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AI+ v13.1

I wonder if the solution to "The AI doesn't build X because they ignore the tech for it due to beelining" is to just have the AI research the cheapest available tech at all times. It's what I do when I'm learning a strategy game for the first time and I don't really know what's worth beelining to, and would make sure they don't ignore any important dead-end techs.
 
Whoo! Rome took one of my cities! I'm so excited! I actually am...even after the fall patch the AI never did anything like that. Never been so happy to lose a city. I took it back of course. Nice to see Rome acting like the backstabbing warmongers I know and love from earlier Civ games :lol:
 
i am seeing the AI settle a lot as well...but i don;t think it;s such a good idea.
the cities are never developed. they run with 2-3 settlers all the time while the capital and core cities are at 6-7 and the new cities remain at 1-2 for a long time.

i would rather see fewer better developed cities from the AI ....
 
I meant vanilla game without AI+ has settlers settling allot more now
 
Let me share my experience of playing v.6 of the mod:

Map: Fractal
Size: Large
Difficulty: Emperor
Player: Cleopatra
Mods: AI + V.6, Improved harbour, Smaller boosts (33%), Slower techs (based on Gedemon mod, greater costs for techs, civics and GP depending on the era), other small changes (50% faith costs increase for religious units, 10% discount on unit costs, 10% increase of building/districts costs.
Speed: Epic
Turns played: 250 (end of medieval era)

I monitored AI behaviour in individual components and got the following:

1. City location
Before playing this game, I played as France on Pangea map in vanilla and noticed significant improvement of AI settling after fall patch. I could barely find any city which would be built not on river/lake or coast.
With the mod enabled I noticed that AI in general settling cities ok, however sometimes it settles 2 or 3 tiles away from seaside or 1 tile away from river, e.g. please see Sparta, Valencia, Solikamsk or English cities screenshots. There might be some logic in it, like settling closer to luxuries or natural wonders but I think same result could be achieved if settling on a seaside tiles.
Another thing is that after good initial settling (4-5 tiles away from each city), AI again started to put cities 3 tiles away from each other. It's ok if there would be lack of available territory but there were still better spots
Also, I have a feeling that AI settles too fast and give too much attention to settling new cities. It's still medieval era and AI almost filled all suitable territory. Luckily I was separated by mountains and sea from other AIs but in my previous games AI was constantly trying to encircle me with their cities.
I am not sure how vanilla AI would settle on island maps but overall its settling improved a lot after fall patch and I would keep it untouched until we find some flaws in it.

2. Settlers behaviour
In general AI tries to accompany a settler with military units however I am not sure whether he uses escort function. In my game I saw a Roman settler rushing to the settling point and manage to settle first in this spot. Then for next 10-15 turns this settler stopped at my border doing nothing. He was unescorted although he had two warriors in neighbour tiles, so in theory I could declare quick war and steal it. It's good that finally AI found another spot for this settler, but it worries me that it took him so long.
On a positive side: I haven't seen hordes of settlers which we had before. AI usually has one, max two settlers who are trying to find good spot.

3. Diplomatic AI
I can't say much here because I had one big war where after killing 4-5 units in attempts to come to my city AI offered a peace with 2-3 gpt. Very fair peace tbh, in vanilla (after patch) after taking one of AI cities he offered me ridiculous 102 GPT. How he got this money I don't know. Overall I saw wars between AIs which lasted relatively long, prob 30-40 turns.
Got two stupid denouncations after sending envoy to city-state but that's probably ok.

