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AI+ v13.1

Well, I lost a city just now, for the first time. It was unwalled (just one turn and they'd have been ready!!!), but still, nice work Siesta!
 
Love the mod.
One thing i have found is when using custom unit mods (MOAR, STRATEGOS) the AI doesnt seem to use the extra units much. they do a little bit bu certainly not as much as they could/should.
i was thinking that maybe this has to do with the way you reclassify the units for your formation changes. what would be the best way around this.
i have thought of reclassify the units in the mod however if i do it in your ai+ mod it fails to load. (i assume because it is trying to reclassify a unit from a mod that is not yet loaded)
if i create new classifications in the unit mod and then add them in maybe this would work???
or if i add the old siege / siege support units into your formations?? any advice on this please....
 
This is something I've tried unsuccessfully to implement as well. I'm interested to know whether, as you state, anything strange has happened to the walls as you've continued to test this from the time you last posted. Also curious what code you used to achieve this if you don't mind.

Was this just a matter of adding
Code:
<Row ListType="STD_DISTRICTS" Item="DISTRICT_COMMERCIAL_HUB"/>
<Row ListType="STD_DISTRICTS" Item="DISTRICT_ENTERTAINMENT_COMPLEX"/>
to the core.xml? Or, were there additional changes/additions?

Yeah I added those to the core file (it seemed to be the only place).
I'm not sure if pseudo_yields has much to do with it (as far as I've heard they apparently changes the values of yields in-game). I would have thought it was a rating system like and was considering to figure out a way of adding amenity.

I also added the research for the entertainment district as favoured later down (including the research for the buildings), but as Siesta also comments I don't think it does much as they research it regardless.

I am still testing (I'm not seeing as many Entertainment complexes with just 3 min distance between cities as I did with 4 and 5, but this is more a matter of building space available and their persistence to not override past improvements) but they are building them opposed to before when I saw 2.. maybe 3 from all the AIs in the entire game and they do after all spread amenity later on so all good there.

In before long rant -->
So far I'm at turn 483 (we hit the modern age roughly 50 turns ago and their cities are starting to hit 10 to 16+ pop), America whom have been my Ally since the ancient era and have been my buffer from other agressive Civs have turned on me (he regretted that because I had 20k faith and 400 faith output --> I spammed units - thanks theology). His empire spans roughly a quarter of the pangea map (enourmous map thanks to YnAMP.. He has roughly 35 cities - which are all placed 3 apart yeah I forgot to update the minimum distance to 5...) and he's dead set on Domination victory (even though he has converted 4 other Civs to his Faith and has a total of 67 cities following his religion). His army ranks in the 7k strength - well it did until he had a go at me.. trust me I don't trust him no more we were friendly then BAM surprise DoW'd and that **** has been all like I don't like you attacking other Civs NAUGHTY NAUGHTY (I just wanted to clear out 1 city state .....) He ended up giving me 28 gold per turn (never seen more than at most 8gpt), 1 of all his resources and a relic to make peace for the war he started..
Then there's Cleopatra which owns roughly 1/6 of the map.. She has an army in the 5k and about 17 cities.. And Saladin I just discovered at turn 460 whom apparently owns 1/3 of the map which incidently is what I haven't discovered yet.. I don't even know how many cities he actually has and I don't want to know (I'm slightly satisfied I'm going for religious victory because boy that's a lot of armies to go through...) not so great for Gorgo, China and Japan as they have been suffering his onslaughts (they're the smallest civs in game and barely hanging on) - America was swift and took out 3 major Civs in the beginning because they took out 5 City States (he really likes them...).
England is around too, but no one really pays any attention to her - even I have more cities than her.
They are also all annoyingly rich (I am too, but still I've never seen the AI with +7k gold....!) and they still want silly gift deals even though they're great on income and luxury resources (If I dare suggest a trade they're like... 50 g/turn or not gonna happen). If it haven't dawned on you yet, this is a rant how it apparently works quite well with the Entertainment Complex - there are very few cities without a commerce and industrial district (mostly their initial cities).

I'll let it run past turn 650 to see if any of them will start losing their military strength once their cities all go higher than +10 population. So far the only reason some are weak is because other Civs are constantly bullying them...
 
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Hey I have run in to a strange happenstance in the very first era of using this mod- but I'm not a civ veteran so maybe its not about the mod.

