Hello,
I tested this v9 with most excitment since I was feeling I couldnt enjoy civ6 anymore before a real AI patch that might take ages to come.
And the result is... drumroll... very good! This is indeed the best breakthrough in AI for battle so far!!!!
I'll divide my results in 4 points :
1) Game setup and comments about the playthrough
2) What really went well AI wise and setups I might try for next games
3) What is ok even though some people see issue
4) What still could be improved
1) Deity / online speed (but with 8 ages of pace) / Continent/small/6 civs / Played france
Had a bunch of mods :
- 8 ages of pace but with slightly lower values than original mod, this makes online speed more like a simply "fast" speed, but with the ability to keep up prod vs science in the end. Which is ok to me
- AI+ v9
- Smoother Difficulty with even more increased value for gold/prod (+160%/+160%) and keep 1 extra AI settler, cause I'm insane

- Chao Quick UI (UI only mod, not relevant here)
- More Lenses for CQUI (UI only mod, not relevant here)
- Unit report screen (UI only mod, not relevant here)
AI was really aggressive at start and took many city state more or less early (but not all, 2 left alive).
My 2 neighbors declared war on me, hopefully not at the same time. The first one nearly wiped my defense units out because they were mainly exploring/going for barbs and I didn't see him coming. I admit I reloaded like 4 turns earlier here.
Overall they were really good until 500 AD. Once I made peace with both and reinforced my army, I started attacking, after that, it was a little to easy.
Strangely, even though I put difficulty values ultra high, game still went quite easier as it went.
2) Early city attacks : very good
Upgrading : mostly good when they had the strategic resource. BUT one of them didnt build improvements on them even though it was in the middle of his territory, so... couldnt improve.
Tactical battle : mostly good for land (way better than before)
For my next game, to improve AI, I might try :
- Play pangea or whatever with nearly no water because AI on water is cakewalk
- Set strategic resources to a lot because AI its bad at trying to find a strategy (type of unit wise) that fits his lack of some resources. I dont like that it will also make it easier to get for human but... dont see how else to do.
- To add even more gold to AI (but not prod, 160% seems ok) because late game he doesnt have that much units (equal to less than early game lol). It seems they build very few to none commercial district and so get poor easily even with +160%
- To try to give "move and shoot on same turn" promotion to all siege (saw a mod for that), and tweak them slightly less strong to compensate. Mod maker suggests it's one of the best thing to make AI use it better cause it handles moves OR shoot very badly (ie dont shoot)
- To lower a bit ranged unit efficiency cause AI use it much less well than a human and they are indeed a bit OP atm. But I feel 8 ages of war (mod) is too much changes in the game.
Ofc this is not to be added to AI+ which is about AI only, keep it that way. I just wanted to share ideas to players to improve their own setups.
3) I didnt see AI unit got disbanded but might have missed it. I indeed saw less units endgame than early.
I didnt see ALL CS taken over, "only" 3/5, and that felt ok to me, I found it really cool in fact.
I didnt see rebels appearing
4) What is still an issue :
- What sometimes feel like erratic behavior in defense. They sometimes keep 6+ units near a city unattacked while you take 2-3 cities not that far away. And then suddenly throw them at you (which is cool, but a bit late^^). It felt a bit like "random defense strategy". I understand it might be difficult to prioritize operations and all.
- naval battle, total cakewalk, both about ships themselves and about land units waiting in sea to get killed by boats or ranged from coast.
- air units, mostly unused
- Unit type built. For example one of my neighbor (spain) had mostly catapults but not enough melee/ranged and another (japan) had 90% samurai.
- Ranged unit not always attacking if like 1 tile too far away. Since ranged are a bit OP, that hurts AI.
- District not enough built, my spies had nearly nothing to do lol. I really think it hurts AI a lot as game progresses and you need gold/etc from district to be competitive.
- As said, siege not always attacking, I think due to "move or shoot".
- Difficulty for AI to take city as game progresses (due to high city defense I guess)
- Overall, AI is still better at start than in mid/late game.
But I say it again : it's still a huge step forward! I look forward to DLL access, I didnt even know they plan to give it, do they?