4. Military AI
This is where we got a problem. AIs have really sizeable forces but they are not really using them even when going for aggressive wars. I've seen the following picture: Sumeria besieged Roman city (no walls), they had 4-5 war carts + allied city-state units. Romans has some forces as well but they kept them a bit away from this city (prob defending their capital against Greece). Sumeria managed to damage city a bit and then all units pulled away from the city for 2-3 tiles (!) instead of trying to finish it. The same situation happened several times until they finally had a peace. As mentioned before, AI taking another AI's city is the event of millennium.
If possible, I would like to see the following logic:
a. AI accumulates 10-13 units with 3-4 siege units.
b. AI makes huge push without concerning about his unit with priorities destroying player's ranged units, encircling the city and taking it.
c. If AI left with 3-4 units from his initial force and city still has walls undamaged or there are many player units around, then push away for 4 tiles to your closest city. If player's city has no walls or there aren't many units around, keep attacking.

I like the idea of AI trying to save his units but it's really difficult to implement. AI starts to push even its lightly damaged units, messing battle orders and forcing other units to stop and give way instead of doing proper attack.
I would leave this option only for AI promoted units which are heavily damaged.

5. Districts, improvements and wonders
This is where I would like to go one by one for each AI I met:
a. Sumeria
Improvements: Insane number of ziggurats, almost in every single cell (hell, Ner-Zul would be pleased seeing this!).
By the way, does anybody know how to put a mod which would prohibit all unique improvement to be adjacent to each other (apart from Great Wall and Roman fort)? I am pretty sure the reason why Sumeria is ahead in Science in most of the games is purely because of huge number of ziggurats.
Also, Sumerian cities have 4-5 population (because of lack of normal improvements) but they improved 10-12 tiles... why?!
Districts: The only district I see is I science district (although they get 3.1 GSP per turn, so maybe they have a second one). Nothing else, despite it is turn 250 now (end of medieval era).
Wonders: They are trying to build now Aztec wonder on a lake, but it will probably take them ages

b. Russia
Improvements: lots of farms, again they don't need so many for now, other resources covered normally
Districts: Lots of lavras + 1 cultural district, 1 production and 1 military district in the capital. Also they are constructing now 1 commercial hub and they got 2 or 3 harbours.
Wonders: Managed to get Petra.
Overall Russia was probably the most developed and close to vanilla district building. Mb there were too many lavras and lack of Science/Commercial/Entertainment districts

c. Spain
Improvements: again, tons of unnecessary improvements at that point in the game
Districts: No districts at all, even no faith district. AI hadn't been at wars, the only thing he was doing was building army, improvements and settlers.
Wonders: nothing

d. Rome
Improvements: fair number of improvements, not too much, I would even say Roman AI should have more but probably they didn't have a chance to build them because of many wars with Sumeria and Greece.
Districts: a military district in Rome and bath district in another city
Wonders: Tried to build Chichen-Itza but was too slow, somebody else built it.

e. Greece
Improvements: As usual, lots of mines and other stuff and they got La Venta allied, so lots of stone heads as well (they should be non-adjacent).
Districts: Prob one or two cultural districts and 2-3 faith districts
Wonders: Nothing I would see

f. Others and city-states

I see America and Scythia got 2 great merchant points per turn so they are doing something at least. I see only one city-state who is trying to build faith district, all other CS don't have a district (despite normally they try to build it asap)

Here are all screensots:
Overall impression: Maybe I am too early in the eras but comparing to vanilla game I have an impression that AI is very reluctant to build districts and develop their cities. Instead he tries to build a lot of settlers and workers to make insane number of improvements. I haven't seen any entertainment district in the game (despite building two myself). I have a feeling that in vanilla AI is much better at that component and really concentrates on district building, so if possible I would return pseudoyields to vanilla in both peace/war situation and see what would happen. Also, preference towards unique districts (as well as unique improvements) is a bit too high in my opinion.


I hope all those points above will serve as a good feedback in the attempts to improve AI behaviour.
Siesta, keep up your work, AI+ is the only hope for us (beside Firaxis) to get the challenging AI opponent.
 
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- Ai War, Better they do use wounded units more but still start healing at about 70% or so instead of fleeing or continue attack. Its not all bad as units at 70% does fight with lower attack value. Personally I think we can get rid of stay still in around enemy and heal for AI for now, and just make it either attack or retreat, make retreat higher maybe 50%.

