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AI+ v9

AI Improvements for Civ VI

  1. Siesta Guru
    Update: Released v9, the biggest jump in AI combat abilities yet

    Hi, this mod will be an ongoing project that attempts to make the Civ VI AI more competitive.

    During this project I'll try to maintain the following points as a design philosophy:
    - Stick almost entirely to changes that only impact the AI without impacting the larger game.
    - No changes to the AI difficulty bonuses
    - Improve the AI's ability to win without using cheesy strategies that reduce game enjoyment, such as all players declaring war on the player the moment they meet him.
    - Maintain and improve upon the 'flavor' of the AI through distinct personalities and playstyles.

    There's unfortunately a few strong limitations on this work. The worst is of course that we have no access to the game code, so most of what I can do is working within the system that Firaxis designed.
    On top of that, testing changes out takes extremely long so changes will be slow. Also, since the game hasn't been out for long, I have no complete picture of game balance yet.
    So any feedback on AI behavior and balance both with and without this mod is greatly appreciated.
    What horrible mistakes is it making? What strategies should it really be following? What techs to beeline? Information on slower game speeds and later eras is especially useful, as most of my testing is done between ancient and renaissance on standard/quick.

    So far you can expect this:
    - The ability of the AI to wage aggressive wars. Mostly in terms of actually getting its troops there and having it do more than stare at your cities.
    - Settle behavior, it now settles more appropriate locations in better amounts (more) and settlers don't run around for 500 years before settling somewhere (it is now 100 years).
    - Tuning on the AI's production choices. With extra changes based on whether it's at war, or under siege. Whether it has a religion, what difficulty setting we're on, etc.
    - Leaders now have more distinct personalities when it comes to district/building/unit/etc choices.
    - Many other small improvements.

    At this point, the AI feel will more solid than that in the base game, but still comes nowhere close to being on the level of actual players. It's in the same lague as the unmodded Civ V AI now, with different weaknesses and strengths. It'll still be easier though, since the AI bonuses are much lower in Civ VI.

    The changelog (technical details can be found in the files, there are too many to discuss them here):

    Spoiler :

    Version 9:
    - Significantly increased AI ability to take both unwalled and walled cities through the following changes:
    - They get much less distracted by enemy units and don't run all over your territory
    - They won't retreat nearly as fast
    - They'll now usually bring the correct siege weapons necessary
    - Fixed a bug that made it very unlikely for late-game city attack operations to start.
    - These changes mean civs will now occasionally end up completely taking over entire other civs and can sometimes take lategame cities.
    - Changed some problems with low settle-speed in v8
    - Reverted the change that allowed barbarian scouts to take civilians as it was affecting AIs way too much
    - Further rebalancing on building priorities etc.
    - Made it so they end up slightly friendlier overall (without decrease in wars, just slightly more green faces)
    - Made fully compatible with the winter patch

    Version 8:
    - Large changes to how production desires work after realizing a flaw in earlier versions. This'll make the AI adjust to some aspects like war/peace much better.
    - More districts and better early game religion rush compared to previous versions
    - Amount of cities settled made more appropriate, especially for prince and below
    - AI less likely to retreat its combat units
    - Solved some issues with settler behavior, resulting in faster settling
    - Made some minor alterations to late game city strength and barbarian spawn rates, as AI was affected extremely hard by this. If you're not a fan, delete the contents of gamechanges.xml

    Version 7:
    - Split faith and great prophet desires in three categories. Having a religion, being able to get a religion, and not being able to get a religion. The desire for it while in a religion is comparable to the base game, while the desire without a religion is significantly lower.
    - Additionally altered faith desires on a per-leader basis
    - Improved desire for districts back up to normal levels
    - City States can now build districts other than their respective type
    - Minor improvements to settler escorting (itll still be bad)
    - Settler production rates made more appropriate for standard speed, rather than quick.
    - Tweaks to willingness to declare war on city states (they're now less likely to declare war in city states they are influential with)

    Version 6:
    - Fixed the 'no theatre districts' issue
    - Small fixes/tweaking improvements

    Version 5:
    - Better terrain improvement
    - More trade routes
    - Reintroduced long distance strikes for civs on islands. (land-unit based)
    - Added new 'expansionist' civs (England, Spain, Russia, Brazil, Scythia) on top of the vanilla Rome.
    - Added Brazil and England to cultural civs (on top of the vanilla: France, Greece (both leaders), Kongo, America)
    - Added Sumeria to the scientific civs (see older changes)
    - Added Spain to the militaristic civs
    - Added France as a wonderbuilder (next to vanilla China)
    - Most of these archetypes are still only light changes right now, but will become more pronounced when I get a good feel of them.

