AI Defines that I think needs to change ASAP

Matte979

Jedi Master
Joined
Oct 29, 2001
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291
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Chicago
1. XML for the AI in the sid meier's civilization v\Assets\Gameplay\XML\AI

GlobalAIDefines.

Cultural max cities = 4 (Maybe on a standard map but on a large you will get killed)
Minimum Settle Fertility = 20000 (Maybe that why cities are created way to far away, defauly range is also 20 hex away?)
Defend Land Base Units = 2 (So why is the AI crappy at defence?)
Defend my land Units per City = 1 (Thats just to few)
AI Patrol chance = 0% ????? (Performance Reasons?)

Lots of other values that seem for example they will sign peace after 4 turns?

I did major changes to this file, going to test now.

2. XML Global defines in P:\Steam\steamapps\common\sid meier's civilization v\Assets\Gameplay\XML
Peace Treaty only has a length of 10 turns on all speeds?????

There is a max city hitpoints at 20 default, I doubled this and a city heals 1 per turn. I tripled this. City Stremgth default is 6 I doubled to 12. Range damange is default at 40% I change it to 60%
No wonder cities are to easy to take. This should have scaled with difficulty.


I also lower experience for ranged attacks from 2 to 1 and defending XP from ranged attack to 1.

-We need a diffculty mod.

I have managed to find the following that can easily be changed.

1. More defensive Units
2. A little lower Cost per Unit (Benfits AI as the produce faster)
3. Much Stronger Cities
4. Less range on AI settlers and lower threshold for settling
5. No bonus for player on barbarians and raging barbarians on
6. Lower General bonus to 10% and flanking to 10% and displine to 10% (AI is bad at using these)
7. AI should get more bonuses like the worker it got on monarch in civ4.
 
Thats a good find. Definitely some of those need addressed, very poor balancing imo. I was starting to get pissed seeing all these AI's spreading like barbarians, no rhyme or reason. Sure they picked the best lands, 20 something hexes away right next to me and my boom stick. Pretty much everything on point one, I agree with.

2, thats the way its always been, at least since civ3, maybe longer.

while I do agree most of those could be upped some, I think maybe you went to far, but I'm interested to hear your results.

Also AI's do get some free units, I think techs as well on the harder difficulty levels. Still even on immortal, I can catch up in BC times, and be completely dominating by the time I get rifles.
 
Minimum Settle Fertility = 20000 (Maybe that why cities are created way to far away, defauly range is also 20 hex away?)

That would be a really weird name if that's what it did. (The correct name for that would be MAXIMUM_SETTLE_DISTANCE.)

Sounds to me like it's just requiring some basic number of food points or food tiles in the BFH.
 
More units is something I noticed as a big concern. Did not realize they were set to around 1 per city (although it makes sense). The only competition I had with military was a military conqueror. He had an army that equaled mine without question. But it seems those who weren't declaring war fall way too easily.
 
these and more are in the GameInfo/Civ5HandicapInfos.xml

Code:
                        <AIBarbarianBonus>45</AIBarbarianBonus>
			<EarliestBarbarianReleaseTurn>10000</EarliestBarbarianReleaseTurn>
			<BarbarianLandTargetRange>2</BarbarianLandTargetRange>
			<BarbarianSeaTargetRange>4</BarbarianSeaTargetRange>
			<AIDeclareWarProb>0</AIDeclareWarProb>
			<AIUnhappinessPercent>100</AIUnhappinessPercent>
			<AIGrowthPercent>160</AIGrowthPercent>
			<AITrainPercent>175</AITrainPercent>
			<AIWorldTrainPercent>160</AIWorldTrainPercent>
			<AIConstructPercent>160</AIConstructPercent>
			<AIWorldConstructPercent>160</AIWorldConstructPercent>
			<AICreatePercent>160</AICreatePercent>
			<AIWorldCreatePercent>160</AIWorldCreatePercent>
			<AIBuildingCostPercent>100</AIBuildingCostPercent>
			<AIUnitCostPercent>100</AIUnitCostPercent>
			<AIUnitSupplyPercent>0</AIUnitSupplyPercent>
			<AIUnitUpgradePercent>50</AIUnitUpgradePercent>
			<AIInflationPercent>100</AIInflationPercent>
			<AIAdvancedStartPercent>100</AIAdvancedStartPercent>

most likely even more stuff in the AI xml, but I didn't even look ;)

Wirapuru - yes
 
Could make turning the AI into something better faster than we thought...

Some of these are pretty ambiguous though.
 
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