I think these 70% units you're encountering are probably part of the 'zerg team', which by now isn't really a zerg tema anymore haha. They kind of act as small harassment groups and serve to bring troops to the front. Did you happen to also encounter bigger groups of units that didn't display that behavior?
Those harass teams definitely require some more work, might have some time later this week to work on it.

micro war waaay better than vanilla but macro ...errrmm....AI attacks with overwhelming force (immortal) than several turns later if you repel him he will make peace with huuuuge reparations (last time scythia gave me all cities but capitol!?) even thou he is ahead on science, culture, faith, military, cities........

Yeah the diplomacy is easily one of the most idiotic things the AI still does. Like, it's clearly idiotic in combat too, but the consequences are that they lose a few units. These diplomacy things can cost them the game. It's such a shame thse trade deals and how highly they value gold etc is completely out my control :(


I wonder if the solution to "The AI doesn't build X because they ignore the tech for it due to beelining" is to just have the AI research the cheapest available tech at all times. It's what I do when I'm learning a strategy game for the first time and I don't really know what's worth beelining to, and would make sure they don't ignore any important dead-end techs.

That wouldn't be too terrible of a solution. It would have its faults too, but itd work. Sadly, cannot be done without dll access. And with dll access, there'd probably be nicer ways of solving it (like reducing the preference impact cause by techs further down the line)

Whoo! Rome took one of my cities! I'm so excited! I actually am...even after the fall patch the AI never did anything like that. Never been so happy to lose a city. I took it back of course. Nice to see Rome acting like the backstabbing warmongers I know and love from earlier Civ games :lol:

Haha, I'm happy/sorry for your loss. What difficulty level was this on?

i am seeing the AI settle a lot as well...but i don;t think it;s such a good idea.
the cities are never developed. they run with 2-3 settlers all the time while the capital and core cities are at 6-7 and the new cities remain at 1-2 for a long time.

i would rather see fewer better developed cities from the AI ....

Did you happen to notice whether the 6-7 city owners were at war a lot? Oh and were any of them sumeria? Also what difficulty level are you on? That might help me figure out what's going on here, they definitely shouldn't be that bad at improving their cities.

Let me share my experience of playing v.6 of the mod:

Thank you so much for all the detailed feedback! Sadly I don't have permission to see your screenshots apparently, curious to see them.

With the mod enabled I noticed that AI in general settling cities ok, however sometimes it settles 2 or 3 tiles away from seaside or 1 tile away from river, e.g. please see Sparta, Valencia, Solikamsk or English cities screenshots. There might be some logic in it, like settling closer to luxuries or natural wonders but I think same result could be achieved if settling on a seaside tiles.

So I'm starting to have a growing suspicion that there's something fundamentally wrong with the way the values that control whether they settl next to fresh/water coast are calculated. To be exact, I'm getting more and more certain that this 'preference value' is added not to the tile the city is going to be placed on, but that instead it's added to the tiles on the first ring.
I've found that the AI keeps beelining for these super odd spots that have one tile between itself and a coast on side, and one tile between itself and a river on the other side. (or two rivers/ a lake/ etc). Which makes no sense if it's about the city-tile, but makes a ton of sense if it's about the first ring. It could see 4 or 5 tiles on the first ring with water access, and it would think that it's a glorious spot, even though it misses water access itself. It would then still like settling next to rivers most of the time, since a spot on the river is likely to contain the most neighbouring tiles, but it wouldn't always.
Can't see your screenshots now, so I'm curious to see if the weird cities there make more sense with this theory too.


Also, I have a feeling that AI settles too fast and give too much attention to settling new cities. It's still medieval era and AI almost filled all suitable territory. Luckily I was separated by mountains and sea from other AIs but in my previous games AI was constantly trying to encircle me with their cities.

