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AI+ v13.1

Siesta Guru, I'm using the latest version of your mod and playing on Prince difficulty. I'm going to delete and reinstall the mod and see if that fixes anything.

If you like playing on prince I would recommend you either wait for v8 to be released (probably tomorrow), go up to king or just play without the mod for a bit. The settling issue on prince seems sever enough in v7 that the AI is probably stronger in vanilla.


Yeah not a lot of changes to pseudo yields mostly district and slowed unit production in pseudo yields down by one changed tech to 4.5 and culture to 4 also in modded settle plot added settle value that horses to 1.0 and 0.5 for iron changed the other values for specific resources I took out the negative values and mirrored it also added aqueduct to the major civ district but they don't build it I will comment what I changed and what I was trying to achieve and upload it for Monday.

Hmm, you're probably right that iron should possibly be flipped to be positive, and maybe actually significantly so. Will make that change for the next version.
 
Some screenshots from my last battle royale using Ai+ mod on the Earth map (emperor difficulty):

India - peaceful development, good district building. They were defending mostly against Sumeria and China (once) but were even counter-attacked once.

China - they settled well, took one Japanese city near Hong Kong and went settling further to the west until starting fighting with Sparta on Urals. But huge issue with Chinese walls building - I think AI should delete the wall pieces which are no longer bordering enemy. otherwise it is just weird.

Middle east - as usual, Sumeria is the main driver. They took off Arabia and later captured Egypt capital. Mb they should spent a bit more time on building districts but overall they are very good. And they don't amass armies, they just go and declare wars =)
Kongo was very peaceful for the most of the game, but participated in Egypt separation. Overall Kongo is very good at districts building but mb need to participate in wars more.

Eastern Europe -
lots of fun there with Russia,Germany, Sparta and Scythia constantly fighting against each other (although Scythia and Sparta didn't build many districts and Russia despite being a scientific civ, didn't build science districts)

Western Europe - England, Norway and Rome amassed big armies (esp England). However, they couldn't use them (apart from taking city states). England did nothing for the entire game. I would say there should be a rule - if civ accumulates so many units, it should go and fight immediately.

In general, I noticed that AI builds range units very rare, mostly focusing on Cavalry and melee
 
@Lion King

Looks like an amusing battle royale. Which of the civs ended up winning it all? My hunch would be kongo based on these screenshots.

The Chinese Walls issue is a little dumb indeed.. I'm almost considering just telling it to never build these, because it doesn't know what it's doing with them anyway, and they're not that amazing to begin with.

v8 will include some changes that make it at least somewhat more likely that a civ like England which builds up so many troops will end up declaring war. It really shouldn't just be sitting on them. That system is not going to be anywhere close to perfect though.

Not entirely sure if it I should buff the desire for ranged units. It usually indeed has a composition favoring melee/mounted, but that's partially because it just loses ranged units at much higher rates. It seems to be best at handling mounted units by quite some distance.

Russia is a bit of a strange one when it comes to prioritizing things. I'm not entirely sure where to go with him. His border expansion and the real world reality scream that he should be an expansionist civ. His personal flavor suggests he should like science and culture. His unique district suggests he should be religious and cultural. His trade route trait suggests he should prioritize traders and economic districts. And let's be real, what's Russia without a good army and nuclear weapons? It's like I kind of want to do too many things with him simultaneously, meaning he ends up lacking on all fronts. Thoughts?

Tomirys has a bit of a similar problem with conflicting personality issues. She has a very strong early military, yet her agenda is against backstabbing/surprise declarations. Since there's no good non-backstab declarations early, it means she can't really use her military.. I think I'm going to remove the part where she never does surprise declarations, because it feels so wrong to see her sit on 30 units and not be able to attack.
 
Siesta Guru updated AI+ with a new update entry:

V8

- Large changes to how production desires work after realizing a flaw in earlier versions. This'll make the AI adjust to some aspects like war/peace much better.
- More districts and better early game religion rush compared to previous versions
- Amount of cities settled made more appropriate, especially for prince and below
- AI less likely to retreat its combat units
- Solved some issues with settler behavior, resulting in faster settling
- Made some minor alterations to late game city...

