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AI+ v13.1

Small question : Do the AIs research dead end tech such as Archery with the v2?

Thanks for this mod, keep up the good work!
 
Emperor, Continents, Huge.
AI is not settling anything turn 75. 2 known AIs caputered a city-state, but no one has a second city settled.

Ah, that's a shame. @civbaloo and @tdavis, do you see the AI only settling one city as well? It looks like Siesta's intended to limit AI city settling. Maybe there's some lines that can be easily edited/removed from the xml?
 
I scouted the capital of Kongo. There is a settler, but he is not moving. I have seen an Arabian Settler , but he also did not settle.

So AI is building them but not using them .
 
Thanks for all the feedback folks!

Happy to hear that some of the war-behavior felt better.

The 'settler in capital' issue is one I've also noticed myself rarely, but not to the extent reported, may do a hotfix soon.
So far I've not found a way to completely eliminate it, but it shouldn't be this extreme!
It's unfortunately due to a variety of reasons (hitting the operation limit if the AI has multiple settlers, no combat units 'available', it thinks it's too weak to reach its desired settle spot) , so not an easy fix, but definitely planning on doing something better with that soon.


@Kruos
Rarely, very rarely. I've tried, but this is one of those issues where I just don't appear to have the proper tools available to make it work. Archery is the worst because it's both a dead end, and doesn't have a lot of 'stuff' on it. The AI will see stronger stuff on future techs, then picks them as goals and just skips archery. One attempt I've made it to add 'dummy units/buildings' to archery, but so far everything I tried that does actually increase their desire is also something that ends up impacting the game (visible in ui, allows constructing dummy units).

@V. Soma
So far, the plan is to just use some of each others stuff if we feel its useful in our respective mods. Ideally this would mean two mods that are both significant improvements, each with their own little unique personalities. Since I've now incorporated most of the essentials of Delnars, you shouldn't need both at least.
 
Since adding this mod, I'm noticing significantly longer wait times between turns - is this expected, as the other civs are assumedly being more active?
 
Since adding this mod, I'm noticing significantly longer wait times between turns - is this expected, as the other civs are assumedly being more active?

It's indeed more likely that the AI players will be engaging in combat somewhere with this mod on, and it'll likely be with higher numbers. Since that takes extra calculations it's indeed possible that this causes the delays. Especially on immortal+, as armies can end up rather large, below that the impact shouldn't be too great (I hope).
 
I notice - not only with this mod, but with civ6 general - that AI DoW me when they are FRIENDS!
Can it be toned down? I mean, diplo relation should mean something...
 
A super simple way to fix archery is a tiny change to the tech tree that makes horsemanship (think that's the tech, I'm not at home) require archery . Tested and works :)
 
I notice - not only with this mod, but with civ6 general - that AI DoW me when they are FRIENDS!
Can it be toned down? I mean, diplo relation should mean something...

Not by modders I'm afraid.. The war declaration part is heavily influenced by an AI thinking it has the ability to take some city. While there does seem to be some relationship modifier in there, it's nothing I think I can change :/

A super simple way to fix archery is a tiny change to the tech tree that makes horsemanship (think that's the tech, I'm not at home) require archery . Tested and works :)

Yeah that does work, but it would mess a little too much with the game for my liking. I'm trying to keep it as game-impact neutral as I can.
 
AIs did very well in war. They made a lot of military units and declared war on me. However, AIs are not founding new cities. They're just playing with only one city.
Could you check it out?

Emperor, Continents, Huge.
AI is not settling anything turn 75. 2 known AIs caputered a city-state, but no one has a second city settled.

Could the two of you share what map settings you're playing on?
Since it seems to be mostly the two of you and others are reporting no problems, it may have to do with those settings. I've only really tested on pangea/continents/inland lake on standard settings myself.
So far in my own testing I've only seen this complete halt in settling if the AI doesn't recognize any spot as worth settling. If you're playing with low resources, or on maps with tons of sea, that may be what's causing this issue.
 
It's indeed more likely that the AI players will be engaging in combat somewhere with this mod on, and it'll likely be with higher numbers. Since that takes extra calculations it's indeed possible that this causes the delays. Especially on immortal+, as armies can end up rather large, below that the impact shouldn't be too great (I hope).
Makes sense - just wanted to make sure that it was expected, not a possible bug or memory leak.
 
Could the two of you share what map settings you're playing on?
Since it seems to be mostly the two of you and others are reporting no problems, it may have to do with those settings. I've only really tested on pangea/continents/inland lake on standard settings myself.
So far in my own testing I've only seen this complete halt in settling if the AI doesn't recognize any spot as worth settling. If you're playing with low resources, or on maps with tons of sea, that may be what's causing this issue.

Considering in Emperor the AI start with a free settler, it is very strange indeed. Maybe a problem of escort (leading the barbs to capture the settlers anytime they try to settle)?
 
I just came here to say thanks so much! I had stopped playing Civ VI after just a week of intensive playing, because i had already figured out how the AI worked and all the fun was gone. I installed your mod earlier today and just got my ass handed to me by Greece. With Archers. And other units. That weren't Warriors. Awesome! :D
 
Small question : Do the AIs research dead end tech such as Archery with the v2?

Thanks for this mod, keep up the good work!
A super simple way to fix archery is a tiny change to the tech tree that makes horsemanship (think that's the tech, I'm not at home) require archery . Tested and works :)

Yeah, I've played around with a mod (posted on reddit) that "solves" warriors, slingers and heavy chariots in the modern era by making all dead-end techs required for something ahead and removing resource requirement on units (but gives them -5 attack if you don't have the appropriate resource). It's a drastic solution for a simple problem, but it works.
 
as far as I can tell the combat has improved but I'm playing on small Pangea deity game with 5 AI, my neighbor Norway started at an awesome location, close to the sea with many sea resources and a river... guess what he did! he moved away from sea and rive and settled in a spot with lots of resources but absolutely no way to get fresh water not even via aquaduct.. horrible for a capital city that I cannot raze and will be forced to capture :( and like rest said the ai is not settling, only taking over states.
 
I just tried this mod for the first time and seeing the exact same thing - on Emperor & all standard settings, AI not settling their 2nd city even though they get a free settler
 
I can confirm that. In the game I started yesterday, the remaining other Civ has now 3 cities: 1) Their own starting capital 2) One City State they invaded 3) Another capital of another AI.

So it looks like the MOD does drive a much better fighting behaviour from the AI, yet at the unintended consequences of the AI not settling anymore.

Note: Standard difficulty level.
 
I like the 3rd fixed agenda idea!

Civs are supposed to be militaristic or have a real focus, like cience or culture.
You can't be a generalist in civ6. The game is too branched.
 
Same issue here on King. AI did'nt settle anything for 300+ turns, gave up on that game by then
 
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