This is based on my opinion of game balance. It really feels like spamming the map full of cities is basically the best strategy currently available, since there's so few drawbacks to it. Right now I feel that this is basically the only chance the AI has to compete with humans.

He was unescorted although he had two warriors in neighbour tiles, so in theory I could declare quick war and steal it.

Sadly it seems there's no way for the AI to see units of players it's not at war with using the tools I have available. Other than that, yeah, sttler escorts is still an ongoing project. There should be some ways of making it a little better still. Just haven't figured out how yet.

I can't say much here because I had one big war where after killing 4-5 units in attempts to come to my city AI offered a peace with 2-3 gpt. Very fair peace tbh, in vanilla (after patch) after taking one of AI cities he offered me ridiculous 102 GPT.

Can't change anything about the way they do trade deals, so sadly this was probably just lucky.

4. Military AI

Your plan sounds pretty decent, and would probably kick the current AIs ass. Sadly, very hard if not impossible to do with the limited tools. I'll try to get more work in on this weekend and could maybe still slightly improve it. But probably nowhere near any satisfactory levels. In your opinion, out of agressive/defensive wars, which do you feel needs attention the most?


Improvements: Insane number of ziggurats, almost in every single cell (hell, Ner-Zul would be pleased seeing this!).

Will try to do more on this. It's indeed rather insane. The AI is not aware of any concept like 'balance', and just picks whatever is highest rated. And it ends up just rating these ziggurats higher than farms regardless of circumstances. Might be able to fix this though by giving sumeria a unique extra preference for food.

Districts: No districts at all, even no faith district. AI hadn't been at wars, the only thing he was doing was building army, improvements and settlers.

So your experiences on distrcits are completely different from my experiences. Even in mine it could probably be tuned up a little. However, I think your mod that increases district costs is probably messing with things. The AI takes build costs into account, and due to the way it priotizes things, a 10% decrease in desire can easily mean it suddenly puts districts last in its priority system, and then just doesn't build them anymore.

Improvements: As usual, lots of mines and other stuff and they got La Venta allied, so lots of stone heads as well (they should be non-adjacent).


The stone heads are the worst haha. Every time an AI gets them, they spam them like crazy and end up with tiny cities. I have no idea how to fix this one tbh. If I reduce their desire for faith, they'll stop building holy districts completely.


I hope all those points above will serve as a good feedback in the attempts to improve AI behaviour.
Siesta, keep up your work, AI+ is the only hope for us (beside Firaxis) to get the challenging AI opponent.

Thank you! It definitely helps to get some good in-game feedback and have some good stuff to work with here. Hoping to improve future versions to remove some of your issues
 
Haha, I'm happy/sorry for your loss. What difficulty level was this on?
Prince. I'm a pretty average player. Despite having played Civ since the first version I've always been a casual player. I found that even in vanilla Civ 6, the AI is rather aggressive towards other AI players. But in my current game, not only did Rome take one of my cities, but Kongo took out Norway, which I've not seen happen so far at Prince. Rome has also been expanding by taking out city-states. France is building city after city, and they seem to be growing, though I need to look further into what they are building in the districts. Rome is building in it's districts, things like Commercial districts, holy districts, harbour districts I've seen. India is growing but only settled two cities and now it's hemmed in between France, Rome and America so it can't expand. America didn't expand past one city for much of the game so far, but now suddenly is expanding like mad. I saw it do this before in an earlier game using Delnar's mod and America seems hell bent on getting Washington to be big quickly so has a lot of farms (again, saw it do this before when I was using Delnar's awhile ago). Kongo is expanding like mad on it's own continent and is at war with Russia and Arabia. In Science, I am tied with Kongo and America when looking at the tech tree (we're all in the same era anyway). I'm winning in Religion which is odd for me as I don't play religion per-se...I just kind of lucked into a Great Prophet so I'm going with it. Culture I'm ahead but not by much vs Kongo and Rome. Rome and Kongo are ahead of me in military strength and are reasonably well off in upgrading units, though Rome has a lot of Legions (they are still relevant at this point as I just got gunpowder myself) but they also have some Pikemen. One thing I'm not seeing in this game that I saw in others on earlier versions of AI+ is where city-states have loads of settlers which they cannot use. My guess in those games was that the AI was spamming them and the city-states would take them in war and then be unable to do anything with them.

