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AI+ v13.1

Yeah about the same tech level. We're talking Crossbowmen vs Halberds Horsemen and Archers. so he definitely could have done some damage, most of my units were injured as well from attacking cities and his melee units. So if the AI runs a calculation to see if it's worth attacking based on strength it shouldn't have deterred him. Altough I don't know if it's that sophisticated since it's usually pretty keen on attacking with damaged units anyway.

There is something like that in there, but it's pretty dumb and mostly out of any control. There's a setting on operations that allows 'unequal attacks', aka attack against something itll think it will lose against. In reality the results are basically that if its turned on, itll attack pretty much regardless of what it has, if turned off, it might just 'stand there' with its low level units. This doesn't sound like that is it though. It might still be one of those 'endless move' commands, where it first requires all of its units to be within a certain range of its target. But if it happens to not be able to get there, it gets stuck, and just dances around.
 
Ah, I see... wasn't familiar with the mod. That's a comprehensive lua mod that affects settlement tendency... it doesn't impose a hard limit. So there are exceptions based on available space and such. Nifty :).

You would not want to do what I was suggesting (impose a hard limit), especially not with an 8 tile radius... you'll break gameplay, at least without making further balance changes. I've tried it with 4 tiles on huge maps and even that begins to create space problems. Nevertheless, CITY_MIN_RANGE can be found in GlobalParameters.xml, if you want to see for yourself.
i see now a mod exist for this,like u said, 4 tiles apart..i'll try it, on ynaemp it gotta be worth it.
 
The new improvements have been great. The AI is still acting pretty foolish at times, but overall a huge step forward.

A couple oddities I noticed in my latest game tonight (Deity, obviously):

  • The AI still tends to joust a unit in and out of my borders, allowing them to be picked off one at a time. I was at war with Russia, he had a considerable number of troops, but he continued sending in one to two Cossacks. My turn would come around, I'd focus fire a single Cossack down, he'd run the other one away. Repeat for about 10 turns until he offered a surrender. Seems like some sort of check needs to be in place where the unit determines how many enemy units from which it will come under fire, and the likelihood it's just going to get one shot the next turn. If so, it should definitely not move there, especially if it's not even getting off an attack (which they weren't).

  • The biggest problem I saw was that after my Spy successfully sabotaged their Industrial district, they never repaired it. Or rather, I never saw them repair it for the entirety of the time I had vision on it (10-15 turns at Online speed). This is obviously a huge flaw. Any player that gets their Industrial zone pillaged is going to a) immediately begin repairing it as Priority 0, and b) seriously consider counterspying that district. I completely hamstrung production in his 3 major cities and they did nothing to stop it.
Other than these two things (admittedly big things), the AI behaves much more intelligently. They upgrade their units, tech quickly, go to war at seemingly more sensible times, and build higher quality cities. I definitely failed to take a city in the early game which I would have taken with absolutely zero problem in vanilla Civ VI, so cheers.
 
will any of these mods conflict with this?

Better Trade Screen
GDG Lower War Weariness
GDG Scout_Submarines_Ranger Ignore Borders
TCS Customizable Warmonger Penalties
Unit Report Screen
Divine Yuri's CityPanel
 
Yeah any one :) You don't need either of the game info, as if you're adding it to another mod it should already have the game info's.. Just make sure you put it in between the top and bottom one. So just paste

** <GameInfo>** -- These will already be in the mod you're adding the lines to

<BonusMinorStartingUnits>
<Row Era="ERA_ANCIENT" Unit="UNIT_BUILDER"/>
<Row Era="ERA_ANCIENT" Unit="UNIT_ARCHER" Quantity="2"/>
<Row Era="ERA_ANCIENT" Unit="UNIT_SPEARMAN" Quantity="1"/>
</BonusMinorStartingUnits>

** </GameInfo> **
yes it worked met a culture CS they have 2 archers and 2 warriors and a spearman
 
@bladex I can't speak for @Siesta Guru , but I use all those mods (or my own variants of) except for GDG's Ignore Borders and I haven't noticed any conflicts. That being said I did notice that TCS Customizable Warmonger Penalties has several line references to DIPLOACTION regarding declaring war. AI+ also seems to reference them so there's possibly some conflict.
yes it worked met a culture CS they have 2 archers and 2 warriors. but no spearman?
Glad it worked for you. You might need to hang around the CS for a bit to see all their units, as they tend to send them out on patrol up to several hexes away or to harass Barbarians.
 
