EAW Etruscan_AI

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Author: EQFL_Sapare

Last revision: 16 Dec, 2019 at 22:22 UTC (1)

File size: 1.34 MB

On Steam Workshop

Description:

Broad changes included:
– Complete reweight of technology desire for the AI, it should now prioritise technologies it can take advantage of rather than researching everything equally. This includes unlocking some of the technologies that were effectively barred to the AI.(though some remain barred till I can assure the AI makes use of them)
-Completely new set of templates for all three primary template types(Changelings, Ponies, Other) with various split-offs based on the nations current industrial position. This includes 40 width templates for massive powerhouses in the late game.
-Many scripts that guide the AI down smarter production paths, de-emphasising things it either has too much off or can not efficiently produce, small countries will prefer a standing army of infantry to 100 light tanks.
-Re-weighting of army composition in the strategic scale. Tanks will be more common IF the country can field them.
-The ability for AI to field light and medium tanks in an army together, and a smother transition to modern tanks.
-Larger focus on arms-factories during wartime.

1.5
-Rework to goverment AI decisions, including trade, conscription, economic stance and advisors.
-Techno weights for land doctrines and various other technologies got adjusted.
-Various fixes and adjustments to changes done in 1.0, primarly to templates and AI unit preferences.
-I unlocked heavy tanks though the scenario in which the AI would choose to tech and build them is so rare it might never happen, to really get into that would require more time.

What the mod does not do:
-The tactical AI is currently unchanged, I can’t take fault if it decides to garrison its tanks in the mountains on a neutral border. However, the AI is more aggressive when feeling confident and the industrial changes will make it more powerful, and in turn confident.
-Construction AI could use more work but there is currently no easy solution for it.
-I am not entirely happy with the AI’s habit of forgoing tanks even when it has the resource and desire for them(primarly in mid/late game), this includes a reluctance to use modern tanks. My Ai still handles this much better than default EAW AI but its far from smooth sometimes.

Note:
My mod is almost 100% AI-logic based and I do not give it any form of cheats. I attempted to avoid touching any physical balance in the game BUT:
-Starting templates for various countries on the gryphon continent were adjusted to match with their natural resources. This is done for two reasons, to thematically make them match to their land, and to help the AI focus the correct template design in the early game. This will change some of the early wars, primarily make them longer and bloodier as both sides field larger but low tech armies.
-I buffed and debuffed two technologies in a really small way, (The two "Delay" tech in doctrine), mostly to as an easy check of version. And because I can.

With this 1.5 is out, if you find any bugs or critical misweights feel free to let me know, I do want to fix them, but outside of that I am likely going on hiatus.

I started this mod to prove that EAW AI can be vastly improved, and I consider myself to have acomplished that. But this hasn’t exactly gotten me a lot of appreciation in the community. All love to Operation Tartarus people as they are genuinely nice, but some of the EAW dev team is toxic to a degree that has alienated me. At this point I rather step away before my frustrations manifest in poor work, I’ll keep the door open to return to this when and if I want to.

Here is my github, if I get back to the mod you’ll see updates here first:
https://github.com/Sapare/Etruscan_AI

UPDATE:
I have reports that Man the Guns DLC conflicts with my mod, primarily in so far that it causes the AI to stop building ships altogether. I want to address this in time but as I don’t currently own the DLC in question it would be very difficult for me to actually figure out why the issue is happening without being able to test it. On a future steam sale I might just grab the DLC for that reason(as I really have no need to it beyond that), but no promises.

So, let that be a warning, if you want to play against the AI in a navy warefare scenario this mod will not help you, it will only make it worse. From what I can tell however, Man the Guns or no, the land production AI is functioning as intended.

Disclaimer: No Etrusca included.

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