Overall, this has turned into the best game of Civ 6 I've had so far, so I'm happy. I played a game using just the fall patch to compare prior to this and it was really not THAT much better than the original AI so I'd have to say that much of the improvement is due to this mod.
 
Did you happen to notice whether the 6-7 city owners were at war a lot? Oh and were any of them sumeria? Also what difficulty level are you on? That might help me figure out what's going on here, they definitely shouldn't be that bad at improving their cities.
king difficulty. huge inland sea map. epic speed. none were at war as far as i can tell. the AIs (India, norway and now arabia) started spamming settlers (i think it was after the "fall" patch - the game started before the patch). none of their cities have any basic buildings (monument, granary, water mill)...and they started settling near me even if i asked them not to (promise break)
 

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The stone heads are the worst haha. Every time an AI gets them, they spam them like crazy and end up with tiny cities. I have no idea how to fix this one tbh. If I reduce their desire for faith, they'll stop building holy districts completely.
While I was balancing Better Unique Improvements, I quickly realized that the AI thinks 1 faith is basically 1 production, even if they don't have a religion. It's already bad that it thinks 2g is worth 1 hammer, but taking 2 faith over 2 hammers is insane. I couldn't find a way to fix this, unfortunately.

Buffing Unique Improvements does help the AI, because it spams its UI regardless of its value. But city planning in general is in such a pitiful state, it makes me want to drop the game entirely...
By the way, does anybody know how to put a mod which would prohibit all unique improvement to be adjacent to each other (apart from Great Wall and Roman fort)? I am pretty sure the reason why Sumeria is ahead in Science in most of the games is purely because of huge number of ziggurats.
Yes, it would be easy. There's a setting in Improvements.xml that you can modify to allow adjacent improvements per type. I changed this for Kurgans and Châteaux, and Stepwells/Sphinx have it on already. The thing is, I'd rather have UIs that are desirable so the AI's tendency to spam them is actually an advantage for that civ. There is an argument for removing adjacency on all of them and buffing them even more, which might force some balance from the AI, but it feels kinda wrong. Testing would be required.

Default ziggurats look good on paper when you see Gilgamesh way ahead in science, but all this does is increase the cost of his districts, as he has neither the money nor the production to do anything with that science. It's one more thing that makes it weak.
 
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I've just played a game in which a very militaristic Rome took out other civs in medieval era with ~ 20 legions. He also surprised me when he went for me, because he didn't choose the direct way to my cities via another civs territory, but instead he embarked his units and attacked from the other side. That was great to see. I lost a small outpost because of that surprise, took it back though and killed all his units. Thanks for that! It was on Emperor difficulty. I can understand Rome spamming legions, but it would have been far more dangerous if he brought some Crossbows and Siege Towers.
 
After a couple of plays post-patch with this mod, I am noticing that the AI has started to undervalue holy sites. On Deity, it's past turn 120 and only 3 of 5 total religions have been founded (including mine) and only 1 civ is making any progress towards a great prophet. This is in huge contrast to how it used to be that even on Emperor difficulty all religions would be gone by turn 70 or even 60. I am pretty sure this is not just a fluke because I observed in multiple games. It is making religious victory way too easy.
 