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Don't see anything there that conflicts, you should be fine

For the crash, check database.log in My games/Civ 6 /Logs itll usually show what the problem is if you gt ctds during loading
 
@Smogs
Thanks for the feedback! Ill have a look at the running in and out behavior. Sadly I cant do such advanced things as 'checking where enemy units are' without the dll, but maybe there's a solution somewhere.
Sadly there also doesn't seem to be anything I can do that affects whether or not they'll repair stuff. It's indeed an issue, both with districts and improvements. I think it's an awkward side effect from their 'contract' system, that increases the weight of certain items they identify as wanting. Like they want a horseman for their army or a builder to improve a certain tile. But there's no repair based triggers as far as I can tell, so they only ever really do repairs if there's no 'urgent stuff' to be doing, which is basically never.
 
Don't see anything there that conflicts, you should be fine

For the crash, check database.log in My games/Civ 6 /Logs itll usually show what the problem is if you gt ctds during loading
here's the log it says the ww mod deff causes it. GDG_GP_RazePenalty.xml is part of it.

Spoiler log contents :

[1718958.261] [Localization]: Validating Foreign Key Constraints...
[1718958.262] [Localization]: Passed Validation.
[1718958.271] [Configuration]: Validating Foreign Key Constraints...
[1718958.272] [Configuration]: Passed Validation.
[1718966.470] [FullTextSearch]: Initializing FullTextSearch
[1718967.241] [Gameplay]: Validating Foreign Key Constraints...
[1718967.258] [Gameplay]: Passed Validation.
[1718968.262] [Configuration]: Validating Foreign Key Constraints...
[1718968.263] [Configuration]: Passed Validation.
[1718977.145] [Configuration]: Validating Foreign Key Constraints...
[1718977.146] [Configuration]: Passed Validation.
[1718977.283] [Gameplay] ERROR: no such table: BaseGameText
[1718977.284] [Gameplay]: In Query - insert into BaseGameText('Tag', 'Text') values (?, ?);
[1718977.284] [Gameplay]: In XMLSerializer while updating table BaseGameText from file BetterTradeScreen_Text.xml.
[1718977.285] [Gameplay] ERROR: Database::XMLSerializer (GDG_GP_RazePenalty.xml): Cannot parse file.
[1718977.285] [Gameplay]: Validating Foreign Key Constraints...
[1718977.302] [Gameplay]: Passed Validation.
[1718981.679] [FullTextSearch]: FTS - Creating Context
[1718982.205] [FullTextSearch]: FTS - Creating Context
[1718983.118] [FullTextSearch]: FTS - Creating Context
[1723391.992] [FullTextSearch]: FullTextSearch - Shutting down

 
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here's the log it says the ww mod deff causes it. GDG_GP_RazePenalty.xml is part of it.

Cannot parse usually indicates its not valid xml. Try checking thoroughly whether every tag opened is also closed, whether there isn't anything outside of tags, whether the comments are done properly, that sort of thing. Looking through it I can't spot the issue myself though.. Not sure what it is. You may want to at least attempt to completely remove all the stuff that is commented out.
 
Hi Siesta, thx for your fast reply.
If I can throw my 2 cents, isn't your mod trying to focus on too many different aspects of AI at once?
I do recall vanilla AI being dumb at strategic fight (units run around), but I don't recall it being really problematicly bad at settling (well just a bit maybe) or improving tiles with workers. Maybe my memories are bad though.

I might really be the only one thinking this but a mod that would correct AI fighting but keep the rest vanilla would be enough for me atm to get a decent challenge on highest difficulties. Maybe do 2 branches?

I dropped my last game since AI offered 0 challenge in it.
 
Hi Siesta, thx for your fast reply.
If I can throw my 2 cents, isn't your mod trying to focus on too many different aspects of AI at once?
I do recall vanilla AI being dumb at strategic fight (units run around), but I don't recall it being really problematicly bad at settling (well just a bit maybe) or improving tiles with workers. Maybe my memories are bad though.

I might really be the only one thinking this but a mod that would correct AI fighting but keep the rest vanilla would be enough for me atm to get a decent challenge on highest difficulties. Maybe do 2 branches?

I dropped my last game since AI offered 0 challenge in it.

I have had no problems with settler behavior or tile improvements since the most recent update. I've played two full games since, and the AI has expanded intelligently and upgraded their cities, units, and tiles quickly and efficiently. Anyone whose AI is still acting strange comparatively should ensure they're using the most updated version of the mod, and that no other AI mods are conflicting.

I should mention, though, that I also use the Smoother Difficulty mod, and highly recommend it. It ensures a more challenging game throughout as opposed to a ridiculous and sometimes simply unfair Ancient/Classical era followed by a snoozefest Medieval era and onwards. I've played alot of games with alot of mods, and strongly believe that AI+ plus Smoother Difficulty provides the best and most challenging/satisfying AI to play against.

edit: the only problems I'm still witnessing are the one's involving combat/pillaging as reported above, but they're performing FAR more competently than the base game where they rarely upgrade their units, and just suicide into you or get kited turn after turn.

