Xorme - AI

⭐ — (0 endorsements) 📥 53,771 downloads 📅 4/9/2021
🟠 Updated over a year ago

By 76561198271265736 · Gameplay, Fixes, Utilities, events, Missions and Decisions, Balance, Military, AI

⬇ Download Mod Source: Steam Workshop ↗ 📅 Updated: 3/19/2025 📅 Created: 4/9/2021

🔍 Analysis

  • 👍 0.0% endorsement rate
  • ✅ Updated 182 days after the latest game patch — actively maintained

📋 About This Mod

Mod: Xorme - AI Version: 1.6.6 Patreon Game Version: 1.37 My Website: xorme.xyz Discord: here Github and Versions: Github 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 a

Mod: Xorme - AI Version: 1. 6. 6 Patreon Game Version: 1. 37 My Website: xorme.xyz Discord: here Github and Versions: Github 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 a

📊 Mod Details

Game
Europa Universalis Iv Mods
Author
76561198271265736
Version
N/A
Downloads
53,771
Endorsements
0
Category
Gameplay, Fixes, Utilities, events, Missions and Decisions, Balance, Military, AI
Created
4/9/2021
Updated
3/19/2025

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