Prince. I'm a pretty average player. Despite having played Civ since the first version I've always been a casual player. I found that even in vanilla Civ 6, the AI is rather aggressive towards other AI players. But in my current game, not only did Rome take one of my cities, but Kongo took out Norway, which I've not seen happen so far at Prince. Rome has also been expanding by taking out city-states. France is building city after city, and they seem to be growing, though I need to look further into what they are building in the districts. Rome is building in it's districts, things like Commercial districts, holy districts, harbour districts I've seen. India is growing but only settled two cities and now it's hemmed in between France, Rome and America so it can't expand. America didn't expand past one city for much of the game so far, but now suddenly is expanding like mad. I saw it do this before in an earlier game using Delnar's mod and America seems hell bent on getting Washington to be big quickly so has a lot of farms (again, saw it do this before when I was using Delnar's awhile ago). Kongo is expanding like mad on it's own continent and is at war with Russia and Arabia. In Science, I am tied with Kongo and America when looking at the tech tree (we're all in the same era anyway). I'm winning in Religion which is odd for me as I don't play religion per-se...I just kind of lucked into a Great Prophet so I'm going with it. Culture I'm ahead but not by much vs Kongo and Rome. Rome and Kongo are ahead of me in military strength and are reasonably well off in upgrading units, though Rome has a lot of Legions (they are still relevant at this point as I just got gunpowder myself) but they also have some Pikemen. One thing I'm not seeing in this game that I saw in others on earlier versions of AI+ is where city-states have loads of settlers which they cannot use. My guess in those games was that the AI was spamming them and the city-states would take them in war and then be unable to do anything with them.

Overall, this has turned into the best game of Civ 6 I've had so far, so I'm happy. I played a game using just the fall patch to compare prior to this and it was really not THAT much better than the original AI so I'd have to say that much of the improvement is due to this mod.

That sounds great! Awesome to hear it's working out for you, hoping to improve it even further

king difficulty. huge inland sea map. epic speed. none were at war as far as i can tell. the AIs (India, norway and now arabia) started spamming settlers (i think it was after the "fall" patch - the game started before the patch). none of their cities have any basic buildings (monument, granary, water mill)...and they started settling near me even if i asked them not to (promise break)

Hmm, interesting. Sounds like I have some tuning to do here, it's likely it's king related. Perhaps a kind of awkward spot where they need somewhat higher building and district preferences.


While I was balancing Better Unique Improvements, I quickly realized that the AI thinks 1 faith is basically 1 production, even if they don't have a religion. It's already bad that it thinks 2g is worth 1 hammer, but taking 2 faith over 2 hammers is insane. I couldn't find a way to fix this, unfortunately.

Buffing Unique Improvements does help the AI, because it spams its UI regardless of its value. But city planning in general is in such a pitiful state, it makes me want to drop the game entirely...
Yes, it would be easy. There's a setting in Improvements.xml that you can modify to allow adjacent improvements per type. I changed this for Kurgans and Châteaux, and Stepwells/Sphinx have it on already. The thing is, I'd rather have UIs that are desirable so the AI's tendency to spam them is actually an advantage for that civ. There is an argument for removing adjacency on all of them and buffing them even more, which might force some balance from the AI, but it feels kinda wrong. Testing would be required.

Default ziggurats look good on paper when you see Gilgamesh way ahead in science, but all this does is increase the cost of his districts, as he has neither the money nor the production to do anything with that science. It's one more thing that makes it weak.

There's definitely a good case to be made to buff the improvements signficiantly and then require that they can't be adjacent. Don't really want to do that in an AI mod though. the faith=hammers thing already isn't as bad here in AI+, but it could still use with some improvements. I'm going to experiement with having different faith preferences depending on whether they either already have a religion, dont have one but can obtain it, or are locked out completely. In theory that should result in more reasonable valuations and would at least prevent non-faith civs from spamming the heads. It's no perfect solution yet though..

