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AI+ v13.1

Yeah I'd love to see your changes, and of course feel free to use some of my stuff. You may at least find some of the 'strategies' to be useful.
I sent you a PM to avoid cluttering up this thread with my ramblings.
 
I'm playing a game with v6 of the mod. A couple of things I noticed:
AI produce too many settlers. Even when they have nowhere to expand.
Tactical AI is a bit better then vanilla. AI units attack more often.
Ranged units stationed in cities never attack enemy units.
Some AI players build very few improvements.
AI build very few ships even when at war.
AI like aqueducts too much. They build them in cities that have fresh water even when there is enough housing and when they can build cheap granary.
 
I'm playing a game with v6 of the mod. A couple of things I noticed:
AI like aqueducts too much. They build them in cities that have fresh water even when there is enough housing and when they can build cheap granary.

I also saw (perhaps) too many aqueducts in v7

Too many aqueducts? Really? That's bizarre. I have not seen a single civ other than Rome ever build an aqueduct in any of my test games, and have actually been wondering how to get them to build these.
What mods were you guys using when you observed this?

Some AI players build very few improvements.

Which civs were these?

AI build very few ships even when at war.

This is at the moment intended. The AIs are so bad at handling ships (they can't actually attack cities with them for example), that unless they're on a full on water map, they shouldn't really bother with them. Definitely requires some tweaking though, especially for those water maps.
 
Too many aqueducts? Really? That's bizarre. I have not seen a single civ other than Rome ever build an aqueduct in any of my test games, and have actually been wondering how to get them to build these.
What mods were you guys using when you observed this?



Which civs were these?



This is at the moment intended. The AIs are so bad at handling ships (they can't actually attack cities with them for example), that unless they're on a full on water map, they shouldn't really bother with them. Definitely requires some tweaking though, especially for those water maps.
Hopefully they will release all the resources so that fans can actually make a playable AI in their free and spare time.
I wonder, do they even try anymore...an AI that doesn't even use it's stationed units to defend a city, doesn't use ships to atack cities...it's like all they wanted is to have a semi-scripted, functiona AI that can do the most basic tasks by itself, even if that's in a random order and priority that doesn';t have anything to do with mechanics or victory conditions.
The game itself it's so beautiful, visually yet everytime I try a new marathon game I'm already seeing the whole game ahead...the struggle to build up a basic defense the first 200 turns and then it's just another 400 turns of doing anything I want to .

The only challenge would be a religious victory but it's almost impossible to get a prophet before the AI uses them all, on higher difficulties, unless you've found an early relic and your starting position is perfect to rush an oracle or stonehenge,like 4 stone resources clumped up togheter with some wheat.
But even if you manage to have a religion, the actual challenge is to get past the 200 military units each AI keeps at home, to convert their cities.
I once managed to get the last prophet available ,ignoring anything but GP points and faith yelds..and as soon as I popped my first missionaries I realized there's no way I could do this in an enjoyable fashion. Each AI had, by that time at least 30 units blocking the way to their cities, it was like going 20 turns only to have them free the next tile closer to the city.
 
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Yeah it does.

If you want to prevent this behavior, it'd probably be easiest to turn the point of food into something else (culture?), or maybe swap it with a yield point on one of the further buildings. Maybe dropping 1 of the 2 gold would also suffice. There's sadly no fine AI control of the desire of districts themselves, independent of its yields. Favored = true will basically force them to make, favored = false means they never make it.

Hopefully they will release all the resources so that fans can actually make a playable AI in their free and spare time.
I wonder, do they even try anymore...an AI that doesn't even use it's stationed units to defend a city, doesn't use ships to atack cities...it's like all they wanted is to have a semi-scripted, functiona AI that can do the most basic tasks by itself, even if that's in a random order and priority that doesn';t have anything to do with mechanics or victory conditions.
The game itself it's so beautiful, visually yet everytime I try a new marathon game I'm already seeing the whole game ahead...the struggle to build up a basic defense the first 200 turns and then it's just another 400 turns of doing anything I want to .

Yeah it just seems like the higherups decided not do invest too much into the AI, with somewhere between 0.5-2 people working on it. Which is a real shame, since for many, this type of game is enjoyable because of its intellectual challenge. But if it very quickly starts feeling you can just do whatever and win, or are forced into a single path to win, it's just not nearly as good. I don't think they realize how much this is hurting their sales.
 
I play with Omnibus mod, Complete ruleset

Seems to be caused by this change in the omnibus:
Aqueducts provide +2 food to Oases. Also provide +1 food to all tiles within 2 range.

That will make the AI prioritize aqueducts above just about everything else, I think it will count every single extra food that's in its territory as increased yield, even if it doesn't actually use these and thus thinks of it as an insane deal. The vanilla AI will almost certainly do the same thing with this mod on.
 
Too many aqueducts?
What mods were you guys using when you observed this?
Omnibus v1.1

Which civs were these?
Half of french cities do not have any improvements but Catherine builds settlers instead of workers. Some other civs also neglect their small cities.
The AIs are so bad at handling ships (they can't actually attack cities with them for example), that unless they're on a full on water map, they shouldn't really bother with them.
I saw AI ships attack my cities. Barbarians even suicide their ships when attacking cities.