Read the rest of this update entry...
 
to far from good/ 662 turn and IA have only one town and 0 atack vs me and is so after me, is boring, is on all max hard games seting so this mod is no good to be used. and some oder IA no atack my 1archer 3 mele enemy xd qq
 
Siesta Guru. Thanks for all your effort and time trying to improve the AI with your modding. I know how long these things take and it's really great that you are around to make the game better. Thanks again :)
 
to far from good/ 662 turn and IA have only one town and 0 atack vs me and is so after me, is boring, is on all max hard games seting so this mod is no good to be used. and some oder IA no atack my 1archer 3 mele enemy xd qq

Which version were you using? There was a 1 city bug in v2 I think, and some issues with that on prince in v7, but you said you're on the hardest difficulty. So not sure what's going on then. v8 definitely doesn't have this issue on any of the difficulties I've tested, so you may still want to give that a shot.

Siesta Guru. Thanks for all your effort and time trying to improve the AI with your modding. I know how long these things take and it's really great that you are around to make the game better. Thanks again :)

You're welcome! It does take a lot of time, but I'm enjoying the challenge. Still hoping to continue to improve it until I hit the limit of what is currently possible.
 
i just remuve ai + v8 and got war from ai and lost my apital in 13 turn so no use this is no redy or to bad / i have only test uf time mod now and lol IA give me war
 
Hey Siesta, I've been using the latest version of the mod along with the NQ modpack (ties together the tech tree) and noticed better strategic play from the AI in terms of district and unit building. So I think the issue with the districts has been resolved by the latest mod version, but also that the vanilla tech tree is one of the problems resulting in poor AI planning.
 
I now have a game with v8 and Omnibus 1.2 Enhanced (not Complete!) - and I see AI is better, much better with districts and buildings! :)
Also, AI does religions, too - I play the 4-leaf map, standard speed and now I cannot win easily with reliigion... OK, I could have won it perhaps around turn 100 but barbs killed my missionary... and now Spain turned back his cities to his religion and declared a Holy War on me... time to see how AI does war... (I have not much army at the time of declaration, no city walls either...)
 
I installed this mod today hoping to play it with my friends and as soon as we started a game my friends started getting desync'd after every turn. So we decided to turn it off until we could figure out what was wrong.
 
This is great, gonna give it a try tonight.

What is your plan when the new patch comes out? Assuming there's a 60 day patch hopefully a week or so from today (pure speculation of course), the core files will be altered again. Since the DLL and xml etc files all interact together to affect AI behavior, and you don't exactly know what they changed in the DLL, we all go back to playing vanilla patched version at that time, right? How do you reevaluate all your changes at that point?
 
Thanks siesta saved me a lot of banging head on desk this is great update.
 
Ok, siesta looking through files i think there may be mistake in military file in the strategies files there seems to be a double of the same strategy type but one with mistype what files did you change as well just looking through for bug or other things that may not work for whatever crazy reason. Posting the lines in that section of the xml file so you can see it for yourself cuz im confused a bit of changes.

<Strategies>
<Row StrategyType="STRATEGY_WAR_IF_STRONG" NumConditionsNeeded="2"/>
<Row StrategyType="STRATEGY_AM_STRONG" NumConditionsNeeded="1"/>
<Row StrategyType="STRATEGY_AM_STRONK" NumConditionsNeeded="1"/> <!-- This one here is what im confused about is it mistake or is functioning code not sure -->
</Strategies>
 
Hey Siesta, I've been using the latest version of the mod along with the NQ modpack (ties together the tech tree) and noticed better strategic play from the AI in terms of district and unit building. So I think the issue with the districts has been resolved by the latest mod version, but also that the vanilla tech tree is one of the problems resulting in poor AI planning.

Yeah i agree it is an issue i added the uncivilizedguys immersive eras as well just to test it and see if it helped the AI at all its huge, I am currently working out new tech tree to hopefully solve this problem while not eliminating strategic diversity for the human players and AI a like. This was problem in 5 as well though them pucking dumb techs so it is a universal problem lately. They did ok in 4 ish anyway after a few DLC's, so this may be another thing to wait for DLL and a DLC maybe?
 
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