Endless Legend
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Ninakoru

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About this mod

Greatly improves AI game play, covering most of the major flaws and making them more competitive, specially on higher difficulties and towards endgame.

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This mod is tested on the game with all the expansions: greatly improves AI game play, covering most of the major flaws and making them more
competitive, specially on higher difficulties and towards endgame.

V1.3: Some refinement in item equipment, adjustements for Mogwar, and some minor adjustements (more details in change notes).

The AI Main flaws addressed are:

- In research the AI take many undesirable techs, ignoring earlier eras
usually same or better versions, ignoring unit unlocks, getting all five
guardians most of the time and some other techs that are very
situational or overkill.

- AI usually ignores most basic industry/science/food building techs other than Era 1 ones. They could
perfectly start Era 6 techs (as soon as they unlock them) without any
science buildings besides the Era 1 ones, witch could lock them to huge
research times (30-50 turns), even if they own a good portion of the map
and are in lead position.

- AI ignores food entirely. As an example the could enter Era VI on serious difficulty with 6-7 pop
cities. Any player with minimal food investment could easily reach to
pop 10-12 cities.

- AI builds units, units and more units, compulsively. They spend most of the game just making units in most of
their cities (both land units and fire ships).

- Heroes and units are sometimes equipped with poor accessory choices, ignoring the
movement charm and not filling heroes with books / insignias.

- As their empire grows larger, AI start to ignore empire plans entirely
more and more often, even if they could get all Level 4 empire plans.

TL; DR - This is the change log for people with much time for reading it:

- Fixed the value for buildings that add a value per district, so AI can
properly evaluate them (happens with all resource types).

- Fixed some values at the empire plan management, so the AI near always choose
a plan, and properly evaluates Tier 2 Economics and Tier 4
industry/research (was always of 0 interest) and Tier 4
exploration/expansion (due to a bug, could get unusually high value
leaving everything else irrelevant for AI). Tier 2 Exploration/Expansion
will get much higher interest when the empire happiness is lower than
100%, getting the max value at 66% empire happiness.

- Added a special value for both techs and buildings to somehow rise AI interest
in those tech/buildings no matter what are their necessities.

- Used those values to guide the AI in researching some key techs if they
don't have anything similar (of course if the faction doesn't have the
tech, they will not have side effects). With each era, they start to get
more and more interest in those techs.

- AI will near always end up unlocking a second faction unit (but not the third one), along
with the first assimilation expansion, so they will have 4 different
land unit designs about mid-game (indirectly makes AI better at combat
due to variety).

- AI will have interest on Cultivation/Empire Mint/Public Library techs when they enter Era II.

- AI will have interest on Public Granary/Management Sciences and Alchemy
Workshop when they enter Era III, If they didn't get other
food/industry/science tech. Along with some globally useful Faction
specific techs (necros military upkeep discount or Vaulters Deep
Generator building).

- AI will have interest on Plow Factory/National Museum/Highway Outposts when they enter Era IV. Again,
Plow factory only if no Food tech was chosen during era III. A few later
impact faction techs also start to get interest on this era.

- On era V, AI will start to get interest in Dust refinery if no Era III
gold tech, and Statistical methods in Era VI (useful once they start
researching Era VI techs).

- On 45 techs AI will unlock Era VI. But will not start researching on them Until they get 49 techs (so they
prepare better for the long run). Also once they start completing the
ultimate techs, all of them start to get interest so they don't
backtrack too much in the science victory.

- AI wont research all the guardians, now they usually end researching from 2 to 4 guardians
total. Brigade system get lots of interest from AI from the start (they
usually skip it on vanilla AI). AI wont research Security theory never
(waste of a tech).

- AI wont research Organized Labor without Unskilled Labor (the stockpile techs), and wont research the second
assimilation unlock without the first, same with the approval reduction
passives.

- About buildings: AI will have some interest always in key buildings unlocked by the previous techs. Also AI will get interest
in some useful faction buildings that they usually skip.

- On unit and heroes design, some minor changes, but the major one is that
heroes will choose insignias over everything else for accessory slots,
and tomes if they are placed as governors. Now units in general will
have decent accessories most of the time, AI will upgrade their designs a
bit more often.

- Modified the general units wanted in empire to 80% of the original value that locks the AI doing units all the time.
Now they will still do units most of the time, but have some place for
other things from time to time. The units need on empire also are
increased by game turns more softly, but ends up that the AI want the
same total units at end-game.

- AI will grow on war fatigue much faster, so largely useless wars between AIs or against the player
(because is a stalemate or the enemy is too far away) will end up in
truce sooner than later.

- Adjusted some specific faction issues: Unit need rise on roving clans and forest walkers, they have already a
low unit need anyways (to somehow counter the global change). The Allayi
will have much more interest on luxuries (they have a combo to make
them last longer after all). The Mogawr will not research on ship
designs other than their faction ones (they end up not using them if
they happen to research any fomorian ship)