    Version 4:
    - Made Settlers less indecisive, so that they'll settle down earlier
    - Improvements to behavior while under attack, both tactical and through building choices
    - Fixed some settlespot evaluation problems (forests and resources were considered too desirable)
    - Increased desire for improvements and farms.
    - The AI now no longer engages in very long distance wars.

    Version 3:
    - Hotfixed AI settlers not settling

    Version 2:
    - Improved AI's military offensive capabilities by a lot. It should send bigger troops faster, spend less time doing nothing, will be less scared and will feel overall more dangerous.
    - Lots of finetuning in production choices. There should be a better balance between troops/districts/builders/etc
    - A small start on individualization of civs. Some are now marked as militaristic (Sumeria, Gorgo, Norway, Scythia, Rome, Germany) and some as scientific (Germany, Japan, Arabia, America, Russia), and will prioritize these areas somewhat.
    - Tech choices system improved slightly. It used to beeline towards techs that really weren't all that beeline worthy (like bee-lining for castles, without then actually rushing Alhambra)
    - Minor alterations of preferences between different difficulty levels. On deity/immortal AI's have more time for wonders for example, while below king, AI's should limit their settling a little.
    - Small improvements on settling behavior (higher preference towards settling on fresh water)
    - Less siege weapons for city states
    - Incorporated some of the more essential changes made by Delnar Ersike

    Version 1:
    - Big changes to settle behaviour. You'll find the AI will settle more appropriate cities in more competitive amounts.
    - Overall improvements to building and district prioritization.
    - Larger differences in building behaviour between war and peace. Less settlers/wonders at war!
    - Small improvements in the AI's ability to wage an aggressive war.
    - Instantly breaking the first design philosophy point, the war penalties have been made flatter so that the AI actually declares war sometimes in later eras.
    - More warlike behaviour if the AI thinks it is strong.

    Note: This mod is still in its infancy, so please be aware you you may encounter strange issues that weren't in vanilla.
    It also can end up behaving badly with other mods that impact the AI, and mods that impact some game aspects like production costs.

    Install instructions:

    Get the mod here:
    AI+ - AI Improvements for Civ VI
    or here:

    To install, unpack the file into:
    My Games/Sid Meier's Civilization VI/Mods
    (So that it now contains the folder AI+)
    Then launch the game, select Additional Content and put a tick on AI+. The next time you launch your game this mod will be loaded. I wouldn't recommend loading old games if you install or update this, it can cause crashes.

    To update from an old version, make sure to close the game completely first, and then redo the tick on AI+ again after replacing the files.

Recent Updates

  1. v9
  2. V8
  3. v7
  4. v7
  5. v6
  6. v5
  7. Ai+ v4
  8. Hotfix- settler behavior
  9. AI+ v2

Recent Reviews

  1. Jimington McJim
    Jimington McJim
    Version: v9
    Really great mod. I've played a few games on King / Emp using this mod (along with a couple of others) and the AI is noticeably better in every way. Great work. Take note devs, this is how you do it.
  2. adajaga
    Version: v9
    Must have to play without clueless AI.

    It it possible to make AIs start districts as soon as they are available (from pop size) to lock in district costs? Common tactic that would save them a lot of production.
  3. Ferocitus
    Version: v9
    Great effort so far. I've only tested it with ludicrous size GEM Ynaemp at marathon pace, but they work well together.
  4. Ashreon
    Version: v9
    Makes the AI exceptionally agressive and improves a lot upon its decision making which is the intent!

    You may want to modify the core file a bit to include Entertainment Districts to favoured buildings (or suffer the wrath of amenity) as well as bump up the minimum distance between cities to 4-5 in global parameters (main directory),
  5. ggalindo001
    Version: v9
    An absolute must with the current version of C6. Brings the AI up to at least the level of Civ5, which is a miracle. Well done and highly recommended.
  6. Bleser
    Version: v9
    I tried this mod when it was v6 and saw potential but not quite good enough yet. I tried again with v9 and it has completely transformed the game. I had to drop down difficulty and AIs take over other AIs now. Amazing work. Hopefully future official patches take some lessons from this work. Great job!
  7. macabeus
    Version: v9
    Great =]
  8. oedali
    Version: v9
    V9 is outstanding - very clear improvement to the AI. I had to drop down a difficulty level. A must have mod if you are looking for a challenge
  9. ET1990
    Version: V7
    great improvement on the AI
  10. nemanjasipka31
    Version: V7
    This is awesome , but can you make AI more aggressive in late game they don`t attack or conquer.