I ran into Gorgo of Sparta in the first age, and spend most of the first age developing my military (about 6 soldiers and 5 archers) and raiding barbarians. However, every second turn or so Gorgo calls me weak, asks me why I'm not attacking a "nearby enemy" of some kind (I'm not at war), and claiming that I'm letting barbarians roam of all claims! Her comments started to seem to flow with my victories against barbarians, making me think that perhaps the mod bugged her out of saying "good job with the barbarian" and instead saying "why aren't you taking out the barbarian."

Any help would be fabulous!
 
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Hey I have run in to a strange happenstance in the very first era of using this mod- but I'm not a civ veteran so maybe its not about the mod.

I ran into Gorgo of Sparta in the first age, and spend most of the first age developing my military (about 6 soldiers and 5 archers) and raiding barbarians. However, every second turn or so Gorgo calls me weak, asks me why I'm not attacking a "nearby enemy" of some kind (I'm not at war), and claiming that I'm letting barbarians roam of all claims! Her comments started to seem to flow with my victories against barbarians, making me think that perhaps the mod bugged her out of saying "good job with the barbarian" and instead saying "why aren't you taking out the barbarian."

Any help would be fabulous!
That's Gorgo being Gorgo.. She's pissed you aren't attacking other Civs (not including city-states and barbarians). She incidently will never give up on a war even if she's losing horribly to you - I was at war with her for roughly 200 turns and I was beating her to a pulp - in the end I requested peace and asked a hell lot for it :D - that made me weak... It made me weak because she also likes Civs that fights long wars and doesn't give up. As said... It's Gorgo being Gorgo :). Remember she is SPARTA!!!!!!
 
Does v9 work with Fall Update? The Winter one is not available on the Mac yet, unfortunately...
 
The barbarian thing means she rolled the Civilized random agenda. Her displeasure is there are too many barb camps near you. Clear them out and she'll stop bothering you about it.

The other part is she's frustrated you're not at war with someone. She doesn't respect that.
 
I have to say I'm really enjoying this mod... just had a fun game as Poland, I had Saladin as a neighbor, and I noticed his army was getting threatening. I was wondering why he didn't attack me. Then to my surprise he actually did attack, and to my even greater surprise he used siege weapons and actually took down my walled city!

I'm starting to get back into the groove of Civ 6 now that I see hope through mods.
 
Yeah, not sure what Siesta Guru did but the AI is better about using siege weapons.
 
Would be nice if the AI valued air units more, or at all actually. Is that something that can be done or do we have to wait for further patches and/or sdk?
 
Hi, I saw some people worrying about city states getting owned and I thought I'd share my solution. I looked at germany's +combat bonus to city states, and tried to replicate it to negate the combat bonus major civs get from this against city states only. I'll post the code at the bottom, when I remove the owner requirement of deity difficulty it applies to me as well so I'm pretty sure it works fine. I would like to add scaling amenities by era, scaling combat bonus by era (instead of flat), and add anti air strength to combat units that don't have it. If anyone has any ideas how to implement these that would be great :O
<Modifiers>
<Row>
<ModifierId>TRAIT_COMBAT_PENALTY_CITY_STATES</ModifierId>
<ModifierType>MODIFIER_PLAYER_UNITS_ATTACH_MODIFIER</ModifierType>
<OwnerRequirementSetId>DEITY_DIFFICULTY</OwnerRequirementSetId>
</Row>
<Row>
<ModifierId>COMBAT_PENALTY_VS_CITY_STATES_MODIFIER</ModifierId>
<ModifierType>MODIFIER_UNIT_ADJUST_COMBAT_STRENGTH</ModifierType>
<SubjectRequirementSetId>REQUIREMENTS_OPPONENT_IS_MINOR_CIV</SubjectRequirementSetId>
</Row>
</Modifiers>
<ModifierArguments>
<Row>
<ModifierId>TRAIT_COMBAT_PENALTY_CITY_STATES</ModifierId>
<Name>ModifierId</Name>
<Value>COMBAT_PENALTY_VS_CITY_STATES_MODIFIER</Value>
</Row>
<Row>
<ModifierId>COMBAT_PENALTY_VS_CITY_STATES_MODIFIER</ModifierId>
<Name>Amount</Name>
<Value>-6</Value>
</Row>
</ModifierArguments>
 
Hi guys!

played now some games till the end and won all of them (last one on king...). Even not lost one city - that's boring...