I've just played a game in which a very militaristic Rome took out other civs in medieval era with ~ 20 legions. He also surprised me when he went for me, because he didn't choose the direct way to my cities via another civs territory, but instead he embarked his units and attacked from the other side. That was great to see. I lost a small outpost because of that surprise, took it back though and killed all his units. Thanks for that! It was on Emperor difficulty. I can understand Rome spamming legions, but it would have been far more dangerous if he brought some Crossbows and Siege Towers.

Good job Rome! It's dfinitely one of the scarier AI civs out there, probably right after Sumeria. I'm afraid there's not too much I can do to sort the legion/crossbow balance out perfectly, as unit preferences per civ only allow setting that a unit is 'favored', there are no values to tweak. But I'll try to keep this in mind going further, perhaps there's still something here to make it a little better.

After a couple of plays post-patch with this mod, I am noticing that the AI has started to undervalue holy sites. On Deity, it's past turn 120 and only 3 of 5 total religions have been founded (including mine) and only 1 civ is making any progress towards a great prophet. This is in huge contrast to how it used to be that even on Emperor difficulty all religions would be gone by turn 70 or even 60. I am pretty sure this is not just a fluke because I observed in multiple games. It is making religious victory way too easy.

Hmm, I hope my planned change to change the way faith is valued depending on circumstances could help solve this. It's one of those tricky beasts where if you let the AI overvalue it, they become incredbily inefficient, but if you undervalue it, suddenly the religion game becomes too easy. I guess especially on deity a bit of inefficiency here should be acceptable since they have a lot of spare production anyway. Might boost faith desire a little on immortal and deity, on top of the faith desire overhaul.
 
I don't have much to add to my first report, I continued my game but as expected its a "no challenge (too easy)" and I can't think of any more dumb cheat bonuses to add to AI. I also repeat I'm not that good a player, in civ5 bnw I would lose to deity 99% time, it's just civ 6 strategic AI that is too dumb :(

Honestly, I think you're basically right, the AI could accomplish more if it just kamikaze-rushed its units in with no regard for their safety, especially in terms of defensive behavior. (..)
On top of that, there's no way to coordinate these one man teams walking to the same city, and there's no way to coordinate them attacking the cities at the same time. With the current insane healing on cities, they would never take a single city.

About that, I understand that it might not be possible and the way war AI is based only on operations (at least if I understood you right) can make it at least very hard but I think, atm, the right way to make it better would be :
- try to "kamikaze" (or almost, but honestly kamikaze would still be better) AI units on a single basis when in range of another fighting unit (at war).
- stick to operations about cities (dont kamikaze on it)

Since my game has many civs (all of them which is... about 20?), I can confirm that this dumb-war-AI side effect : The AI is ridiculously bad even at attacking other AI. Example Germany (AI) is at war with Rome (AI) for... forever (with small peace deals in the middle), germany has reached atomic era and rome is still in renaissance, and Germany has double their scores, they share a lot of borders BUT Germany-strategic-AI is too f... dumb to succeed in crushing them down. I think in 5000 years they only took 1 small city out of 6 of Rome. Geeze, it feels like a sandbox where AI wars are here for decoration with idle units.

Hope we'll see a solution, the sooner the better.
Cheers,

EDIT : I saw a mod (forgot name) which basically take some of AI+ and another and claimed to be ultra good AI even on prince based on the fact that with his mod AI would try to save its units. ROFL I didn't even try it since civ6 problem is that AI always save it's units and does pretty much nothing with them (except move) :D
 
The AI wont attack because it doesn't have a good strength advantage.

