Enhanced AI Mod

The AI will create extra military training buildings when economic conditions and priorities permit them to do so. So that logic already exists and should happen in just about every late-age game.

@Aisharp, what you described with the Swedes is atypical behavior. I recently played against the Swedes during a test game and they were consistently sending waves of large armies to my base. In order to diagnose a possible issue, I need the questions below to be answered:

  1. Do you have other mods installed?
  2. Which map was this on?
  3. Which game mode was selected?
  4. How many players were there?
  5. Which difficulty level was this on?
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Yes, it is a very strange behavior right? and I just got another case of Ottoman where it goes fast industrial, but do not making unit despite having barrack, foundry, etc, only send cannon and fort from home city.

Currently only it and the advanced scenario editor the one that is installed, but only this one active. Say, is there anyway like to clear cache for downloaded mods? I was thinking of uninstall and reinstall the mod, but I’m afraid there is gonna be leftover file that gonna messed it up

In my test it is Hokkaido, Manchuria, Dakota (sometimes), and Yukon. Map where the team spawn close to each other seems increase the chance for this random behavior. On map where the team is far/seperated like Orinoco, Pampas, and Araucania I found the AI works perfectly for both side.

Supremacy 3v3, it was on extreme diff. By the way how much cheating or handicap did the ai get on extreme?

Anyway, I love your AI works, especially the native faction

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Unfortunately, the mod is broken and needs to be updated. By the way, it is a much better mod than the original AI, but it seems to need a stable and unbroken version.

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Maybe I missed something in the description or I made another mistake, buttt I have a feeling the AI is easier when I play against them. Could that be?

I played on Hard and I easily outscored my enemies.

If I can do anything differently, I would love to hear :slight_smile:

This is false. The mod is not broken.

If you play with unit shipments early-on, you may outpace the AI. Once it gets to imperial and has extra cash, it really outperforms the default AI.

In an upcoming update, the card selections are changed so it selects resource and unit cards when rushing may be desired. I originally built this mod based on the preferences of myself and the group I play with, we don’t use unit or resource shipment cards since they are uninteresting.

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I'm playing with the unlimited population mod, and in older versions of this AI mod, they were attacking with much larger units, placing military bases near our village, and building dozens of fortresses in their cities. Now they can't do any of that.

Hi EsteGringo,

Just wanted to say a genuine thank you for breathing so much life back into the game. It honestly feels like Microsoft has quietly left it to drift, so seeing someone step up and actively support and refine it is hugely appreciated. You’ve become the go-to point of momentum for the community, and that counts for a lot.

I was tinkering with modifying my own AI decks, but I figured it might be more useful to pass this suggestion your way instead.

One thing I’ve noticed in longer matches is that games often go well beyond 25 shipments. Once the AI runs out of finite cards, it ends up stockpiling shipments it can’t actually use. At that point, it feels like its late-game potential just stalls out.

It might be worth having a minimum requirement that every AI deck includes at least one infinite shipment card — whether that’s a resource trickle, a unit shipment, or something similar. That way, the AI always has a practical outlet for excess shipments in extended games, and it keeps scaling rather than plateauing.

Just a thought from someone who plays a lot of longer matches. Curious to hear what you think!

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Hello @Medz94, thank you for the compliments, I really appreciate such feedback since I put effort into this mod. The next update is going to be another massive one. Infinite shipment cards, like the civilization-specific native shipments, are going to be favored when appropriate. I believe that will fulfill the criteria of your requested feature. :slight_smile:

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I tried again with all other mods disabled and only this one active, and it is definitely broken; I suppose the mod’s heyday was back in 2024. For about a year now, it has fallen far short of its former self. In the past, the AI ​​used to train massive armies and send them into battle, whereas now it trains very few troops and produces far fewer villagers. When launching an attack on an opponent, it no longer presses the assault until the enemy is completely destroyed, opting instead to retreat suddenly. It used to build numerous fortresses at likely enemy approach points—something it no longer does, instead building them in the wrong locations. It used to try attacking from different directions if a repeated assault on one spot failed, but it can no longer manage that either. Furthermore, a persistent issue in both the old and new versions is that it raises an excessive number of sheep. ..