No airplanes ever from the AI, lot of medival units in modern times...
A Problem are the strategic ressources! They are not trading and using them :undecide:
Try now to play it with V9 from A+ (I used V7)

Units should be cheeper for AI.

City States have the same problem with ressources and disabling their units later on...

And AI is not repairing destroyed improvements.

Lot to do still
 
Hi guys!

played now some games till the end and won all of them (last one on king...). Even not lost one city - that's boring...

No airplanes ever from the AI, lot of medival units in modern times...
A Problem are the strategic ressources! They are not trading and using them :undecide:
Try now to play it with V9 from A+ (I used V7)

Units should be cheeper for AI.

City States have the same problem with ressources and disabling their units later on...

And AI is not repairing destroyed improvements.

Lot to do still

Strategic resources can be fixed by using TCS's omnibus mod complete edition. It changes the game so that units don't need resources anymore, but they are weaker if you don't have the resources you'd normally need. For example, you can build Swordsman without having iron, but they would only have 30 strength. This mod combo has already given me a fight tight turns in my last game. First I got backstabbed by Japan and almost lost my second city, and after I actually did lose an outermost city to Rome because I didn't have the roads yet to move my army there fast (and they were still fighting at the other side with Japan when Rome declared war on me). Also king level by the way.
 
I am still getting weird diplomatic stuff. Example: enemy declaring war but its not the enemy's army attacking but my friendly neighbour. Also get problems in trade with human in MP. These things do not happen in vanilla for me and I only use AI++, detailed worlds, and moar units.
 
I am still getting weird diplomatic stuff. Example: enemy declaring war but its not the enemy's army attacking but my friendly neighbour. Also get problems in trade with human in MP. These things do not happen in vanilla for me and I only use AI++, detailed worlds, and moar units.

I'm quite certain the errors in who declares war are from the original game (because I think I've seen it elsewhere too), and this mod doesn't do anything with trade, and neither do detailed worlds and moar units, so that's probably base game too. It might simply not always pop up.
 
On the topic of AI with (or really without) entertainment districts, I'm currently in early renaissance era, with the AI hovering around medieval (most advanced are renaissance in civics, while some are only classical era), and I noticed that entertainment districts are actually cheaper to build, signaling that I have less of them than the AI does on average, while I actually do have three of them.

So yeah, I don't know about the true lategame, but the AI averaging more than 3 entertainment districts each in medieval era, that sounds like it's closer to "too many" than to "too few".
 
Playing Egypt - detailed continents - king.

Starting game - explore; Russia to east and England to west.
WAR - UU coming up - using mod snail, sloth, something so it seems AI is building heavy chariots instead of warriors and quos rocket boots are going to ruin the game i think.
Cant find anyone for 180+ turns while I fight Russia just too get hasty peace deal cause England decided to frikn capture my walled capitol!!!!
So, turn my army back - fight england manage to crab one city aaaaand russia spreads religion to my holy city in the meantime.
Hasty peace; can't let russia win religion - WAR
Russia looses southern cities in 20+ turns, england seems to be hoarding on western borders, hasty peace Russia and moving my army back to west . WAR

This went on until 'I had england with London left - and russia expanding thou now bit crippled with science but is building encampments in choke points /is it just luck or do they actually have some kind of idea of where to build things now days.. - massive 50 + units in next to my borders and still waiting for them to "surprise" attack me.

England did so swell, guess Londons falling today.

So before I used A. I with your suggested mods, but I have to say something worked even better with the game pace mod the sloth, snail…

Your a.i+ does some great things!
 
I'm quite certain the errors in who declares war are from the original game (because I think I've seen it elsewhere too), and this mod doesn't do anything with trade, and neither do detailed worlds and moar units, so that's probably base game too. It might simply not always pop up.

Hmm. I have not seen this before starting to use mods. But if you have then I will accept that. :) It is a very annoying bug in any case.
 
In addition to being *much* more interesting on the war front, the MOD is working flawlessly in my multiplayer game -- so I guess there are no compatibility issues with multiplayer mods like there were in Civ 5?

Great work! Even my trade routes actually go through cities/trading posts now, instead of missing by one tile....
 
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