ai

  1. nzcamel

    The AI cannot value resources well, even at higher levels.

    I'd expect this on Chiefdom or Warlord, but Immortal!? TBF I do have a decent relationship with Hungary, though I was getting a similar deal even when he wasn't friendly to me, nor did I have an embasy there. Why can't they appreciate that (usually) luxuries are worth one for one? I appreciate...
  2. U

    (1.0.12.28) Barbarians Not Attacking City Center?

    I started playing Civ VI again, after an absence of a few months, and I've noticed something strange: Barbarians attack my units and plunder my improvements, but, when they come right next to my city center, they sit there indefinitely doing nothing, until I kill them, whereas I recall...
  3. P

    Late Game AI 4.10

    Late Game AI buffs the AI's late game 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 actually be able to win games. Thus the difficulties Prince to Deity will be much harder. Now also...
  4. CppMaster

    [GS] Which AI mod is the best?

    I'm interested in better decision making. I'm considering: AI+ https://steamcommunity.com/sharedfiles/filedetails/?id=878717347 Real Strategy (AI) https://steamcommunity.com/sharedfiles/filedetails/?id=1617282434 Also Smoother Difficulty 2.0 seem interesting even if doesn't change decision...
  5. Iconian

    [BNW] How do flavors actually work?

    How do flavors work, most specifically with regard to unit/building costs and usefulness? Let's say there's a combat unit that costs 25 production and has 5 attack, and another unit that costs 150 production and has 10 attack. How should I assign each of them with Offense/Defense flavors, and...
  6. King Phaedron

    Retreat and Reinforce

    The length of a turn is never less then a season, and that is only on marathon at the very end of the game. Most turns are 5-20 years. I get why unit movement has to scale the way it does, but lets be realistic here: when you start a war it doesn't take hundreds of years to reach a nearby city...
  7. Dantavian

    [BNW] AI Science

    Is there a way to give the AI per era science bonuses, or something that will allow the AI to keep up in science output as the game progresses? Pref. something in the XML. Thanks.
  8. Dantavian

    [BNW] AI unit upgrades and general AI balance

    Hello, I have been playing King difficulty. I find this a nice level to play until the snowball effect and I run away with the game. I have been experimenting with adjusting the balance so the ai can keep pace but without me in turn having to resort to gamey tactics and repetitive gameplay of...
  9. CppMaster

    AI struggles with Archipelago map

    I've created a small archipelago map with high water level and 6 Civs that have unique ships, because I wanted to focus on naval warfare. AI produced way too many land melee units, which were useless outside of boosting cities defense. That production could go to ships (which AI made a very...
  10. Recursive

    Peace Logic for Upcoming 1.1 Version

    Here's the revised peace logic for the upcoming version 1.1, in great detail. Feel free to suggest how this could be improved. Wrote this up somewhat hastily so feel free to ask if anything seems unclear. [PART 1: INITIAL CHECKS] 1. Peace Blocked - If game options "Permanent War" or...
  11. G

    I Was on a Winning Streak, Then the AI Started Hustling Me!

    I'm not sure what, if anything changed, but shortly after winning enough games handily, I'm suddenly finding it much harder to find that same mojo. I've been playing Metropolis difficulty on a Huge map at Endless speed (because even that barely seems to leave me with a satisfactory span of time...
  12. JamesNinelives

    Should the AI build more workers?

    Something that always confuses me is why the AI sometimes leaves a bunch of tiles unimproved when the cost/benefit of improving them is usually worthwhile. I'm not sure how the worker logic is written but I figure if they build more workers then they would probably get around to improving their...
  13. E

    [1.0.11.16] AI units clear Barbarian Camp my unit is standing in

    Barbarian Clans mode, seen in several different games. Usually while farming/camping a barb camp, having a unit fortified and healing inside the camp and waiting to raid and/or clear said camp. The AI comes up with one or more units, moves on top of my unit, clears the camp and bounces back...
  14. King Phaedron

    AI Cannot Use Bermuda Triangle / Single Player doesn't exist

    I made a map with Maori starting in one ocean tile, surrounded by mountains, with enough inner land just to make a decent capital. If this had worked, I was going to build a map around it, with the expectation that Maori could be anywhere. This turned out to be much less interesting, because the...
  15. A

    AI enhancing Mod

    I've been looking for a mod that makes the AI more challenging - I've been thinking about real strategy but (1) how does it work with other mods like civilizations expanded and smoother difficulty + expansions like the New Frontier pass and (2) I've read it makes the AI really passive and never...
  16. D

    Sudden gang-up from Hell

    So, I'm tucked away in my own little corner of the world, having a nice little war with some Heathens... and then FIVE of the remaining seven AI civs declare war on me on the same turn. No vassals; five separate civs. Never seen that many at one time before. What really chaps my ass is that...
  17. Freaky

    Current state of Civ VI modding?

    I'm a big fan of Civ IV and Civ V after Vox Populi, but last I checked, the devs didn't want to release major modding capability until after they were done with all of their DLC. Now that I look again, I see a lot of mods, but nothing approaching a real fan-definitive Vox Populi type of mod for...
  18. Volgadar

    Strange AI

    During last game (svn, immortal, large continents map) I noticed kinda strange AI behavior. Some examples: 1. Ancient Germany didn't even try to build infrastructure - no roads, no irrigation, almost nothing at all. Friendly Roman Empire at the north and not-so-friendly Russian Empire at the...
  19. Q

    Improving AI Voting on Border Control

    In all my games, for Border Control, all the AIs place one (free) vote for themselves. This is stupid for two reasons: 1. They should realize everyone is doing this, and so should know that unless they have the least favor, they are wasting their free vote. 2. I always win this by spending...
  20. kaspergm

    [NFP] Have Firaxis ever adressed whether the AI voting on diplomatic resolutions is working as intended?

    This is an example from my recent game, but it's something that seems to happen more often than not: I know one *can* explain this with something like "China is persuing a diplomatic victory" (I don't think that was particularly the case, but can't rule it out), but like I said, this seems to...
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