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AI+ v13.1

I guess yes - even though they could do things like district grants - but they do not...and with the production bonusses on higher difficulties they might run out of any other option indeed - I had as much as 6000 combat strength getting build up in the ancient times from Spain with 4 cities...
I just hate to rush through techs...
 
In effort to test my own mods I often play on duel map (because it loads faster) with online speed (because it plays faster)and rest of the settings standard.
Sometimes I decide to play an era or two and unit carpets are common. First: when city stated get rid of nearby barbarian camps they tend to pack they units around their cities. In my last play my apostle spent 50 turns two hexes away from CS waiting for a room before I gave up. Same happens for AIs that have noone to fight to (well, common on duel map).
On the brighter side: on bigger maps AI seems to de-unit-ify their armies twice in a game. Global wars are set up around end of classical era and second time around year 1800 (online speed). AI declares wars like crazy and never again trains so many units after loosing casualties.
The problem is that anyway most of them end up with very low gold income due to high maitenance cost.

Modifications I use (these that has anything to do with AI):
  • AI+
  • Smoother Difficulty
  • My personal tweaks:
    • Reduce warmongering penalties from half on start to 66% at end
    • First impression neutral for all difficulties
    • Building Cost cut in half
    • Change cost for progression in tech/civis/GP: *1.2 in ancient and +0.1 for any further era
    • Bigger CS prod penalty (difference is seen by I don't want to set it to high to not make them too vurneable)
      Code:
      UPDATE ModifierArguments SET Value = "-60" WHERE ModifierId = "MINOR_CIV_PRODUCTION_PENALTY" AND Name = "Amount";
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I don't think the AI even has the capacity to do district projects, so yeah there can be moments where they completely run out of things to build. On deity it's pretty much impossible for the AI to not start spamming units now since their city improvement gets much better (mostly due to more tiles improved).
On immortal, on slower speeds, I think this would be pretty common behavior too.
But if this is happening even on say king difficulty on standard speed, then that's a problem. Even then a rare militaristic spammer is fine, but it shouldn't be very other civ. @steelwarrior77 your example does sound like they're overdoing it

Not surprised that it's happening in your game though @NameArleadyUsed even if that's below deity, you cut building costs in half and are using smoother difficulty, which increases their production bonuses. The combination means some insane production for them, even on emperor (which difficulty are you playing on?). Considering the base game production is quite slow, I naturally had them focus a little on production.
 
Is mass unit production really an issue if it doesn't tank economy though?

This sounds more like "I don't like it" instead of "ai is tanking economic growth by massing units". As a player, once you've established a strong economy wouldn't you focus on shoring up your military afterwards? In most of my Smoother Difficulty & AI + games, the AI with the largest military tends to have the best economic score and are keeping up in either science or culture (sometimes both if it's been dominating neighbors).

Best not to attempt fixing something that isn't really a problem. Especially since AI will actually attack weaker civs with it's large, standing army now.
 
I Guess the biggest problem is that they tend to run out of money. But that's more of a consequence of there being little you can do to invest hammers into gold, the buildings in the commercial districts do very little. Traderoutes are decent, but since you're limited there and would probably prefer just using them for food/production, that doesn't help much either.
 
i play in deity,and the AI spam a lot of knight,they set up many city and farm,when i beat them they no longer spam unit again,in the modern era...they still use slinger and warrior..anyone have this ?
 
Well - the problem is the unit littering - making any movement and even some wars impossibble - because I am blocked by neutral units - Rome, Spain and Norway seem to be unit litter - the unit stacking mod helps though ;-D
 
in the modern era...they still use slinger and warrior..anyone have this ?

Yes. When I am conquering the World on deity, I usually kill at least a handful of warriors belonging to advanced nations in the Industrial and Modern eras. I don't remember seeing slingers, though.
 
I cannot get you mod to work with my mod pack now since version 10 come up with weird errors. That things don't exist all over the files, can't figure out hoe to make it work?
 
Well Ladies and Gentlemen, time to analyze how the latest patch affects the current AI + version.
 
I don't think the AI even has the capacity to do district projects.

They can, it's dictated by the GP flavors. And it's very touchy, so having it too high, they will only build district projects.
 
I Guess the biggest problem is that they tend to run out of money. But that's more of a consequence of there being little you can do to invest hammers into gold, the buildings in the commercial districts do very little. Traderoutes are decent, but since you're limited there and would probably prefer just using them for food/production, that doesn't help much either.

This is a very large problem, but ensuring commercial hubs and harbors does fix it. The problem is, to ensure them, you essentially have to ignore the holy sites entirely, and it does very much work, but... it does ignore a part of the game.

Ideally we need a Holy Site in one city deal, not sure how to accomplish that, at some point I will try.
 
Don't they decide what to build by a weighing factor? If there's a case like 2 is too low, 3 is too high, you could probably just multiply all weighings by 10 and then give the problem case a weighing of 25. After all, if all weighs increase, it's as if none do. Except of course if it's a difference that determines the likelyhood.

If it's not related to weighing factors, ignore me.
 
Don't they decide what to build by a weighing factor? If there's a case like 2 is too low, 3 is too high, you could probably just multiply all weighings by 10 and then give the problem case a weighing of 25. After all, if all weighs increase, it's as if none do. Except of course if it's a difference that determines the likelyhood.

If it's not related to weighing factors, ignore me.

It's far more complicated than this. Many places weights don't work, and places they do sometimes only effect one area. Basically, Unit weights work, but Buildings don't have a corresponding one, so if you want buildings to be built, you can't just increase weightings without making buildings not build.
 
So is this compatible with the current update ? Is it worth using with the current update ?
 
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So is this compatible with the current update ? Is it worth using with the current update ?

I personally turned if off, as the AI has dramatically improved since last patch, especially wrt tactical combat. I just hit passed 1,000 hours so have some history on this.. but if you want a challening AI, I recommend the following 3 simple mods which are compatible: Smoother Difficulty, Tougher City States, Settlers Retreat.
 
Heya, just saw the new patch is out. I'll have to do some testing again to ensure whether it's fully compatible and whether it actually still improves on the game.
As of now I can only confirm there are no load errors so it does at least still work.

The apparent tactical improvements and the higher priority on repairing make me very excited for the prospect of the game at least.

A quick glance at the files doesn't reveal any new types of mechanics to work with for me. A few new ai related globalparameters seem to have popped up (unless I missed them before), but I doubt much can be done with them. One may help a little in the navy game and at least shows a bit of how things work internally (AI_ISLAND_COAST_PERCENTAGE), suggesting the ai determines it's on an island and can switch to navy strategies if some percentage of (nearby?) land is coast.
 
Are you still working on improvements?
 
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