Hi all,
I decided to do a AI mod. Purely change AI behavior, no game changes. This project kicked start with an observation that the most of AI:s build first a monument for their capital
. So I run the Firetuner to see actually this happening.
The mod concentrates on early AI behavior. Now it is mostly max. 100 turns at standard.
Mod name is same as the title.
change log:
version 1:
-More units
-More workers
-Bettering workers and settlers movements
-Better early build order
-Early scout
-Money spending changes
version 2:
-Build order changes
-AI REX
-More likely scout
-Trying worker escort
version 3:
-amount of scouting smaller
-official patch upgrade
-decrease small city wonders
-naval correction
version 4:
-settlers
-military amount
-wonders production
-grand strategy guess
version 5:
-grand strategy levels
-some wonder changes
-city specialization
version 6:
-diplomacy overhaul
-cooperation changed
-warmonger hate smaller
-increase opinion threshold a bit
-decrease event based opinion penalties
-sharpened approaches
version 7 (under construction):
-failed scouting try
-grand strategy flavors
-disable overriding wonder production
Issues at the moment:
-military size (still too many units in production)
-make minimum number of units depend on total population. Now number of cities (source issue)
-science problems (tech progression slow because other things slow down)
-redo unit flavors and building flavors (These do not fit each other)
-Worker and settler escorting (source issue)
-Auto scouting: need more circular pattern (source issue)
-Auto scouting: get starting warrior back to defense (source issue)
-Random rolls of policies, techs and city production (source issue)
-Muster point of armies near enemy border instead of cities (source issue)
-Negative modifier for settling 4-6 hex away from city (source issue)
-Grand strategy guess early. Too high value.
-multiunitformations need tech activated and tech obsoleted (source issue)
-every single unit type (such as ranged unit) needs own tactical table (source issue) (workers, settlers and barbarian have their own) (With one table it is hard to know what is happening)
-Usage of gold: upgrade, trade, CS, baying buildings and baying units balance.
-Grand strategy at GlobalAIDefines.xml
-More wars agains CS
-Broader city specializations with grand strategy: Now too narrow scope
-diplomacy issue: allying (possible source issue)
-diplomacy issue: late game ganging up against leader
-diplomacy issue: better trade
-diplomacy issue: demand purpose
-minor civ wars (very important because Diplo Victory gets hard)
-evaluation of wars agains other civ
-Great person usage (source)
-Liberation/pillage/puppy/... (source)
Joltis
I decided to do a AI mod. Purely change AI behavior, no game changes. This project kicked start with an observation that the most of AI:s build first a monument for their capital

The mod concentrates on early AI behavior. Now it is mostly max. 100 turns at standard.
Mod name is same as the title.
change log:
version 1:
-More units
-More workers
-Bettering workers and settlers movements
-Better early build order
-Early scout
-Money spending changes
version 2:
-Build order changes
-AI REX
-More likely scout
-Trying worker escort
version 3:
-amount of scouting smaller
-official patch upgrade
-decrease small city wonders
-naval correction
version 4:
-settlers
-military amount
-wonders production
-grand strategy guess
version 5:
-grand strategy levels
-some wonder changes
-city specialization
version 6:
-diplomacy overhaul
-cooperation changed
-warmonger hate smaller
-increase opinion threshold a bit
-decrease event based opinion penalties
-sharpened approaches
version 7 (under construction):
-failed scouting try
-grand strategy flavors
-disable overriding wonder production
Issues at the moment:
-military size (still too many units in production)
-make minimum number of units depend on total population. Now number of cities (source issue)
-science problems (tech progression slow because other things slow down)
-redo unit flavors and building flavors (These do not fit each other)
-Worker and settler escorting (source issue)
-Auto scouting: need more circular pattern (source issue)
-Auto scouting: get starting warrior back to defense (source issue)
-Random rolls of policies, techs and city production (source issue)
-Muster point of armies near enemy border instead of cities (source issue)
-Negative modifier for settling 4-6 hex away from city (source issue)
-Grand strategy guess early. Too high value.
-multiunitformations need tech activated and tech obsoleted (source issue)
-every single unit type (such as ranged unit) needs own tactical table (source issue) (workers, settlers and barbarian have their own) (With one table it is hard to know what is happening)
-Usage of gold: upgrade, trade, CS, baying buildings and baying units balance.
-Grand strategy at GlobalAIDefines.xml
-More wars agains CS
-Broader city specializations with grand strategy: Now too narrow scope
-diplomacy issue: allying (possible source issue)
-diplomacy issue: late game ganging up against leader
-diplomacy issue: better trade
-diplomacy issue: demand purpose
-minor civ wars (very important because Diplo Victory gets hard)
-evaluation of wars agains other civ
-Great person usage (source)
-Liberation/pillage/puppy/... (source)
Joltis