@okanvefurkan, your statements about it not making large armies, poor fort-handling, and its lacking of an ability to attack from different positions are false. It handles those things much better than you describe, on land and sea.

Further updates to livestock handling are in-progress, but even 1.0.9 should have received some improvements for handling livestock proportionately. Either way, more improvements are coming in this area soon.

Not that this is very important, since it is just a mod for a game, but you and LeonDeGrele appear to have exclusively directed your posts towards criticizing this mod since joining these forums. His account has not had any activity since his only post that was made on the same day he joined.

Almost a year ago, I received peculiar and somewhat incoherent messages on Discord requesting that I teach someone how to mod this game’s AI. When I stated I did not have time for that and there were plenty of resources to learn from already, they became insolent and made threats.

The internet is fun. :slight_smile:

While bug reports and constructive feedback are always appreciated, repeated assertions that the mod is “broken” are not particularly helpful for anyone.


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@EsteGringo

I am sorry about the bad experience you had, but I have absolutely nothing to do with the matter you mentioned. Yes, I joined this forum solely for this mod because it gave me experiences unlike any I’ve had before; that is why I cannot stand to see it remain broken, and it seems I now need to prove that the mod is indeed broken.

Below is a screenshot of the mod that I just captured; in the chat log, you can see that it is indeed your mod and that it is running the latest version. In the image, you can see the green player—who has managed to train only a dozen soldiers despite about 40 minutes having passed—and if you look closely at the minimap, you can see that the red player has built a castle in a completely inaccessible location; yes, it is the extreme corner of the map, with mountains just to the right preventing anyone from reaching it.

If you’ve seen that, I will now present footage from the period between January 2024 and May 2024—the mod’s prime—showing it in its original state before the issues arose.

It told me I was a new member of the forum and couldn’t upload any more images, so you can view the images for the older version of the mod at this link. Old Enhanced AI 2024 January–May - Album on Imgur

In the past, the AI ​​could train massive armies in about 20 minutes, but now it barely manages to train a dozen soldiers in 40 minutes; furthermore, even after several hours, it wouldn’t train any more. There is likely a problem with the mod .

I hope you’ve noticed the massive difference here; in the old version of the mod—as you can see in the visuals—the AI ​​not only walls off its city but also constructs dozens of impenetrable fortresses at likely enemy attack points. Naturally, it fails to do this in the current, broken version of the mod. Furthermore, in addition to the sheep bug I mentioned earlier, there was also an issue where the Spanish would constantly train monk s.

Yes, saying the mod is broken doesn’t help, but I don’t know how I can help; perhaps I should pay you to fix the m od.

@okanvefurkan, during one of my last playtests in March 2026, the AI continually attacked my island and eventually made a coordinated attack as a team near my factories on the other side of the island. If the mod was “broken” then the AI would not be able to do such things.

In your screenshot, that AI is allied with you. Such issues with allied AI behavior do not originate from my mod. Those issues exist in the default AI that comes with the game and it has been that way since 2005.

In recent updates, as release notes state, I have been working to improve allied AI behavior. More updates are coming in that area in the next release. I am planning to release that in September.

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If these issues don’t stem from your game mod, then how is it—as seen in the images I linked—that the 2024 version of your mod looks vastly better than the current version?

When you examine the footage, does it seem like the only issue is the AI ​​failing to cooperate? Aside from the last one, all those images are from the 2024 version of this game mode. Let me list the things that used to work but are now broken: the AI ​​can no longer train hundreds of soldiers; it can no longer build dozens of strongholds to mount an effective defense; it can no longer fortify its city with walls; and it can no longer launch effective attacks against the enemy—instead, it wavers between attacking and retreating, wasting a huge number of its units in the process. Perhaps you should revert to the 2024 version and build upon that.

@okanvefurkan, this is a screenshot from a few minutes ago. The AI consistently trains enough soldiers to maximize its population and defends itself well. It builds walls too, as it always has.

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