RHQ Artificially Intelligent AI Mod

RHQ Artificially Intelligent AI Mod RHQ AI Mod 2.06

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RHQ 2.01 Patch Notes
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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.


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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.

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RHQ 2.0 Patch Notes
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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.


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-- RHQ 1.0
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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.
Author
notque
Downloads
16,822
Views
28,022
First release
Last update

Ratings

4.67 star(s) 27 ratings

Latest updates

  1. RHQ AI Mod 2.06 (by AndyNemmity and RomanHoliday)

    Patch 1.2.0 is an incredible AI improvement from Firaxis. Removed some pieces we no longer...
  2. RHQ AI Mod 2.05 (by AndyNemmity and RomanHoliday)

    Quick fix to players that do not have the DLC.
  3. RHQ AI Mod 2.04 (by AndyNemmity and RomanHoliday)

    ------------------------ RHQ 2.04 Patch Notes ------------------------ Fix settling regression...
  4. RHQ AI Mod 2.03

    ------------------------ RHQ 2.03 Patch Notes ------------------------ Increase AI building of...
  5. RHQ AI Mod 2.02

    ------------------------ RHQ 2.02 Patch Notes ------------------------ Another war increase...
  6. RHQ AI Mod 2.01

    ------------------------ RHQ 2.01 Patch Notes ------------------------ RHQ v2.01 (by...
  7. RHQ AI Mod 2.0

    ------------------------ RHQ 2.0 Patch Notes ------------------------ RHQ v2.0 (by AndyNemmity...
  8. Artificially Intelligent - V 1.10

    Simple City Attack Tree v2 enabled. Increase Settler willingness to go towards a settle spot...
  9. Artificially Intelligent - V 1.09

    The City Attack Behavior Tree is the most complex one, and even though my changes made the AI...
  10. Artificially Intelligent - V 1.08

    AI uses Commanders, give me any feedback on if you see them acting weird. Reduce long AI...

Latest reviews

This is just warmonger simulator. Every AI becomes extremely aggressive and will make it their life's mission to invade you at all costs.
notque
notque
I think that's a fair criticism. People have wanted more and more war, and I've tried to deliver it.
  • Ixim
  • 5.00 star(s)
  • Version: RHQ v2.05 (by AndyNemmity and RomanHoliday)
Thanks for the amazing mod, really dials up the challenge

However, just as another reviewer I experienced some incompetent warfare by one of the AI in one of my games. It was mostly experienced as them not really doing anything and their units just standing around. Since you were asking for more details there I thought I could provide all the details I have at least.

The leader in question was Augustus in the exploration age leading Abbasid. I’m playing the base game without any DLCs.

At first I just thought he was just troubled because the battlefield was littered by military units from a neutral third party (Friedrich) since he was attacking through their territory. But I’m not sure if that is the whole explanation because I also had some of their naval units just standing around and allowing me to run them over without counterattacking and also a missionary standing around doing nothing. A related theory is that it has been triggered by the fact that we are quite far apart (maybe his open borders with Friedrich ended?)

I do have a save from somewhere in the war which when I load it up with only this mod installed I can see some of his cavalry and a missionary just AFKing if I force end the turn. The missionary starts moving if we do a peace deal but the cavalry still just stands there.

If you think the save is helpful for debugging let me know the best way to get it to you.
I noticed that the forward settling is more profound with your mod active this patch as the vanilla Ai at the moment. I only played 1 round with your mod and 3 rounds vanilla Ai, but the forward settling is definitely more aggresive with your mod.

Also, what happened in versions before: Enemies just don't attack and stand around idle, even though they could attack or finish someone off. It happens after a lot of turns in an age. I'm not sure if it is because of the mod, I felt like I didn't have it with the vanilla ai
notque
notque
Interesting, I have not received that feedback. I will run some more autoplays and see if I can catch it. Is it a particular civilization? Is it in a particular age? Can you tell me anything about your experience with Forward settling?

I will also keep an eye for for lack of attacks. I get a lot of feedback about multi front wars and attacks being good. It's useful for me to get counter feedback so I'm aware of what to look for. I just need as many details as you can provide.
AI seems better than base AI. Some feedback: It is more ready for war, at the moment though, on epic speed I see one war initiated by a civ per age. which is ok. Maybe it needs time to prepare for the subsequent wars, but the age ends before that.
City state ai that start as hostile tribe don't seem to attack I noticed but are defensive even when their units are out and about. Generally pretty much stomped by ai civs. Their Raid other ai mechanic seemed to not have the neighboring civs
notque
notque
Will take a look. I think the Raid other mechanic is a base game issue introduced in the last patch. I can't think of what has changed with anything I've done regarding city states, but I will take a look and see.
Super awesome mod. Can't play this game without it anymore!!

Anyway I have some questions.
- Is there a way to change the Civ selection biases for the AI to be more historically accurate (like disable this part of the mod or make it compatible with Baijen's Better Civ Biases)
- It's really hard to form an alliance with the AI since they're to aggressive and denounce me as soon as they met me. Is there any way to disable this part of the mod also?

Thanks again for this great mod!!
notque
notque
I mean, you can turn off the biases in the code in the mod. I don't have ways to turn on or off individual pieces of the mod. It's something to consider, but it makes things significantly more complex. We are already at a level of complexity it's difficult to do that. I have started the process though of splitting particular styles of changes into more files.

I can shut off the last part of that change, which makes it harder to form alliances. However there's the competing desire of many to have a lot of war. I can try to replace it with another style of impact that might thread the needle and make both type of players happy.

I will have to see.
awesome mod!
Hello!

Update 2.03 reverts the files to upper case lettering, which Steam Deck doesn't recognize and gives Content Validation error.

Manually changing the names ought to work.

Great mod!
Wonderful improvement upon what was honestly frustratingly bad gameplay.
I want to preface this by saying I am asking this from a place of ignorance on implimentation however it seems like you're trying to thread a fine line between appeasing two different sides with some of these updates. Is it possible to add a selector to the new game menu that can be a selection of options such as, "Warlike", "Hostile", "Neutral", "Friendly", "Overly Friendly".
This way you can appease those wanting a warlike experience and those wanting to simply have some of the improvements of an AI that does forward settle or simply has better attack logic in the off case there is a war. I appreciate the fact that this could dramatically increase the depth of complexity but it was a thought that I had this morning and figured I would share.
notque
notque
The problem is as you mentioned complexity.

It is already extremely difficult. Small unsync’d differences can break it.

Two models just isn’t viable
  • beeo
  • 4.00 star(s)
  • Version: RHQ v2.02 (by AndyNemmity and RomanHoliday)
Improves the AI a lot but it seems nearly impossible to get good enough relationships to form alliances. Is there a way I can remove the part that does this?
notque
notque
I understand. I will release a new version when it's ready that makes adjustments to that based on feedback.
Thanks for this mod, I have to decrease difficulty from immortal as that becomes too difficult with how the AI operates the military.
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