------------------------
RHQ 2.01 Patch Notes
------------------------
RHQ v2.01 (by AndyNemmity and RomanHoliday)
More war.
Fixed the mod on Steam Deck, because Steam Deck is silly and likes lower case characters.
Made an adjustment to operations which now allows the AI to perform more city attack operations.
Adjusted Naval City Attacks in antiquity to get them to occur more often.
-----------------------------------
INSTRUCTIONS

If you have any previous version of the AI mod in your mods directory you MUST delete it.
RHQ, Or Artificially Intelligent, they must be deleted. This is the only AI mod that can be in the mods folder.
Delete any other folders before copying this folder into the mod directory.
Hopefully we will have Steam Workshop soon and this will become easy breezy.
We hope you enjoy the mod. We are working hard on it. Many hours go into it.
------------------------
RHQ 2.0 Patch Notes
------------------------
RHQ v2.0 (by AndyNemmity and RomanHoliday)
Settling:
- Settle Natural Wonders, including DLC wonders.
- Settle closer to themselves, and slightly further away from enemy cities unless there are no available spots.
Victories:
- New per age strategy improvements
- AI will now pursue multi victory conditions at once in the antiquity and exploration eras for a large improvement in victory performance
- Overall improved victory scoring and focus (including better merchant focus, great works, expansion for military victory, wonder building, all the conditions needed for treasure fleets)
- Better scoring for all unique constructables
Operations:
- A new special aggression system that will activate when certain conditions are met (e.g. aggressive civ, running aggressive strategy due to high military score and captured cities) - This tunes the ais aggressiveness, operations and diplomacy accordingly
- New System that will create several more City Attack Operations when at war.
- Improved AI Naval ability in the antiquity era
- Improved AI ability to clear aggressive independent people through new tactics
- New Tactical setup has many changes, and improvements.
- Many tweaks and improvements to operations
Other:
- Improved AI diplomacy preferences for war and first meet bias'
- Improved AI Civ choices for obviously super strong combos (otherwise will be historical)
- Loads of other minor tweaks and improvements.
--------------------------
-- RHQ 1.0
--------------------------
Core AI Behavior Changes:
- Settler units now move more aggressively. Non-moving turn limit reduced from 5 to 1, making settlers much quicker to reach their destinations.
- City founding is now a higher priority operation (Priority 4). The AI will be more focused on expansion.
- AI cities get stronger defenses. Cities will maintain larger defensive forces with specific unit composition requirements.
Military Improvements:
- More balanced army compositions for city attacks:
- Minimum 3 melee units (up from 2)
- Up to 12 ranged units (up from 3)
- Settlers explicitly excluded from attack forces
- Similar changes for Independent city attacks:
- Minimum 3 melee units (up from 1)
- Up to 12 ranged units (up from 2)
- Settlers protected from combat duty
City Defense Operations Overhaul - AI will defend more consistently and with better units.
- New minimum requirements for city garrisons:
- At least 1 melee unit
- At least 1 ranged unit
- Up to 2 siege units allowed (previously no maximum limit)
- Settlers excluded from defensive duties
- Defense trigger threshold lowered. Cities will form defensive armies more readily.
Settlement Logic Updates:
- Natural wonders now properly valued in city placement
- Coastal settlements more carefully evaluated
- Science-focused civs place higher priority on science.
- Exploration-focused civs more likely to settle near production tiles.
Explorer Changes:
- Reduced explorer unit spam. AI will build fewer explorers, using them more strategically.
- I tried to sort out targetting, I don't see a way. There seem to be too few artifacts for a win condition.
Strategic Priorities:
- Higher value placed on city upgrades
- Increased emphasis on maintaining standing armies
- New combat odds requirements:
- 35% minimum odds for attacking cities
- Same threshold for attacking barbarian outposts
- More cautious approach to military engagements
- The AI is more likely to attack weakly defended cities
This update makes the AI more aggressive with expansion while maintaining better defended cities. Military operations are more strategic with proper unit compositions. The core focus is on making the AI better at fundamental game mechanics - expanding, defending, and executing military operations with appropriate forces. This will dramatically improve their performance in all game functions.
