Europa Universalis IV

Europa Universalis IV

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Xorme - AI
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2.003 MB
9 Apr, 2021 @ 3:39am
22 Jan @ 12:22am
427 Change Notes ( view )

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Xorme - AI

In 1 collection by xorme
xorme
12 items
Description



Mod: Xorme - AI
Version: 1.6.6
Patreon[www.patreon.com]
Game Version: 1.37
Discord: here[discord.gg]
Github and Versions: Github[github.com]
Other mods from me: Xorme-Mods
Recommendations: here


If you are enjoying the mod and feel like helping me out you can become a patron https://www.patreon.com/xorme

Xorme AI - Mod objective is to improve AI and their overall decision making in every aspect of the game, AI-controlled nations are also provided with additional bonuses, these modifiers are mostly limited to the economy. Version 1.6 is stable and shouldn't have any major issues.

REMEMBER TO NOT ENABLE/DISABLE THE MOD MID GAME

Scripts - Players can allow AI to use external scripts made by me and my mod community which will make AI able to use various mechanics. Those mechanics are restricted or disabled within the vanilla game, and because of that AI seems really handicapped. In contrast, those scripts may consist of stuff such as bulk building ( even at war ) or even a simulating usage of Expand Infrastructure, Multiwars, etc. Those changes will make the game much more challenging yet slightly slower when it comes to performance.

Buildings - AI will now properly build up the economy by prioritizing the eco-related buildings such as temples, workshops and manufactories moreover they should manage governing capacity by constructing courthouses and statehouses. Mod also have a high priority to maximize militarization so buildings such as barracks are built frequently, universities are limited to high dev provinces, marketplaces are limited to trade centres.

Idea Groups - AI will always take the military-related ideas as priority but still use combinations of other ideas for future development and potential policies. AI will now take the most useful idea groups while adjusting them to their situation as well as their country potential ( national ideas, tag, location, personality, size and so on ).

Estates - AI will use previously locked privileges such as strong duchies if needed as well as prioritizing +1 mana points and +100 governing capacity, every privilege is now adjusted by numerous factors. AI now seize land more often and stack absolutism way faster than in vanilla.

Edicts - (Edicts are still not working correctly until pdx fix it). AI will try to use edicts frequently especially "Enforce Religious Unity" while converting and "Encourage Development" within the capital area.

Ruler Personalities - Xorme AI Personality is bound to every ruler in case of nation swap, it does not affect players but is necessary for proper AI behaviour on many levels.

Some AI nations, more specifically the ones with the national "luck" will have access to prescription wars, the wars will start automatically (when conditions are met) and are restricted to AI vs AI only. The wars have the sole purpose of guiding AI to accomplish the main goals of their Nation, e.g "Jianzhou" - the unification of Manchuria and forming Manchu", "England" - controlling the isles, "France" - taking back the mainland, etc.

Diplomacy - Dynamic alliances on game start. Script for rising majors to make them more willing to kill off blocking opms and more.

Advisors - Improved advisor management and budgeting, Ming properly uses meritocracy, AI is prioritizing discipline and morale the rest is flexible.

Fort Logic - AI will now secure borders with Fort zones of control, with consideration of terrain such as mountains and highlands, the forts will dynamically change location while borders expand or shrink.

Agendas - AI will now use some of the agendas through the AI estate manager. Remember that the agendas are custom-made ( there is one giving core on historical rival happens often for Ottomans and Byzantium ).

Behaviour - AI Controlled nations are at least 2 times more aggressive than in vanilla most of the majors expand much faster and develop their provinces. AI should be more opportunistic, moreover, the changes are helpful for the colonizers to get rid of natives. Diplomacy is not changed much but AI will try to use vassals, alliances, guarantees to slow down other major powers and help their AI allies in debt. Army eval and army management were also improved.

Mod Menu - Allow player to adjust mod settings via predefined options, the menu is active in singleplayer and only on game startup while the multiplayer game will automatically assign default settings, some of the already Implemented stuff below:





Like the mod, make sure to





Special thanks:

OdaNobunaga, Castfinder, Benbo_Jones, Era1701, Nocai, Ed with a pebble in his shoe
I have many projects on my mind so I will start releasing more mods sooner or later, If you want to contribute or even became the co-author feel free to hit me up on my discord server.

https://discord.gg/mq5PnWUZQT

if you want to support me do it here:

[www.patreon.com]
https://www.patreon.com/xorme




Other mods of mine:





NOTES:

All the compatches between other mods should require all 3 mods so they work as a mutual benefit;
example:
- Xorme AI
- Compatch
- Target Mod
Other cases needs my permission.
Popular Discussions View All (4)
55
23 Jan, 2024 @ 7:10am
PINNED: Major Mods Compatibility:
xorme
4
1
2 Jan, 2022 @ 2:02am
PINNED: Recommended Mods:
xorme
0
1 Jul, 2024 @ 8:43am
Update Mayan, Aztec and Inca to focus on reform and bank points.
Sims_doc
1,426 Comments
耶尼切里 31 Jan @ 9:49am 
Can you do the compatibility of "Certain Countries Idea Group"?
Sempai 30 Jan @ 2:08am 
Using save from 11.11.1444 ( starting date ) with this mod should be still ok, right? I got cool starting rivalies.
BobbiusRossius 22 Jan @ 3:10pm 
I'm sorry, but the condot spam feels like it has gotten worse? I am currently doing a game as east frisa into netherlands and every single time i declare a war around other AI's instantly offer condot to my enemies in the war? I have had to fight 4 extra armies in wars, its making some starts unbearable
Misterkill800 18 Jan @ 2:18am 
Will this mod ever be able to be used with Voltaire's Nightmare mod?
BobbiusRossius 6 Jan @ 7:48pm 
Condot should really be disabled for the AI, doing a venice game and pope offers his entire army as condot to naples, thus allowing me to kill it and giving AI florence a free war
Jaun Peron 6 Jan @ 12:04am 
@Arthur no I asked the developer of BT
Arthur 1 Jan @ 4:56pm 
Did anyone test or know if this mod works for beyond typus?
FrancisNile 30 Dec, 2024 @ 4:33pm 
does it work with GOG EU IV?
Fallen 27 Dec, 2024 @ 8:14am 
oh god please!
xorme  [author] 27 Dec, 2024 @ 6:28am 
@Fallen - Because of lack of time, it is hard to tell, but someone even offered to give me an equivalent of time spent as a Patreon donation, so I might do it.