So why don't we try to raise the strength bonus? (Because this mods isn't really about that, but maybe you can't fix the AI without strength bonus changes)
 
After a couple of plays post-patch with this mod, I am noticing that the AI has started to undervalue holy sites. On Deity, it's past turn 120 and only 3 of 5 total religions have been founded (including mine) and only 1 civ is making any progress towards a great prophet. This is in huge contrast to how it used to be that even on Emperor difficulty all religions would be gone by turn 70 or even 60. I am pretty sure this is not just a fluke because I observed in multiple games. It is making religious victory way too easy.
Yeah I can confirm this behavior as well; founding a religion is unbelievably easy right now. I started a game on Deity as Arabia with the mindset that I should be able to make use of their free prophet rather early since it's on Deity, but it took like 150+ turns before I ended up getting it, and that was on a small map (I.E: only 4 religions, so taking Stonehenge into account only 2 other civs had gotten prophets normally by that point on Deity). That's... not exactly how it was before. You used to be forced to min/max everything almost perfectly and have to run holy site prayers to even have a reasonable chance at getting a religion on Deity. Now it's a cakewalk if you want one, because the AI just... doesn't build holy sites
 
Just wanted to provide some feedback. As a few others have said AI seems to ignore religion a little too much, this game was 4/5 religions founded until turn 150~. I'm sure theres a good middleground to be found. I'm also having issues with AI settlers, the French have been dancing 3 settlers around my territory for 100 turns now, and I stumbled across.. well you can see it in the screenshot.

aiset.jpg

Also seeing tons of AI settlers just sitting in cities, as if they built them and couldn't find a spot to send them. All the other changes seem to be working nicely, great work so far. :thumbsup:
 
The AI wont attack because it doesn't have a good strength advantage.

So why don't we try to raise the strength bonus? (Because this mods isn't really about that, but maybe you can't fix the AI without strength bonus changes)

Yes I agree that might be the best solution for now. I play AI+ together with Smoother Difficulty mod which gives AI extra production etc bonuses and also + strength vs barbs. It would be easy to increase the +4 vs human player bonus to something like +10 and see what happens... They may get bolder.
 
Hello siesta and fellow civians , i have tried 5 games of post fall patch with only AI+ v6 mod, for all my games at deity level , the AI is pretty aggressive with good back ups and reinforcement and wont just stop attacking after u kill his units. However there is this common problem in all the games , the AIs dont build districts, usually only spain will build campus out of 12 civs in a map, and only 1 will build industrial district also. That being said, once the human player build enough industrial and campus , our tech and production will outshine the AI making even deity very easy to win with AI+ v6.:( Will there be a later version to solve this issue? I am suggesting keep the vanilla build, just improve the combat AI and reinforcements first ! Thank you siesta and your mod !
 
Yes I agree that might be the best solution for now. I play AI+ together with Smoother Difficulty mod which gives AI extra production etc bonuses and also + strength vs barbs. It would be easy to increase the +4 vs human player bonus to something like +10 and see what happens... They may get bolder.

A semi-workaround at best, expected results :
- game is harder, so ok there.
- AI will still be dumb and only attack with melee when full health and can nearly one-hit-kill a unit, it will only happen more (so yes harder but still feeling dumb)
- AI vs AI battles won't be solved at all (they both have bonuses) and feel ultra stagnant.
In the end I feel it's nearly like giving them another big tech advantage (well not exactly but sort of).

An improvement (which would still be only a workaround) would be to boost attack values without boosting it's defensive values. But I think in civ6 (like with most civs), unless it's hidden, melee units only have one base value for both... in that case, not doable.

Another idea !! Why not modify the landscape so that EVERY tile gives -5 to def (compared to now, so plains = -5, hills = -2 etc). Would impact even AI to AI wars. It's true units would die a bit fast but might be able to compensate it changing dmg value calculation (which AI might not look at to decide what to do). That could keep damage values but increase AI aggressiveness unit to unit (if based on strength vs strength, which I feel like is probably what happens)!!

What do you think?

EDIT : I'm ok to participate on this "idea", what we need:
1) how to modify tiles def values (including sea if possible) :
found : Sid Meier's Civilization VI\Base\Assets\Gameplay\Data\Terrains.xml there are DefenseModifier. Haven't tried it yet, will do. Will also check if AI attack more if I push it to very low values

2) how to modify damage calculation
 
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