The Silent Revolution: How Patch 7.0 Transformed Total War: Warhammer III’s AI and Rewrote Your Entire Campaign

For years, Total War: Warhammer III had a quiet but frustrating problem lurking under every Immortal Empires playthrough. You’d push into Lizardmen territory expecting dinosaur shock battalions, only to face a sad lineup of Skinks and low-tier Saurus. Tomb Kings “legions” turned out to be Skeleton Warriors by the dozen. Daemon factions—supposedly terrifying—were marching around with Marauders and paper-thin infantry.

The potential was there. The lore was there. But the armies weren’t.
Something in the AI’s brain was broken.

Patch 7.0 changed everything.

Creative Assembly quietly deployed one of the most transformative AI fixes in the game’s history—one that didn’t grab headlines but absolutely redefined the mid- and late-game meta. This wasn’t a balance tweak. This was a systemic correction that finally allows AI factions to use their elite units the way they were always meant to.

If you’ve been wondering why your campaigns suddenly feel harder, more thematic, and more dangerous… this is the guide that explains it all.


TL;DR — What Patch 7.0 Actually Changed

A quick snapshot for skimmers and SEO value:

  • AI now properly saves and spends pooled resources (Blessed Spawnings, Canopic Jars, Daemonic currency)

  • Factions finally recruit elite monsters and constructs consistently

  • Mid-game difficulty skyrockets as elite units appear earlier and in larger numbers

  • Player doomstack snowballing is weaker

  • Scouting, anti-large, and AP damage are more important than ever

  • Legendary factions like Lizardmen & Tomb Kings gained huge difficulty spikes

If your old campaign habits feel outdated… they are.


Why Warhammer III’s AI Was Broken Before Patch 7.0

To understand the revolution, you need to understand the bug.

Factions such as:

  • Lizardmen (Blessed Spawnings)

  • Tomb Kings (Canopic Jars)

  • Daemons of Chaos / Slaanesh / Khorne (Daemonic Gifts & Attractions)

…depend on special currencies to unlock their elite units.

The AI wanted to recruit monsters like Stegadons, Necrosphinxes, and Keepers of Secrets—but a budgeting error trapped them in a loop:

  • If a unit cost 10 resources

  • And the AI had 5

  • It would still attempt to recruit it

  • The unit would fail to build

  • The AI wasted all its resources

  • Repeat forever

Result:
AI armies filled with trash-tier infantry, no matter how wealthy or powerful the faction was.

Players weren’t fighting legendary foes. They were mopping up broken queues.


Patch 7.0’s Fix: The AI Finally Learned How to Budget

How Patch 7.0 Transformed Total War: Warhammer III’s AI and Rewrote Your Entire Campaign

The patch note was short, but the effect was massive:

“Improved AI ability to manage recruitment for factions that use pooled resources.”

In plain language:

  • AI now tracks its special resources properly

  • AI waits until it can afford elite units

  • AI plans complete recruitment sequences

  • AI avoids wasting rare currency

  • AI builds the armies the lore promised

This cascades through the entire campaign.

The result?
A smarter, stronger, far more thematic enemy.


Before vs. After: The Armies You’ll Actually Face Now

FactionPre–7.0 AI ArmyPost–7.0 AI Army (New Reality)
LizardmenSkink Cohorts, basic Saurus, almost no dinosCarnosaurs, Ancient Stegadons, Blessed Kroxigors, Dread Saurians as centerpieces
Tomb KingsSkeleton Warrior spamNecrosphinxes, Ushabti, Hierotitans, multi-construct doomstacks
SlaaneshDaemonette / Marauder swarmsFiends, Seekers, Heartseekers, Keeper of Secrets
KhorneMarauders + low-tier infantryBloodletters, Skullcrushers, Soul Grinders
Daemon factionsWeak filler unitsElite daemons with support and cavalry synergy

Players are reporting turn 80–120 monster waves hitting their borders with full elite support units—something unheard of before Patch 7.0.


Faction-by-Faction Impact Breakdown 

⭐ Lizardmen — The Biggest Winners

Expect:

  • 2–4 dinosaurs per army

  • Blessed Kroxigor core tanks

  • Carnosaurs leading flanking attacks

  • Dread Saurians showing up in late mid-game

They no longer crumble mid-game. They dominate.


⭐ Tomb Kings — Now an Actual Endgame Threat

Old Tomb Kings = Skeleton horde
New Tomb Kings = Construct armageddon

Expect:

  • Ushabti spam

  • Warsphinxes & Necrosphinxes

  • Double-Hierotitan stacks

  • Stronger province control

If they get rolling, they become unstoppable.


⭐ Slaanesh & Chaos Daemons — Fast, Lethal, Coordinated

  • Slaanesh armies use fast cav + monsters + flanking synergy

  • Khorne fields Bloodletters with monstrous artillery

  • Greater Daemons appear more consistently

AI uses thematic unit templates now—deadlier and more immersive.


The New Campaign Reality: Harder, Smarter, and Much More Fun

Patch 7.0 completely reshapes the campaign arc.

1. Mid-game is now the true difficulty spike (turns 40–100).

AI economies stabilize → elite units roll out → invasions become serious.

2. Doomstack snowballing is weaker.

One overextended stack can now be overwhelmed by:

  • Large monsters

  • AP infantry

  • Construct spam

  • Faster AI reinforcements

3. Diplomacy is more strategic.

Letting Lizardmen or Tomb Kings grow unchecked = disaster.
Community advice:
Cripple them early, or ally with their rivals.

4. Border defense matters again.

Garrison buildings?
Not optional anymore.
A single elite AI stack can raze provinces before your doomstack returns.


How to Survive Patch 7.0 — Your Updated Strategy Guide

1. Build Balanced Armies (Essential)

You need:

  • Armor-piercing (AP)

  • Anti-large

  • Reliable frontline

  • Fast interceptors

Do NOT rely on:

  • Chaff infantry

  • Pure missile spam

  • Single-stack domination


2. Scout Constantly

Use:

  • Agents

  • Flyers

  • Fast cavalry

Never assume enemy strength based on faction symbol alone.


3. Update Your Threat Priorities

Early game high-priority threats:

  • Growing Lizardmen factions

  • Tomb Kings with 2+ provinces

  • Chaos Daemons expanding rapidly

Treat them as “kill or cripple early” factions.


4. Upgrade Your Heartlands

Build:

  • Walls

  • Garrison houses

  • Defensive towers

You’ll need every turn they buy you.


Best Counters By Faction

Countering Lizardmen Elites

  • Halberds + braced formations

  • AP ranged (handgunners, thunderers)

  • Nets, slows, and monster traps

Countering Tomb King Constructs

  • Magic damage

  • Artillery (especially explosive)

  • Fast cav flanking their ranged support

Countering Slaanesh Monsters

  • Shielded AP infantry

  • Halberdiers

  • Fast cav to intercept flank harassers

These counters are heavily community-tested.


Conclusion: The Immortal Empires We Were Promised

Patch 7.0 didn’t just fix AI recruitment—it restored the soul of Warhammer III’s campaign gameplay.

You’re no longer steamrolling cardboard armies.
You’re facing legendary factions with legendary units.

Every mid-game push is dangerous.
Every late-game duel is cinematic.
Every victory feels earned.

If you haven’t played since the patch, prepare yourself:
This is the most authentic, challenging version of Immortal Empires yet.

The war has truly begun.    


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