In this version... they're no longer trying to send settlers through me (great!) However, they might be undersettling their own territory, because it's much easier for me to expand into them now (not so good...)
yes, in v8 I also saw (in the one hgame I had) That AI does not settle that effectively as in previous version...
AI does not seem to be able to settle at all
Thanks for the feedback folks. Will definitely look into this settling issue for v9 when I can find some time to work on it. Might have ended up undershooting it a little in one of the last builds, because it was actually settling more in most of my test games.
so about my problem. and is only capital sity for AI player in turn 622 and like 2-3 setler in him capital but no oder tawn
Your near complete lack of settling is very likely because of your map/speed settings interacting badly with AI+, I've barely tested on both marathon and sea maps so far. If you prefer those settings, I'd recommend sticking with the vanilla AI for now until I figure out what's happening here. On settings like fractal with standard speed for example you probably wouldn't see this behavior (unless it is a mod conflict).
i tink to developer can add litel cheat for AI to settle more town and bild more unit and add 100x agresion vs human player for we have some fun in time need for developer made spart AI ty
Might introduce a small optional thing later to make the AI benefits bigger. They're not nearly as strong as in Civ 5.
Does the AI ever fortify in-place? I saw mentioned that one decision tree is to run and heal, but what about fortify in place?
Not really in combat situations except for inside of cities. There's an end-turn move, but it's super low on the priority list and will almost never be picked. No ability to tweak this either (also imagine its easier to make the ai worse through foritfying unless its done really well).
Yeah i agree found some balancing issues on prince its like ******ed hard played with some inner ring values and it seemed to fix it. They too op in the victories slightly for such low difficulty harder then civilization 5 kinda uploading my mod pack back up. Also would like to maybe work out a new combat system where units using resources get +2 attack for each resource controlled. but i would need a starting point on how it have to be calculated on the inside. Add little more fun have re-balanced resources too again coast more effective so AI settles it now.
Yeah it's a little weird how badly the game scales to higher difficulty levels. The prince AI isn't that much easier than deity.
Planning to do balance issues such as the coast one you mention in a balance mod that I'll release in some time.
my center 3 cities were unprotected with all the lux and still no attack while england had 3 archers and 3 warriors next to my city - I was 110% sure it was about to be captured cause england had 1 city...
This is interesting behavior, I was hoping to have solved most of this. Did you happen to be friends with England? And what difficulty are you playing on?
The AI doesn't seem to value repairing pillaged improvements very much. I see builders standing there literally for centuries, instead of repairing the tiles right next to him.
Yeah, this is a constant frustration of mine too. Can't find any way to improve this

I've seen tiles remain pillaged from ancient to modern.
Having a 6 leaf immortal game with V8.
Game is just a typical boring game where I can tech up and then crush every enemy with superior military units. Its even easier then usual as nobody is attacking me.
That's a shame to hear. I hope it's a fluke. The AI should be quite a bit more aggressive than in vanilla.
Sorry for being ingnorant and not properly searching first, but did you try lowering unit maintenance and upgrade costs to help AI maintain bigger army? Maybe have that just for AI? I have a feeling that early on AI has pretty alright army (which though he fails to use properly) while in later stages they just have few modern units and some ancient units like warrior armies, maybe if costs were lower AI would have bigger army and upgrade older units. Though I'd prever City States not have these bonuses, they are annoying with their units blocking paths as is already.
It's something I'm considering for a balance patch, probably won't here, but still might. So far I'm trying to only touch game impacting aspects that are extremely impactful, and which will not really be noticed by players anyway. Maintenance is a bit of an edge case I think, in that it will also allow way bigger human armies. It's definitely a huge impactor though, especially on deity. You see them struggling with army costs at army sizes that aren't that impressive.