IMPORTANT:


1. This mod was designed for use in combination with Infixo's "Real Strategy" mod. It also works fine without it or with other mods like AI+, but the AI will be a lot worse at getting a culture victory, will generally win quite a bit slower and will also be worse at defending their cities.
Also, if you deactivate domination victory with Real Strategy, you can have a real peaceful sim battle against the Ai where everyone will go for science or culture with no wars.

2. Although I have nerfed the AI's early game, the buffs I gave to their military and their mid/late game make the difficulties a lot harder. Start one difficulty lower than you are used to or you might be in for a rough surprise.

3. Be careful of mods and gamemodes that can affect the AI, especially mods that add/change civs. I tested only for base game and BBG civs.

Introduction


Late Game AI changes the bonuses the AI gets per difficulty to achieve a more player-like game progression (weaker early, a lot stronger late). It does this by adding stat/yield modifiers that scale with game/player era and difficulty.
The AI will be very able to compete in the later stages of the game and will consistently threaten culture and science victories. Thus the difficulties Prince to Deity will be much harder.

Now also adds two extra difficulties above Deity (Pro and Insane) and options to adjust AI bonus starting units.

For people like me who think it's sad that the AI just falls off a cliff later into the game and just want them to scale a bit better, but also for people who are looking for a challenge after getting bored of unmodded Deity.

This mod is a re-release of an existing mod because of technical issues with Steam Workshop Uploader that prevents the old version from being updated.

Difficulties


Even though I am confident that I have a difficulty for everyone, a big point of this mod was to create the hardest difficulties yet seen that don't focus on early game bullying.
Like I said earlier, start at least one difficulty lower than you are used to because the difficulties are a lot harder.
If you are just looking for an AI that has a better late game, I recommend playing on King, Emperor or Immortal.
Prince and King are both suited for inexperienced players and for casual play.
Emperor will require a decent gameplan but should still allow messing around, while Immortal and Deity will be challenging.
Pro is for REALLY good players and Insane is should be a challenge for even the best of players.

If it just feels like the AI is cheating, you would be right, but just lower the difficulty and see if it feels better. I tried to give a challenge for every level and type of player, so on Deity and higher the games get very unforgiving and losing might seem inevitable.

I've also removed the difficulties below Prince to make it obvious that they are not supported by this mod.

Description


Late Game AI includes extensive changes and additions to all AI stat scalings in an effort to diversify AI Strengths (for example nerfing many early stats and removing bonus starting warriors but buffing other areas like food and amenities later). So even though the mod's name is Late Game AI (because the late game is the main selling point in my opinion), I have also made several changes to rebalance the early game and cover up general weaknesses the AI has.
The AI also gets a lot of buffs to improve their military. No more warrior corps.

The AI scaling was designed to simulate player progress: Lower science/culture/production in the early/mid game, but really gets going later on.

The only change to the human player I have made is buffing player tourism depending on difficulty to compensate for the high culture output of the AI.

I have posted the full list of changes in a discussion in the discussions tab here on this mod page.

This mod does not work for Vanilla and R&F.

I also have a download link on civfanatics: https://forums.civfanatics.com/resources/late-game-ai.30043/

I made this mod by merging and tweaking many other mods with a similar idea and by adding my own ideas later.
People whose mods/code I used: lornard/Gabriel, JNR, RushSecond, schwarzpol, Kaige Lindberg, MyopicCat, Fuzzle

Special Thanks to Fuzzle for letting me use his icons from Deity++ and to Platypus, Somnax and Sir Ducks Lancelot (and Daethern I guess) for giving me extensive feedback on discord for the higher difficulties.
Also a big thanks to Infixo for making Real Strategy, my mod wouldn't be nearly as good without it.

Steam workshop link with example pictures and full changes list:

Real strategy by Infixo:
Author
Phyrax
Downloads
4,528
Views
11,453
First release
Last update
Rating
0.00 star(s) 0 ratings

Latest updates

  1. Version 8.29

    Renamed option "No starting settlers" to "No starting units" and removed bonus starting scouts...
  2. Version 8.28

    Reduced loyalty penalty for grievances on occupied cities (several people complained about...
  3. Version 8.26

    I didn't like how crazy the gold income of the AI got later into the game; rework of the...
  4. Version 8.19

    Reduced anti-barbarian combat strength bonus to 3 per difficulty (was 5). Added an option to...
  5. Version 8.18

    Reduced tourism on all difficulties (Again. Sorry for the high values from before, I think I...
  6. Version 8.17

    AI builds more commercial hubs when using Real Strategy. Reduced AI encampment spam when using...
  7. Version 8.14

    Reduced AI tourism on all difficulties (when not using BBG).
  8. Version 8.12

    Added city states starting walls back for now until I find a better solution Added option to...
  9. Version 8.10

    Small tourism nerf and some small improvements Added an option remove the additional tourism...
  10. Version 8.8

    Added option back for bonus starting warriors Added additional science/culture until medieval...
Top Bottom