Total War: WARHAMMER III

Total War: WARHAMMER III

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AI Recruitment & Army Compositions (Updated 12-4-25)
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5 Apr, 2022 @ 7:38am
4 Dec @ 2:38pm
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AI Recruitment & Army Compositions (Updated 12-4-25)

Description
Updates
12-4-25 Updated for patch 7.0 All new units added + fixes to some older entries which had some incorrect values
9-12-25 Updated for patch 6.3 All new Lizardmen Blessed units included
4-18-25 Updated for patch 6.1
1-30-25 Updated ratios with +10% for Hel_infantry_medium, +5% for Hel_infantry_light, and minimum 10% Hel_infantry_fanatic for applicable army templates
12-15-24 Updated for patch 6.0
11-2-24 Updated for patch 5.3
8-28-24 Small fix for Slayer Pirates
8-25-24 Updated for patch 5.2.1
6-25-24 Updated for patch 5.1
5-9-24 Updated to include cdir_military_generator_unit_group_overrides_tables
4-30-24 Updated for patch 5.0
2-24-24 Updated for patch 4.2, minor fixes for Dwarfs and Chaos Dwarfs
2-8-24 Minor fix for CSD
12-1-23 Fixed CTD
11-30-23 Updated for patch 4.1.2
8-31-23 Updated for patch 4.1
5-25-23 Updated for patch 3.1
4-14-23 Updated for patch 3.0
3-12-23 Ranged qualities adjustments
2-16-23 Updated for patch 2.4
11-22-22 Updated for patch 2.3
10-18-22 Updated for patch 2.2
9-06-22 Updated for patch 2.1
8-27-22 Updated for patch 2.0
7-1-22 Updated for patch 1.3
5-17-22 Updated for patch 1.2
4-5-22 Updated for WH3

Mod Features
-Increased basic line infantry per army to be the majority of every army

-Reduced ranged infantry to be no more than 10%-20% for most armies with exceptions (e.g. High Elves/Wood Elves should have more)

-Changed ranged cavalry to be a support asset and not a unit spam like live version.

-Created multiple new roles to make distinctions that are more in depth than vanilla which creates diversity and incentives the AI to make balanced armies over just spamming the best unit it can afford.

-Set artillery to be no more than 5-10% for most armies

-Reduced chance of heroes being in any given army

-Reduced monster recruitment chance to 5-15% depending on the army and monster type

-Multiple templates for the AI to choose from so each army you face will still be different with each army specializing in a certain area e.g. some armies might have artillery and no monsters where another might have monsters and no artillery

-Specialized armies for certain legendary lords e.g. Duurthu for Wood Elves will make more monster units and infantry than your basic Wood Elf armies (yes, all the tables for WH1 are already in here since CA just had to add the new faction tables in for WH2)

The AI will still only be able to create units that it has the building availability to produce so sometimes you might run into spamming for some units here and there but that is typically rare especially once everyone has a good amount of territory.

Compatibility

-To make a unit mod compatible, change the cdir_military_generator_unit_qualities_tables entry for the added units to have the appropriate tag that I created:

Hel_infantry_heavy
Hel_infantry_medium
Hel_infantry_light
Hel_infantry_hybrid
Hel_infantry_fanatic
Hel_cav_heavy
Hel_cav_medium
Hel_missile_heavy
Hel_missile_light
Hel_arty
Hel_monster
Hel_monster_group
Hel_support
Hel_character
Hel_Lord
Hel_fly_heavy
Hel_fly_medium


Incompatible with mods that affect:
cdir_military_generator_template_ratios_tables
cdir_military_generator_unit_qualities_tables
cdir_military_generator_unit_group_overrides_tables

Savegame compatible:
Yes, but current AI armies won't magically switch to the new templates until you kill them.

PLEASE LIKE AND GIVE FEEDBACK!

My Mod Links
Popular Discussions View All (1)
1
5 Jun @ 11:06pm
army templates
wrought82
413 Comments
Weissrolf 5 hours ago 
https://imgur.com/a/xbT3TmF

Here is a variant without loading a save-game, but starting a new campaign with each "recruitment" mod.

AI Ostermark recruitment at beginning of round 6, playing as Drycha.
- Start a new campaign for each mod.
(Loading a save-game internally seems to starts a new tick 1 for the game-engine, results are different from playing 6 rounds straight with each mod. This also introduces additional/different random elements, like faction potential, see 2nd "Better AI Army Builder" run.)
- Defeat Skaven army and settlement in Mortheim in round 1 (build the same buildings, techs and skills each time).
- Do nothing but hit End Turn until turn start of turn 6 and screenshot Ostermark armies.
Weissrolf 10 hours ago 
https://imgur.com/a/8BRhAC6

AI Ostermark recruitment at beginning of round 5, playing as Drycha.
- Start a new campaign without any recruitment mod active.
- Defeat Skaven army and settlement in Mortheim in round 1.
- End turn for auto-save.
- Restart game with different Recruitment mod and load auto-save
(loading a save-game internally seems to starts a new tick 1 for the game-engine, results are different from playing 5 rounds straight with each mod).
- Do nothing but hit End Turn until turn start of turn 5 and screenshot Ostermark armies.
Weissrolf 6 Dec @ 4:18am 
I am currently comparing the three recruitment mods I found on the workshop. One thing they all seem to do within the first 5 rounds of a campaign already is to replace (!) tier 1 empire archers with tier 2 crossbowmen even when the stack isn't full (20 units) yet.
Heljumper117  [author] 5 Dec @ 8:45pm 
My mod works with Caps Reborn Mod which actually compliments my mod very well, as for SFO, I doubt it since they add new units, all new units would needed to be added to my tables. Really easy to adjust custom unit mods by simply adjusting the cdir_military_generator_unit_qualities_tables for any new units but it must be done on the other end/compatibility submod.
RHYNO 4 Dec @ 6:49pm 
IS IT COMPATIBLE WITH SFO?
Heljumper117  [author] 4 Dec @ 10:09am 
Currently working on update, should fix some previous issues as I noticed CA changed the name of some units un the unit qualities table which might have been causing some of the weird unit choices previously by the AI
龍Saint 25 Nov @ 12:57pm 
Turn 6: sees an entire Empire stack with 1 spearman, 4 pistoliers, 13 outriders and 1 reiksguard.

wutdafuq
awpanda1 17 Nov @ 5:25pm 
https://steamproxy.com/sharedfiles/filedetails/?id=3607796926 this covers a couple mods, not too extensive, still working on it.
Thasher 15 Nov @ 4:04pm 
Would this conflict with Caps Reborn mod?
Flan 19 Sep @ 5:37pm 
See less stacks of one unit with this mod compared to other mods for ai recruit :)
Don't know if it's possible but having the AI stacks sell their old bad units and buy the better version sometimes would be cool too.