Enhanced AI

The mod works. You have to activate it and, like any other AI mod, disable other AI mods you may have installed. AOE3 DE cannot run multiple AI mods at once, especially when they modify the same files. If you see a message from the AI at the beginning of the game stating that it is using this mod, then your setup is configured properly. Otherwise, you have some sort of conflict in your mod folder that you must resolve.

It will work for custom maps. What custom maps are you wanting to play on?

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..

There could be a mod conflict then. I would have to look into how the unlimited population mod is written, as I have never used it.

I just released a new version of the mod, so you may try that and see if it resolved the issue as well. I made many adjustments to military behavior in this update. @okanvefurkan

I have just uploaded a large update:

Changes in 1.0.9:
AI allies are now more cooperative. They are more likely to help you defend your base or listen to your attack requests.
AI allies are now more likely to accept your requests for coordinated attacks. (The necessary conditions for this were nearly-impossible by default!)
Major improvements for rushing behavior in the AI.
Fixed an issue where the AI would not always use its dock wagon on certain maps.
Fixed an issue involving the rebuilding of forts.
Enhanced forward base behavior.
Various enhancements to strategies.
Livestock gathering improvements.
The AI may create a small invasion base if it intends to invade a large island.
Ottomans are more likely to revolt as the Barbary States on island maps.
Civilizations favor their royal guard units more and are less likely to use weak units later in the game.
Units are more likely to be trained at secondary bases.
Portuguese will try to maintain their maximum amount of town centers if feitorias is active.

3 Likes

Hello ! I think there is a bug : my game always crash on sea maps (like Ceylan) with the mod. It happen after 20-30 minutes. I don’t why, maybe the time for the AI to go on the big island and there is bug here ? Beyond that very good mod ! And thanks a lot to keep update it !

Hello @MisterLynx82, are you using any other mods? What are your computer’s technical specifications? Have you tried to play such maps without the mod being activated?

Are you playing the game on fast mode? On AOE3 DE, even without my mod, the game crashes for me on both land and sea maps when played at that speed after awhile. I usually play the game on medium mode for that reason, unless I am testing new AI features.

The last game I played with the release version of the AI was a 4v4 on Caribbean that lasted for two hours and it did not crash.

yes it’s broken, i got the message from all AI at the beginning ot the game, in extreme, and I win ez without any real difficulty, ai just rush age5 but doesn’t try to kill you. When I first played with it, it was insane and now it’s kroken idk why, I tried to remove it and subsribe again but idk it just sucks now.

1 Like

No, it is not broken. The messages at the beginning are intentional and the AI performs far better than you are describing.


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.

An almost identical message here too? I am just pasting my previous response to you below:

@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.


A new partial release is available.

Changes in 1.1.0b1:
Major improvements to revolution logic.
Each revolution has its own set of logic. (Huge amount of scripts added for this.)
When the AI revolts, it will prioritize reactivating the training of settlers before anything else.
Card selection revisions.
Archipelago improvements.
Made changes in order to allow the AI to actually play as Revolutionary France.
Implemented a functional passive economy for Finland.
Improved federal state selections for the United States.
Improved federal state selections for Mexico.
Improved African alliance selections.
Adjustment to gather rates, this will change again after Baltic Powers is released, it is temporary.

Below is a screenshot from a test game with cheats on for testing the revolution logic. Sadly, some content in this screenshot will not be available again for testing until September, so a full version release will have to wait. Please send bug reports to the email included in the README and be as detailed as possible.

A new update has been released. Thank you to those who sent in bug reports based on playtests.

Changes in 1.1.0b2:
Updates related to some inherited issues that were within the default AI that caused issues for late economic handling that were only revealed through adding additional tech monitors and related rules.
Fixed military regression.

Is there a way to make AI allies to help when I’m being attacked?? Cause my base is literally beside the AI ally getting wrecked by 2 AI enemies, I flared with alt+left click and it just stand there and then instead of helping they go and attack enemy base.

@106cm, yes. Open the “Player Communication” menu on the top right (trumpet icon). From there, select the pistol action and left-click on the spot you want the AI to go to. The AI will decide on an action and inform you. It currently uses default conditionals included with the game but I’ve made them less strict to enable a better success rate for assistance requests.

My AI can choose to assist allies on its own as well, this feature also relies upon conditionals in the default code. I plan to improve this and the assistance request conditionals further, as I feel they are still a bit illogical and restrictive in their current form.

Hello, I wanted to say thank you so much for maintaining this mod. It is a lot of fun to play and I am so excited that youre still supporting it! People tend to only comment when they’re having issues but your work is silently appreciated and is a big reason me and my friends still play aoe3de. I grew up on this game from 2007 and the mod does so many things I wished the ai could do when I was a kid.

I do want to second the comment above about lag spikes, at age 4ish there’s a few minutes of very laggy performance that doesnt happen in the base game, it does go away after a few minutes and the game works fine after that

3 Likes

I second this, it lags really bad sometimes, even more so in multiplayer. When I turned off the mod it works smoothly.

Thank you for the praise of the mod, I appreciate it and I am happy you and your friends enjoy it so much.

The lag issue upon reaching the Industrial Age should be resolved in the main branch, but is not present in the current release branch. I intend to release an update using the main branch this weekend, which will include support for the Baltic Powers. This update will require updates for the new maps and a thorough verification that all modifications I made during the open beta remain functional within the release build.

Big, Really appreciate the mod man, thank you for your service