RHQ 2.01 Patch Notes
------------------------
RHQ v2.01 (by AndyNemmity and RomanHoliday)
More war.
Fixed the mod on Steam Deck, because Steam Deck is silly and likes lower case characters.
Made an adjustment to operations which now allows the AI to perform more city attack operations.
Adjusted Naval City Attacks in antiquity to get them to occur more often.
-----------------------------------
INSTRUCTIONS

If you have any previous version of the AI mod in your mods directory you MUST delete it.
RHQ, Or Artificially Intelligent, they must be deleted. This is the only AI mod that can be in the mods folder.
Delete any other folders before copying this folder into the mod directory.
Hopefully we will have Steam Workshop soon and this will become easy breezy.
We hope you enjoy the mod. We are working hard on it. Many hours go into it.
------------------------
RHQ 2.0 Patch Notes
------------------------
RHQ v2.0 (by AndyNemmity and RomanHoliday)
Settling:
- Settle Natural Wonders, including DLC wonders.
- Settle closer to themselves, and slightly further away from enemy cities unless there are no available spots.
Victories:
- New per age strategy improvements
- AI will now pursue multi victory conditions at once in the antiquity and exploration eras for a large improvement in victory performance
- Overall improved victory scoring and focus (including better merchant focus, great works, expansion for military victory, wonder building, all the conditions needed for treasure fleets)
- Better scoring for all unique constructables
Operations:
- A new special aggression system that will activate when certain conditions are met (e.g. aggressive civ, running aggressive strategy due to high military score and captured cities) - This tunes the ais aggressiveness, operations and diplomacy accordingly
- New System that will create several more City Attack Operations when at war.
- Improved AI Naval ability in the antiquity era
- Improved AI ability to clear aggressive independent people through new tactics
- New Tactical setup has many changes, and improvements.
- Many tweaks and improvements to operations
Other:
- Improved AI diplomacy preferences for war and first meet bias'
- Improved AI Civ choices for obviously super strong combos (otherwise will be historical)
- Loads of other minor tweaks and improvements.
--------------------------
-- RHQ 1.0
--------------------------
Core AI Behavior Changes:
- Settler units now move more aggressively. Non-moving turn limit reduced from 5 to 1, making settlers much quicker to reach their destinations.
- City founding is now a higher priority operation (Priority 4). The AI will be more focused on expansion.
- AI cities get stronger defenses. Cities will maintain larger defensive forces with specific unit composition requirements.
Military Improvements:
- More balanced army compositions for city attacks:
- Minimum 3 melee units (up from 2)
- Up to 12 ranged units (up from 3)
- Settlers explicitly excluded from attack forces
- Similar changes for Independent city attacks:
- Minimum 3 melee units (up from 1)
- Up to 12 ranged units (up from 2)
- Settlers protected from combat duty
City Defense Operations Overhaul - AI will defend more consistently and with better units.
- New minimum requirements for city garrisons:
- At least 1 melee unit
- At least 1 ranged unit
- Up to 2 siege units allowed (previously no maximum limit)
- Settlers excluded from defensive duties
- Defense trigger threshold lowered. Cities will form defensive armies more readily.
Settlement Logic Updates:
- Natural wonders now properly valued in city placement
- Coastal settlements more carefully evaluated
- Science-focused civs place higher priority on science.
- Exploration-focused civs more likely to settle near production tiles.
Explorer Changes:
- Reduced explorer unit spam. AI will build fewer explorers, using them more strategically.
- I tried to sort out targetting, I don't see a way. There seem to be too few artifacts for a win condition.
Strategic Priorities:
- Higher value placed on city upgrades
- Increased emphasis on maintaining standing armies
- New combat odds requirements:
- 35% minimum odds for attacking cities
- Same threshold for attacking barbarian outposts
- More cautious approach to military engagements
- The AI is more likely to attack weakly defended cities
This update makes the AI more aggressive with expansion while maintaining better defended cities. Military operations are more strategic with proper unit compositions. The core focus is on making the AI better at fundamental game mechanics - expanding, defending, and executing military operations with appropriate forces. This will dramatically improve their performance in all game functions.