AI behavior improvements for Civilization 7. Primary focus on settler movement and military operations.
Autoplays with AI show massive improvements. AIs can defend themselves from Independent aggression easier. Tons of stuff. Bugs fixed.
Autoplays are actually watchable now and interesting, and not a complete mess of bugs. I'm further along than I expected this early into release. I'm very happy.
I have not played a game and felt it. So you will have to provide your feedback on that end. But the AIs play the game way better now in the areas I've made changes.
Main changes in behavior trees and operation requirements. Focused on Settle New Town tree optimization. Removed decision loops causing settler paralysis.
Autoplays with AI show massive improvements. AIs can defend themselves from Independent aggression easier. Tons of stuff. Bugs fixed.
Autoplays are actually watchable now and interesting, and not a complete mess of bugs. I'm further along than I expected this early into release. I'm very happy.
I have not played a game and felt it. So you will have to provide your feedback on that end. But the AIs play the game way better now in the areas I've made changes.
- Cut wait times from 5 to 2 turns
- Removed naval escort logic
- Made concurrent operations more direct
- Single military escort max
- Minimum 3 melee for city attacks, max 6
- Up to 12 ranged units allowed
- Settlers excluded from combat operations
- Set minimum defensive unit requirements
- City founding priority: 4
- Military units cap at 1 for founding
- Clear restrictions by unit type
Main changes in behavior trees and operation requirements. Focused on Settle New Town tree optimization. Removed decision loops causing settler paralysis.