Resource icon

AI+ v13.1

I'm seeing many AI sticking to one or two cities after turning on AI+ as well, well past turn 100. I am not using YnAMP though - regular standard continents map. I have played numerous games post Australia patch with AI+ turned off and haven't encountered this. In my current game one civ has its escorted settler sitting in an ideal spot for many turns (no barbs or any threat in sight) and still won't settle.

I remember a game without AI+ a while ago (it hadn't updated yet) where Monty declared war on me in ancient era when he had two cities, after I conquered one of those and kept it, he never built another city until he finally got conquered by Germany in the late medieval era, despite having quite a bit of land available (which eventually got colonized by me).
 
Yeah there are issues with the settler 'behaviortree', making them take incredibly long to settle sometimes. Originally I had made some changes to it that seemed to make it better, but testing after the Australia patch suggested that something changed so that my changed version actually ended up worse. So for v10 I reverted to the vanilla implementation. So what you see now with them taking ages is indeed a vanilla thing.

On the unit spam.. I've seen quite a few reports of that on the steam page of AI+ too but don't really experience it myself. Sure, there's some more units at times, but hardly every single tile. If anyone is experiencing this, what game settings / other mods are you using?
 
I do - I use 10x more research time and play on Emperor level and yet another earth map - the biggest one - the unit spam is mostly in the ancient and classical time...and yes I had every tile covered and extra units stacked in AI cities that get at declaration of war spawned in your own territory - quite bad - I guess we would need a limit of unit per city to avoid it....
 
I think the unit spam is just something as simple as the AI running out of things to build cause of the slower tech pace and just spams units, probably?
 
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";
20170313160815_1.jpg 20170313160825_1.jpg
 
Last edited:
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 ?
 
Last edited:
Top Bottom