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AI+ v13.1

I do notice that the AI's huge emphasis on expanding makes them a lot less likely to build walls as opposed to vanilla. That's the observation I make when I used this mod: it's too busy with other things, like settlers, to build walls.
 
What could it be about this mod that is not playing nice with Marathon speed? While using this mod it says 8 turns to make an archer, but when I queue it up it makes it in 2 turns. I went back to Delnar's and it's not doing it anymore. I looked through your files, but it didn't jump out at me. I also noticed that on the tech tree it says 57 turns to complete, but when I click a tech it changes to 27 turns if that helps.
 
Hello SiestaGuru!

Fiesta of All thanks a lot for the Great job that makes me confident in buying civ6.

A lot of the complaints from vanilla and difficulty were still about unit upgrades, not only because the archery pb but also because of the strategic resource pb or ai behavior in later eras. I was wondering if your mod helped in the area. If not did you have a look at the Reddit mod below (lite version) that seems to improve things a lot? Thanks for your feedback

https://www.google.fr/amp/s/amp.red...source_and_tech_tree_rebalance/?client=safari
 
She waged war when I hit pikeman and crossbowman while she had 2 of her special chariot archers, a scout and a swordsmen about 5 tiles from my border nothing else. That could have been because she wanted to have a formal war and it was the last turn to do so (I don't think vanilla AI would do that so good job!). I had an allied city state that could view her pushing troops past the choke and it seemed she had chariot archers or swordsman trickling in like 1 unit per 2/3 turns. At the current point I pushed Cleo back about half way between our borders and she isn't sending anymore troops while I've now researched musket men already.

For Cleo I tried doing tried trading everything and she starts to accept once I hand over all of my 7 cities and bank, I disabled the mod and the deal was still the same. Not sure if disabling the mod changes the agenda though.

As a followup I upgraded my standing army and she begged for peace in the end with a very favourable trade for me. I peacekeeping in Civ VI is just really poor.
 
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So I'm just going to copy this post to all mods I use, because I don't see how anything that isn't a mod can cause it, but I have no idea what it actually is.

(original was posted in bug report)

I don't even know what this is.

Icon: Settler.
Name: Swordsman.
Model: Warrior.
Strength: 25.

upload_2016-11-11_17-29-1-png.458450


Might be a problem caused by mods, because I am running a bunch of them, but I just don't know anymore.

Mods:

AI Cleanup
Fix Unit Production Bug v1.0
Improved Tech Tree
TCS Improved Water Yields 1.2
8 Ages of Pace
AI+
Strategic Industry

------

First I let it go, but now I continued the game, and I came across a second one.

EDIT: Caused by Strategic Industry.
 
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Pangea/Epic/Emperor

Having a therapeutic game as Tomys destroying everything, lack of walls does make it a little easier.

I am running a bunch of other mods, they dont affect AI or walls at all so I doubt its them, but could be a combination of things. I'll play on and see if the AI eventually builds them

It's definitely possible there will be less walls build due to increased desires for other stuff, but on emperor, it definitely shouldn't be no walls. Let me know if you find out anything more.

What could it be about this mod that is not playing nice with Marathon speed? While using this mod it says 8 turns to make an archer, but when I queue it up it makes it in 2 turns. I went back to Delnar's and it's not doing it anymore. I looked through your files, but it didn't jump out at me. I also noticed that on the tech tree it says 57 turns to complete, but when I click a tech it changes to 27 turns if that helps.

Are you sure it's caused by this? I don't touch anything UI related so would have no idea what it could be...

Hello SiestaGuru!

Fiesta of All thanks a lot for the Great job that makes me confident in buying civ6.

A lot of the complaints from vanilla and difficulty were still about unit upgrades, not only because the archery pb but also because of the strategic resource pb or ai behavior in later eras. I was wondering if your mod helped in the area. If not did you have a look at the Reddit mod below (lite version) that seems to improve things a lot? Thanks for your feedback

https://www.google.fr/amp/s/amp.red...source_and_tech_tree_rebalance/?client=safari

You're welcome! :)
So I think the upgrading behavior in the game is now actually decently competent (and I haven't and mostly can't change anything there). It just runs into problems when it doesn't actually have the proper resources. That mod does solve that, but through a change that heavily impacts the game. I'd rather not do any such changes myself because many who'd like playing with an AI mod don't want core game concepts changed. I'd recommend using both mods if you like this particular way of changing the game. Based on the descriptions, I think these mods would be compatible.


She waged war when I hit pikeman and crossbowman while she had 2 of her special chariot archers, a scout and a swordsmen about 5 tiles from my border nothing else. That could have been because she wanted to have a formal war and it was the last turn to do so (I don't think vanilla AI would do that so good job!). I had an allied city state that could view her pushing troops past the choke and it seemed she had chariot archers or swordsman trickling in like 1 unit per 2/3 turns. At the current point I pushed Cleo back about half way between our borders and she isn't sending anymore troops while I've now researched musket men already.

For Cleo I tried doing tried trading everything and she starts to accept once I hand over all of my 7 cities and bank, I disabled the mod and the deal was still the same. Not sure if disabling the mod changes the agenda though.

As a followup I upgraded my standing army and she begged for peace in the end with a very favourable trade for me. I peacekeeping in Civ VI is just really poor.

Alright, thanks for the description! Based on them I've made a couple of small changes for v3 that should decrease these kind of long-distance wars. Unfortunately the part where they determine what deals they want is out of my control without the dll, so I can't make any changes there. I might touch the agendas later though to make them a little more reasonable.
 
