Good luck trying to sort this out without the dll
It's indeed unlikely to get anywhere, which is why I'm postponing it for now. It's possible it can just be done through operations and behaviortrees, if they happened to add naval city attack logic. Otherwise were out of luck.
Other civs fought with each other on an off but nothing substantial other than a few cities on the border of Sumer & Egypt that changed hands back and forth a couple times. They definitely do better with war but they don't seem to have any significant goals beyond declaring war and throwing units at each other for a little while. I am able to get them to war more often and longer if I reduce the war weariness penalties but that affects the player too so I'm not sure if that's something you want to mess with or not. Hard to say if it makes it better or just more often. Most often this means there aren't many city states left by the end of the medieval era
I'll try a game with v4 shortly.
The goal is generally to take a city, but once that has happened or failed, it does indeed tend towards that 'just throw units at it' behavior and they never really get anywhere. It's unforutnately also just the game, not just the AI. A defender has a significant advantage, so two people fighting each other with similar production and similar skill, just end up getitng into these stalemates that do nothing but hurt them both.
Still playing with v3, not V4.
Atm one of the biggest issue to me is the ai doesnt build (and thus use) builders enough, by FAR.
You can try this :
- starting era : latest (information I think)
- big enough map (used ynamp, but no need for so big^^)
- fastest speed just to not spend 20 hours testing, reveal all can also speed testing up
You can pretty much outprod, outgold etc. AI on deity while they have insane bonuses (especially since I use a mod to increase them). Why ? Because you make fully improved cities and the AI only improve 1-2 tile in cities with 10+ pple in them.
So I've been constantly trying to boost builder production, and it'll be better in v4 but as you said, it's indeed still nowhere near good enough. The main issue roadblock I have here is that the AI
never seems to feed its smaller cities with builders from bigger cities and I can't think of a way to make them to that without dll access.
Great project and keep the good work since Ai is the most problematic aspect of the game atm.
on a side note, is there a way to code city states to be really powerful. From what i saw in vanilla game play they are a bit better than barbarians although i saw barbarians ravage some city states

). Considering they are mostly non aggressive, they don't do wonders, they don't expand, their military stays in its borders, would make more sense for them to be a bit smarter than the average ai civ, since their role is also very specific.
I'll try to do some minor civ work later, right now I've been focusing on the major civs. Unfortunately there's probably not that much that can be done here. Definitely room for improvement though.
Do you know if there's a way to make AI more likely to build and\or upgrade units than build settlers?
This mod has made the AI so much more competitive and enjoyable. The only thing that bothers me now is since settler operations are limited at 2, the AI have a big build-up of idle settlers in their cities. They are already settling more cities than me (which is great). But I wish they'd use more money on army instead of settlers.
I'm still using v3.
Removing the big buildup of settlers is actually the main improvement of v4, so I hope youll enjoy that

Let me know if you still see it happen there. The main problem wasn't really the limit of 2 operations, it was much more that they were super indecisive in these operations and were running back and forth needlessly.
Seriously.. What the hell Scythia!! How can she afford that many horses!!! Any idea how to change her bonus to only get say, 50% to the next horse, instead of one free??
Haha, wow, can't believe she can keep the maintenance of that under control. No idea how to do that change unfortunately, the type of modifier they use to make that work isn't production based. An easier change may be to just alter the production cost of the horse archers and add a new unique horsemen unit with decreased production.