Seems to be caused by this change in the omnibus:

That will make the AI prioritize aqueducts above just about everything else, I think it will count every single extra food that's in its territory as increased yield, even if it doesn't actually use these and thus thinks of it as an insane deal. The vanilla AI will almost certainly do the same thing with this mod on.
What's the easiest way to make these mods compatable? A ruleset?
 
I saw AI ships attack my cities. Barbarians even suicide their ships when attacking cities.

They may attack them if they 'bump into' them, but there's no naval specific operations that target cities.


What's the easiest way to make these mods compatable? A ruleset?

They are essentially compatible. It's just that this particular aqueduct change is not compatible with the way the AI is build up, in both vanilla and AI+. There'd be no good way for me to adjust the aqueduct desire to be appropriate even if I did specifically account for this change, it's just too much food, and I have no knobs to turn that specifically alter aqueduct desire.
 
I've noticed that Rome has no desire to build improvements beyond improvements to luxury and strategic resources. I've observed this across two games, both of which were King difficulty. I assume it's a product of their expansionist tendency; they build settlers rather than builders.
 
Is AI aware of enabled victory types? Will it build more incampments if only domination victory is enabled?
 
Question for Siesta Guru:

If slightly adjusting AI weights for culture, faith, et al are causing cities to suffer from a lack of things like districts and other forms of production, would there be any advantage in just deleting the weight changes from core.xml?
 
Question for Siesta Guru:

If slightly adjusting AI weights for culture, faith, et al are causing cities to suffer from a lack of things like districts and other forms of production, would there be any advantage in just deleting the weight changes from core.xml?

I suspect that this would break the AI in ways we are not yet familiar with, but it's worth a shot.
 
Another question then: what are the original, non-modified weightings? I can't seem to find them...
 
I've noticed that Rome has no desire to build improvements beyond improvements to luxury and strategic resources. I've observed this across two games, both of which were King difficulty. I assume it's a product of their expansionist tendency; they build settlers rather than builders.

Hmm, interesting observation. I actually have an additional boost to improvements for rome, which may be backfiring somehow.

Is AI aware of enabled victory types? Will it build more incampments if only domination victory is enabled?

As far as I'm aware, the only thing that may happen is that they won't activate certain 'strategies', by turning victory conditions off, it definitely won't activate new ones. It may no longer decide to rush tourism at the end if you turn the culture victory off, but it won't start building encapments if the domination victory is the only one.

Question for Siesta Guru:

If slightly adjusting AI weights for culture, faith, et al are causing cities to suffer from a lack of things like districts and other forms of production, would there be any advantage in just deleting the weight changes from core.xml?

No, the vanilla implementation has significantly worse problems than the current version of AI+. And due to the way everything itneracts with each other, just deleting this part would make issues within this mod worse.
If you feel the empire building changes are worse than in vanilla, I would recommend just completly deleting the contents of core.xml and individualization.xml.

Another question then: what are the original, non-modified weightings? I can't seem to find them...

There are none in the xml. If any weighting is done (which does seem so), it's in the internal code.
 
No, the vanilla implementation has significantly worse problems than the current version of AI+. And due to the way everything itneracts with each other, just deleting this part would make issues within this mod worse.

If you feel the empire building changes are worse than in vanilla, I would recommend just completly deleting the contents of core.xml and individualization.xml.

There are none in the xml. If any weighting is done (which does seem so), it's in the internal code.

Interesting. I bring this up because I've noticed while playing with AI+ (Marathon/Huge) that the AI seems to have issues during the early game with lack of cities and lack of districts. However, they'll shoot out improvements as fast as possible and attempt to take over multiple city-states before building a second city themselves.

One example: last game I started none of my four neighbors had settled a second city by about 2200 BC. Of course in vanilla, AI's tend to pump out settlers rather quickly right from the start.

I know my way around XML and SQL a bit, and was looking to see if there was any easy way to remedy this, as I know the game functions quite differently the longer the turn limits and the larger the maps are.
 
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More weird things I noticed:
Barbarians do not capture my workers when they can.
Barbarians do not attack cities.
 
Interesting. I bring this up because I've noticed while playing with AI+ (Marathon/Huge) that the AI seems to have issues during the early game with lack of cities and lack of districts. However, they'll shoot out improvements as fast as possible and attempt to take over multiple city-states before building a second city themselves.

One example: last game I started none of my four neighbors had settled a second city by about 2200 BC. Of course in vanilla, AI's tend to pump out settlers rather quickly right from the start.

I know my way around XML and SQL a bit, and was looking to see if there was any easy way to remedy this, as I know the game functions quite differently the longer the turn limits and the larger the maps are.

Hmm.. that's bizarre.. I've significantly increased the desire to settle compared to vanilla and most other users feedback has been more towards the AI oversettling in AI+.
Are you by any chance using the smoother difficulty mod on a higher difficulty level? That mod removes the free settlers at the start, so it would seem like they're expanding slower.

More weird things I noticed:
Barbarians do not capture my workers when they can.
Barbarians do not attack cities.

v8 will include barbarian scouts being able to capture civilians, other units should already have been (although rarely they still seem not to).
I still see the barbs attack cities, just only when all units in the area have been cleared out. I've noticed rebels don't really seem to attack cities if that's what you saw. Haven't really looked at that behavior yet so far.
 
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