN MORE DEFENSIVE NATURE https://steamcommunity.com/sharedfil...?id=2010139879

    HARD ECONOMY VERSION
    https://steamcommunity.com/sharedfiles/filedetails/?id=2016894914

    SUPER SLAUGHTER VERSION https://steamcommunity.com/sharedfil...?id=2140262571

    Most Aggressive Version incorporating BRAN MK 1212 SLAUGHTER BATTLE AI WITH LARGER UNIT SIZES. Campaign will be more dynamic with very Epic Bloody battles. Economy will be more difficult also!
    New Campaign Ai behaviors that includes more AGGRESSIVE and EXPANSIONIST factions that will ATTACK!. Campaign is more challenging. Ai factions will defend regions and capitals better and help aliies more. AI allies will be more loyal. More field battles and tougher settlements. Diplomatic behaviors changes are that factions allied with you will be more likely to make treaties with your allies too. Better offers from AI factions. More diplomatic activity. Ai should build bigger and better armies with better mix of units and construct buildings more. Better public order. Army reinforcement range has been increased by 50%. Better balance of field battles vs small settlement battles. Ambush and Raid stances more effective. Better chance of ambush attacks. More defensive deployables in Fortified stance. Religion has a bigger impact on public order and diplomatic relations. Better Building effects as they matter now.Better technology effect bonuses. Political Power revamp. New campaign movement modifiers through different types of terrain. Culture and Religion play a more important part in diplomacy.These changes will make for a far more intense DYNAMIC campaign! This IS now a Total War game proper-it is not a CIV game but a WAR GAME. So. be prepared to FIGHT!

    New Bran Battle AI settings for Medieval Kingdoms 1212. More dynamic and intense longer bloody battles with new morale and fatigue settings and armies that keep their formation as they advance to battle. Better cohesion. New armor values. Heavy mail now is better against weapons. New Movement ground modifiers through different ground types=slower through forests and rock and mud. Raised hit points 20% for horses and camels and elephants. Raised mass settings for horses and camels. Changed spotting rules for all units. Re balanced missile and melee weapons. Longer ranges for for bows..Shield Wall ability improved. Re balanced heavy units to be more effective.

    Not compatible with other mods that change battle files or unit stats. Not Compatible with other Campaign AI submods. Not Compatible with animation mods. Note: Load any Turn per year mods BEFORE this mod. THOSE LOAD FIRST. Thanks. This mod load 2nd.

    Recommended Difficulty is HARD. (Note: IF the Ai is too aggressive then play on NORMAL difficulty).


    Last edited by Abdülmecid I; February 11, 2022 at 04:35 AM. Reason: Hard-to-read.

  2. #2
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    Default Re: BRAN MAC BORN MEDIEVAL KINGDOMS 1212 CAMPAIGN AI Submod

    This is now the largest campaign ai overhaul for MK 1212.
    Last edited by Bran Mac Born; February 08, 2020 at 08:31 PM.

  3. #3

    Default Re: BRAN MAC BORN MEDIEVAL KINGDOMS 1212 CAMPAIGN AI Submod

    Is there a Steam version of this submod?

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    Default Re: BRAN MAC BORN MEDIEVAL KINGDOMS 1212 CAMPAIGN AI Submod


  5. #5

    Default Re: BRAN MAC BORN MEDIEVAL KINGDOMS 1212 CAMPAIGN AI Submod

    Hi, did your Two MK1212 Submod compatible with Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul from TWCenter ? https://www.twcenter.net/forums/show...haul-Beta-0-75
    Last edited by Leonardo; January 26, 2020 at 06:17 AM. Reason: Text formats removed.

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    Default Re: BRAN MAC BORN MEDIEVAL KINGDOMS 1212 CAMPAIGN AI Submod

    The 4tpy thing will work but he has his own battle ai so that would not work with mine.

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    Default Re: BRAN MAC BORN MEDIEVAL KINGDOMS 1212 CAMPAIGN AI Submod

    UPDATED Just Better- Check it out

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    Default Re: BRAN MAC BORN MEDIEVAL KINGDOMS 1212 CAMPAIGN AI Submod

    Hilarity no downloads from this site! On steam most popular mod for Attila

  9. #9

    Default Re: BRAN MAC BORN MEDIEVAL KINGDOMS 1212 CAMPAIGN AI Submod

    Thanks, you are the best. Like a Pope

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    Default Re: BRAN MAC BORN MEDIEVAL KINGDOMS 1212 CAMPAIGN AI Submod

    Quote Originally Posted by Bran Mac Born View Post
    Hilarity no downloads from this site! On steam most popular mod for Attila
    To be fair, most people use Steam because Attila is in their Libary....

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    Default Re: BRAN MAC BORN MEDIEVAL KINGDOMS 1212 CAMPAIGN AI Submod

    Morfia so true-no reason to post the mods here anyhow. Anyhow Updated the mod to included new power politics settings and public order and food settings.

  12. #12

    Default Re: BRAN MAC BORN MEDIEVAL KINGDOMS 1212 CAMPAIGN AI Submod

    Quote Originally Posted by Bran Mac Born View Post
    I have no time to play with this right now so if someone wants to play test this submod and report back with their results of what the AI factions are doing -that would be great-any constructive feedback is most welcome-thanks.
    What!? you not even play tested it???? atm i have ai generals running around with stacks of crossbowman, maybie 2 horse units and 1 infantry but the other 17 units are missle units d(@_@)d

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    Default Re: BRAN MAC BORN MEDIEVAL KINGDOMS 1212 CAMPAIGN AI Submod

    Yes I have play tested it-it works. I keep updating it from play tests. Feedback on the mod as expected is all over the place and not constructive. A lot is from whining kids. I am done with it. It was made only because the the Medieval Kingdom developers did not make a playable ai-it was dead and passive as hell. Now Ai will attack and there is War.

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    Default Re: BRAN MAC BORN MEDIEVAL KINGDOMS 1212 CAMPAIGN AI Submod

    I think it would be a good idea to reduce the AI agent budget. This usually seems to make the AI more active as it will devote less to agents and agent actions and more to armies. Right now factions sometimes won't raise any armies but use agents instead.

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    Default Re: BRAN MAC BORN MEDIEVAL KINGDOMS 1212 CAMPAIGN AI Submod

    UPDATED: Better diplomacy with more offers from friendly factions, lowered agents, more ai armies, tougher armies, better balanced armies, new religious settings, tougher battles, better ambushes, more raiding, better ai expansion, better sanitation, better public order.

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    Default Re: BRAN MAC BORN MEDIEVAL KINGDOMS 1212 CAMPAIGN AI Submod

    UPDATE: BETTER AI EXPANSION.

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    Default Re: BRAN MAC BORN MEDIEVAL KINGDOMS 1212 CAMPAIGN AI Submod

    Updated with better regional defense and better Ai aggression= more action on the campaign.

  18. #18

    Default Re: BRAN MAC BORN MEDIEVAL KINGDOMS 1212 CAMPAIGN AI Submod

    Is this compatible with Mugens mod then?

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    Default Re: BRAN MAC BORN MEDIEVAL KINGDOMS 1212 CAMPAIGN AI Submod

    UPDATE: MUCH BETTER EXPANSION BEHAVIOR OF AI-THEY ATTACK WITH FORCE.

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    Default Re: BRAN MAC BORN MEDIEVAL KINGDOMS 1212 CAMPAIGN AI Submod

    Poacher-NO. Try each alone and see what you enjoy.

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