Patch 1.2.0 is an incredible AI improvement from Firaxis.
Removed some pieces we no longer require. Please give feedback as things go, but pared down quite a few things.
Play the base game... play the modded AI... provide feedback on what you like and what you don't.
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RHQ 2.04 Patch Notes
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Fix settling regression in Firaxis patch 1.1.1
Attempts to improve naval combat from AI in antiquity
Building priority rework for the AI
Victory Improvements
Unique Quarters improvements for AI
More leader priority changes
Diplomacy changes dropping grievances from settles from 10 tiles to 6 tiles near a city
Grievance adjustments for the AI based on Diplomatic actions in game.
Many more settling changes.
And a whole lot more.
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INSTRUCTIONS
We hope you enjoy the mod. We are working hard on it. Many hours go into it.
If you see something not right, please let us know. We'll do our best to solve it.
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RHQ 2.03 Patch Notes
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Increase AI building of Air Units
Revert AI Diplomatic Token change, keep default
Revert First Meeting Responses Adjustments
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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.
We are not compatible with Baijen's Better Civ Biases - That makes Civ choices more historical. We make Civ choices based on raw power.
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 2.02 Patch Notes
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Another war increase before bed. I hope you see war.
-----------------------------------
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.
We are not compatible with Baijen's Better Civ Biases - That makes Civ choices more historical. We make Civ choices based on raw power.
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 2.01 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.
-----------------------------------
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.
We are not compatible with Baijen's Better Civ Biases - That makes Civ choices more historical. We make Civ choices based on comboing.
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.
Simple City Attack Tree v2 enabled.
Increase Settler willingness to go towards a settle spot with light defenses
Turn off requiring a settler to find a safe rally point before heading to settle spot.
Increase AI desire to settle close to their cities.
Allow AI to reconsider a City Attack while the operation is in motion.
The City Attack Behavior Tree is the most complex one, and even though my changes made the AI move armies around, and use commanders more effectively, it also broke the declare war step.
Removing it. I will probably have to go back to the drawing board and try again.
AI uses Commanders, give me any feedback on if you see them acting weird.
Reduce long AI settles even more.
AI attacks more often, let me know if it's too aggressive.
A lot of this stuff comes down to what you guys want or think. Provide feedback on your experience, any bugs, any issues.
We've learned that different mod versions break saved games. So I've turned on the setting that it affects saved games.
You will need to complete a game with a current version, and not switch versions in a game.
I would prefer that not be the case, but I don't make the rules.
Hopefully this helps solve the issue I worked on for hours yesterday about saved games.
Important Note: You must delete any other folder and version of this mod from your mods directory on this release.
Then copy it in. You cannot have it there, and overwrite the files.
We had a difficult and confusing situation with loading based around mod ids being held for some reason. I am still not exactly sure why.
The actual gameplay is stellar though. Please provide me your feedback.
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.
Even more AI bugs fixed. More behavior improved. I've been autoplaying it on twitch, it's demonstrably better.
Tested in more ages (thanks potato mcwhiskey)