Deity with AI+ is still not very difficult if you're a competent or experienced Civ player, but it is MUCH better and MUCH more enjoyable. However, a moderate level player is going to find Deity difficult using this mod. A new player to the franchise is going to get steamrolled.

Anyone looking for Deity to be extremely difficult for advanced players is going to be disappointed, mod or official patch or otherwise. It's simply a limitation of the format. Players are always going to be able to game and manipulate a turn based structure better than a computer.

Afterall, it's not like Civ V is really any better, even now all these years later. You have to do a 1v2, 3, or 4 Deity AI to get much of a challenge.
 
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Civ 4 is the one to compare with if you want actual difficulty in combat.
 
Siesta Guru updated AI+ with a new update entry:

v5

v5 now out!

It includes:
- Better terrain improvement
- More trade routes
- Reintroduced long distance strikes for civs on islands. (land-unit based)
- Added new 'expansionist' civs (England, Spain, Russia, Brazil, Scythia) on top of the vanilla Rome.
- Added Brazil and England to cultural civs (on top of the vanilla: France, Greece (both leaders), Kongo, America)
- Added Sumeria to the scientific civs (see older changes)
- Added Spain to the militaristic civs
- Added France as a...

Read the rest of this update entry...
 
hi, i downloaded the mod 2 days ago and just wanted to give my opinion on it if it would help.
i know this is kinda alot and also i know that lot of these things might not be fixable as of yet but still just saying as a reminder for later to think about.

so i've been playing a game using this mod and i'm in modern era right now with 2 win conditions being religious and domination in king difficulty. i think its much better than the vanilla AI but still needs work but i can't really tell what needs to be fixed. idk it just does not feel right... i've seen AI seems to be focusing on districts much more buildings too they do use the adjacent bonus. i'm using a builder mod though so i can't comment on that part cuz im not sure, im using BetterBuilders mod and i did see some improved tiles but wasn't sure how it works exactly.
as i saw in the twitch streams that devs did on civ6 AI civs constantly declare war on eachother and when they see that there's no point they declare peace this is what the AI does and in all of my games i've seen that... but vs. a player once u go black u never go back so the AI would be dominated by the player and the player is left with all this war weariness in modern era rushing for victory type other than domination. so i would suggest on this that make it so that AI would rarely declare war on players or anyone else for that matter if they have a lot of cities or cities with good defensive buildings.
i know that if u have enough troops they would not declare war as they would be scared but the AI can't realize the potential and sees that player has only 700 unit strength vs. his 1500 so he declares war little did he know that before he brings his units to attack they would die. so ion this i would suggest that make them see the treasury gold (if the target can buy units or not) see the districts and productions and walls and to see the technology... just let them realize that they should no attack a target they cannot defeat. well they do know that but just bring the that knowing threshold lower so would not think think of others as weak.
i mean in my case a AI civ with 250 score and 1300 unit strength tried to attack me with around 500 score with 850 unit strength and now they are defeated and i didnt even want war to begin with i was just trying a religious victory for the first time.
also in this game that i've been playing, i got denounced 2 times by scythia who's stuck above me in tundra with like 8 cities with 2 populations, just because we had different governments so this is really making it hard for us to be friends.
i do couple of request though and first it would be that add the broken promise by AI penalty as an advantage for the player... i mean there are numerous times that the AI would promise something but do the opposite. the religious converting, spying settling and so on...in this game with ur mod summeria just asked for a resident embassy and i accepted and just several turns later he declared war on me (this could be AI's deception on me just saying for info).
about he religious converting: so the AI accepts ur request to stop converting but they still spread the religion to ur cities (in my case they used several apostle charges on my captured cities) cuz they are technically not converting the city religion but just spreading to have followers. so this is kinda a smart move and i don't really know how i feel about this. i mean its not unbalanced at all as we can just hire inquisitors... but i said this to get to another point... before i got this mod i played a game with England and in that game Rome captured Amsterdam and i captured it from rome but when i built the archaeologist museum i had 3 slots instead of 6 which is England's trait and i did build it after i got the city.... could this be that AI does not recognize the captured cities as players own city ? and i'm sure the first 4 cities that players has settled by a settler have special values for AI civ even if they are not as good as some other captured cities. i mean i got this Amsterdam when i had 2 cities and i settled my 3rd and 4th after that but still when i was testing stuff out in trading and negotiations the AI always preferred my 3rd and 4th city over Amsterdam which was in better condition than even my capital. so yes again i think this is not usual. hope u can check somehow to how the captured cities are and whats their status.
i dont rly remember anything else now :crazyeye: holly sh!t i wrote alot. sry but rly hope u read this or at least show it to someone who could maybe try out stuff so we get a better idea of what is going on.
 
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"More trade routes" - what does this mean exactly? What the AI not maxing their traders before?
 
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