Thanks so much for the update, Siesta. Halfway through my first game with V3 and all looking good so far. Sumeria managed to wipe America off the map so what little I've seen of the combat seems good. I say 'what little' because I'm trying to play the diplomatic game and, apart from a very short war with Sumeria early on that I was able to hold back, I haven't really been at war with anyone this game.

As for the settler issue, here are some screenshots from my current game:View attachment 458433 View attachment 458434
India seems to be settling mostly on freshwater or coastal water. The only exception seems to be Kolar. Sumeria's also on freshwater.

In the second image, Kongo seems to be hitting rivers and mountains with the exception of Mbanza Nsundi. Though, I do note Tula in the bottom right-hand corner which is a tile away from both a river and a lake.

So, looks mostly good!



@rico12 - I suspect that, in the screenshot you posted, Russia doesn't have the appropriate great work slots in order to use those great people. I can confirm in my game that the AI is using great people. Here's Peter hording his great works:

View attachment 458435

@Siesta Guru - Again, thanks so much for your hard work on this! I'm loving the mod so far!

Hi Animist,

Which mods are you playing with, apart from AI+? I noticed the problem when AI rare builds science and theatre districts, comparing to others (esp religious)?
 
The AI seems really eager to build settlers in v3, but not very keen on actually using them

http://i.imgur.com/zYZmnyA.jpg
http://i.imgur.com/PUwXWJm.jpg

France and Kongo right next door to each other, sitting with 6 settlers each inside their borders on idle

I think it's because they were both kind of surrounded and had no expansion room on this map, but then they shouldn't be building settlers in the first place. On the flipside, America and especially Sumeria in the same game which both had plenty of expansion room were building cities like crazy
 
Hi Animist,

Which mods are you playing with, apart from AI+? I noticed the problem when AI rare builds science and theatre districts, comparing to others (esp religious)?

Hi

I'm also using astog's Better Trade Screen and Gedemon's SlowerTech mods, neither of which I would imagine would contribute to district building or some of the other things that people have mentioned like settlers not settling or walls. FYI, I'm playing on Emperor Epic. I'm still on my first game with V3 of AI+ so maybe it's a fluke but, as you can see from my screenshots, AI settlers seem to settling quite a few cities, they're building walls and they're building all sorts of districts: campus, theatre, commercial, industrial. It's a bit later on in the game now and Russia has built a spaceport and sent a satellite up. I'm pretty sure I'm going to lose unless I sabotage them or declare war on them. I'll start another game soon and report if there are any issues.
 
The AI seems to have a hard time sieging settles, so i decided to run some AI only tests. i used Deity with online speed, completely disabled warmongering penalties and war weariness, (they declared war, killed some units then made peace if i didn't do this) picked germany vs france (for some reason they seem to hate each other :P).
the results were:
With AI+ enabled at turn 200: almost no fight, they just kept bulding new settles. 12+ settles each.

Without AI+ they engaged at turn 35, built 4 settles, then proceed to waste units on a fight without taking not even a single settle.

is there any config to make them good at taking settles?
 
I noticed some of the same, well the AI does settle cities but very bad cities and they never grew very large, whit delmar's AI cleanup they build alot of good both bad and good cities but they grow alot more. Maybe its because he limited how many settlers they can have at a time to 2, I tried finding that code in your mod but I cant, dunno if its there though as im not a modder but it could explain their settler spam and small cities
 
Hi, I'm not sure it's because of this mod but in my last game Sumeria built ziggurats everywhere where it was possible. There were only farms on resources. Even if Gilgamesh without the mod tends to be very fond of ziggurats I don't think it's that much.
 
All good Siesta, I think I might have caused the bug by not starting a new game when I changed AI mods. :D It's working just fine.
 
I play my second game with your mod v3. Like I already say thanks a lot for this mod.
This my feed-back :
- less war declared to me by ai (exemple : Tomyris my neighbour denounced me regurlarly since 200 turns but don't declare war. There are 8 military units waiting close to my border since 50 turns.
- ai build to many settlers
- cities are build close from each others
- city state don't update units
 
Hey Siesta Guru,

thanks for the mod! It's a noticeable improvement compared to the vanilla AI. There's one thing I don't unterstand: why can the AI build cities directly on my borders? I can't do that! In my last island plates game, Scythia chose to build cities on the very last unoccupied tiles of my island directly on my borders (and later declaring territorial war of course). For some reason, the AI continues to build settlers in the late game, when all good places are taken and settles these spots all over the map.
 
I think I have an issue with this mod, AI does move of fight back, even defensively, like I can move my catapult 1 tile away from a knight, he won't move or attack, even if I take the city, I can even let him back in my new territory, he won't follow my army :/
I bet it's a mod conflict or something like that, I was using : https://m.reddit.com/r/civ/comments...alance/?utm_source=mweb_redirect&compact=true
in addition to this mod, on earth map, also had 'Moar units' mod
 
If you can't find an easy way to make the AI understand not to build settlers when there are no viable expansion locations anywhere, then I suggest just putting some restriction like preventing it from building any more settlers altogether if it already has let's say 2 already constructed. That way you'd at least decrease the damage it currently seems to be receiving from having 5+ idle settlers sitting around next to their capital looking for a non-existent city location
 
Siesta Guru updated AI+ with a new update entry:

Ai+ v4

- Made Settlers less indecisive, so that they'll settle down earlier
- Improvements to behavior while under attack, both tactical and through building choices
- Fixed some settlespot evaluation problems (forests and resources were considered too desirable)
- Increased desire for improvements and farms.
- The AI now no longer engages in very long distance wars.

Read the rest of this update entry...
 
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