Since there's been a fair amount of discussion about AI aggression going on, I figured I might as well post the approach calculation.
The approach calculation is how the AI decides whether to plan WAR or be HOSTILE, GUARDED, DECEPTIVE, AFRAID, FRIENDLY or NEUTRAL towards other players.
This...
As you know, in Civ 1 computer player is a cheating bastard and it gets Wonders for free. And here is the exact algorithm how it does that.
https://pastebin.com/Psx6QegR
This routine runs at the beginning of every turn right after check for global warming (in the same function). Game calls this...
I encountered something rather strange where a civ has no cities but does have it's starting units. 0 tech, 0 policies, 0 cities. Gives the impression they never founded their initial city.
I mention this because I remember someone else noting something similar in the 2-18 comments but not sure...
As I've alluded to a few times, I plan on a major overhaul of diplomacy AI intelligence in Vox Populi throughout the upcoming year or so.
Diplomacy in Civilization is complicated because it has a lot of different goals that it needs to balance, and when the balance is done poorly you get an AI...
Hello there! I have a coursework on genetic algorithms. I have an idea of using it in game strategies, specifically in Civ VI. So I am wondering, is it possible to do? I mean, does the game allow creating mods that modify AI's behavior so deeply?
Thank you!
Hello fellow players.
I am old time Alpha Centauri: Alien Crossfire lover and I hope there are many others on this forum too. That was and still is a most amazing development in Civilization series in my opinion. That is why I kept playing it for many years even after Civ 3+ were released...
Hello all,
Diplomacy has always been one of the key foundations of the Civilization game experience, and a core component of player immersion. I have somewhat of a fascination with the diplomacy mechanics, and I've recently taken a particular interest in improving the Civilization V diplomacy...
[...] I know people find the AI to be very bad, but my case looks a bit too much. My game seems broken. Are these numbers correct? I have three times the science output of the 2nd most scientific civ.
It seems to me the AI sucks at scouting on heavy water maps like archipelago and sometimes communitas with lots of small islands reachable by shallow water. While on land maps they find everything very quickly and actually make it hard for the player to even get ruins, they struggle with...
What in your opinion is the most challenging game setup? I am about to win my second game on deity difficulty, this time on pangea map with old world setting, so there are less mountains. Now I am thinking what game setup would increase the difficulty of the game.
One of the setting would be to...
A thread for simple AI improvements! Keeping in mind the level of resources the developers would have to invest to make the change.
My suggestion: have AI ranged units target naval / embarked units.
As far as I can tell, AI/barb ranged units won't ever target naval units. It makes life pretty...
I've been waiting for Vox Popuuli or another AI overhaul mod to come to Civ VI so I can have a challenging battle opponent. Any ideas when this will happen? If I recall with Civ V Vox Populi appeared sometime after the second expansion.
First, congratulations to the C2C Team, the improvement since v39 has been incredible
i have some questions (sry for my english i am from colombia)
C2C V39
1. sadly my PC can´t reach +60 fps, specs:
ryzen 3 3200g @ 4000 Mhz
8 gb ram 3000 MHz
GTX 1070 8 gb SC
SSD crucial BX 500 500 Gb
windows...
Are there any guides or information for getting the AI to build and use a new unit?
Having trouble using the search feature to find anything on this.
I've tried tinkering around with the UnitAiInfos and OpTeamRequirements tables, but it seems to have had no effect.
More specifically, my...
Has anyone else noticed the AI becoming significantly better at waging land wars since the most recent patch? I will say that unless I'm rushed by the AI early in the game I still can handle them relatively well but I've noticed that they are attacking each other and are making meaningful gains...
Figured out a decent way for human players on higher difficulties to actually be scared of an AI attack after you build walls. I inserted the following lines in the UnitAbilities xml file (line 130)
<Row Type="ABILITY_BYPASS_WALLS" Tag="CLASS_MELEE"/>
<Row Type="ABILITY_BYPASS_WALLS"...
So having spent a fair amount of time fixing up code in the AI evaluation functions I think I have at least a basic grasp on how they are working, and as such would like to make a proposal for how they could be refactored to something hopefully better in every respect.
However I definitely don't...
Returns AI behavior to a stable economy
This is not a mod! You will need to replace the game files!
Files from the AI folder move here with replacement (you can save the initial files)
Sid Meiers Civilization V\Assets\DLC\Expansion2\Gameplay\XML\AI
Files from the +1 Gold (return rivers...
Can anyone clear up how the game is supposed to work in regards to sending an AI a delegation on the turn you meet them. I believe when the game first came out I could no matter what, send them one.
However for what seems like at least 2 years now, I have only 10% chance of successfully...
TLDR: seeking detailed "what should this city build next" logic for AI players in CivOne
I've been working on moving SWY's CivOne re-creation forward, fixing bugs and adding missing features. [You can find the releases on Github here]. I've started writing the AI players' unit movement logic...
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