in my current testgame on emperor: funny how after like 25turns 3 city states have been conquered by AI
yup...city states are falling all over the map. early game
Hah yes, they've become so good at taking them that it's almost annoying. I hope I can find some further ways to reduce their desire to attack city states.
Hi Siesta,
Thanks for the update, AI really became much more aggressive and even started taking cities in Industrial era (haven't seen this before in ANY mods, how did you achieve this?).
Thanks for the detailed feedback in your post!
A lot of changes went into it. One of the biggest is solving a bug that made them not even start siege operations in lategame. On top of that I did some work to the behaviortree that makes them focus cities more, to operations to make them retreat less often, and to teams to make thm bring more appropriate siege support.
AI settles much better in terms of speed and territory cover. However, in 80% of cases it builds cities 3 tiles away from previous city. I am not sure this is much different from the original, but it would be better if they prefer at least 4 tiles.
In terms of selecting places for settling - in general it is fine, just sometimes places are a bit odd (like one tile away from the river), but that's ok.
Yeah both of these seem to result from in dll settling code bugs. The 3 tile one is mostly because they still count tiles that are already in someones territory as being worthwhile. The 1 tile river issue seems to be because the fresh water calculation looks at the fresh water availability of tiles on the first ring, instead of the actual spot. Not entirely sure on that one yet, but it would best explain what I've seen so far.
AI builds districts quite well now. although I see that culture districts and entertainment districts are less popular than all others. It's kind of makes sense in connection with increased military focus but still would be good to increase AI preference towards them slightly. On the positive side: I have seen non-Roman AI building aqueducts (although it is rare), it is really cool!
The issue I am more concerned about is aerodromes - I've seen Sumeria building two of them (no air units seen due to maintenance issue), however none of the other civs built them.
Could you please add higher flavour for aerodromes so each civ would at least have one or two? Aviation is a huge part of the modern warfare and it is completely missing now.
The similar thing applies to neighbourhoods - I don't remember seeing them.
Sadly I can't do any fine control of district building for districts that don't have yields/ great person points. So out of the ones you mentioned, only the cultural one is really within my reach.
It definitely does still build all the others you mentioned, but some are indeed too rare. So far I've felt that aerodrome builds were okay, but aqueducts and neighbourhoods are being underproduced. I may also increase cultural district desire for cultural civs a little.
It is awesome! Looking on the map I had a feeling of reading ancient history book - lots of war, cities taken easily (I saw AI taking 3 cities from one civ), base rush (2 civs tried to take each other's capitals). Overall, really cool.
That's great to hear! I've seen a lot of that myself too so was getting pretty excited about this version.
* You would expect AI yo be more aggressive with difficulty increasing. However, I see the opposite - on prince level AI is much keener to attack city in siege situation comparing to Emperor level.
Yeah that point is rather awkward. The reason is pretty simple and hard to avoid though. On lower difficulty levels, the defending player will have significantly less troops. This makes relative differences in strengths bigger, so that they hit the condition of 'minimum odds of success' much quicker, and thus launch more attacks. I haven't found a good way yet to make this better on the higher difficulty levels.
Sometimes AI surrounds city with units and.... does nothing, mb just pillage. I suspect that AI might be waiting for siege weapon/ranged unit or just doesn't believe it can take city. Is it possible to write a trigger activating "attack city" or "zerg_rush" operation once city is sieged.
I'll continue looking at this because it's indeed rather frustrating. But I doubt I can really solve it. The problem is indeed mostly that it's 'waiting' for siege weapons, in the sense that it doesn't feel it can attack full health city walls with melee units.
* Late game cities are way too strong - some cities can reach defence strength of 90. Even if you surround it with tank and infantry corps/armies, you won't be able to take it without artillery/bombers. And tbh this is not in line with modern history - cities were taken easily if they were not defended.
Agreed. Those information age cities are nearly impossible to conquer, and that doesn't seem very historical. If anything it became much easier during renaissance to take cities, rather than harder. I'm considering just removing the strength scaling based on population to make it a little more bearable, but it'll mean most cities have exactly the same strength.
*AI doesn't really use balloons/medics, which adversely affects siege ability/unit preservation.
Working on this one. Have you by any chance seen them actually build them in vanilla? I'm not sure yet if they even can. Same deal with nuclear weapons.
It is very odd issue happening in the late game when AI loses all his units and his lands are spawned with rebels. However, I am not sure this is the AI+ mod problem - in one of my games I had empty treasury and at the same time was losing money (about -7gpt). Then something happened (prob spy stole money) and I had -200 gold per turn and -15 amenities in all my cities. I expected gpt level to come back next turn but it didn;t happen - next turn I had the same -200gpt and got -30 amenities in my cities. I am not sure what exactly the issue was but if AI had something similar, this led to him losing all army and still suffering gold losses.
There's definitely something funky going on with maintenance. I've seen one sit at -46 gpt without a single unit. I don't really know what made it so much worse recently. It may just be that they're getting bigger cities, so now have more room for buildings. I'm considering just nerfing building maintenance to 1 each, but maybe I should do that in a balance patch instead.
individualization.xml, line 384: you forgot to close that xml tag.
Good eye. It didn't cause the file to crash though right? Might be the comment saving it.
If I remove all traits (MILITARISTIC_CIV to SEMI_RELIGIOUS_CIV) from all leaders, will they still behave normally or are those traits required? As far as I can see, a civ without special abilities should perform just as well without them but I'm not sure.
They should behave pretty normally without. If you delete all of this though, you may see AIs overall underbuild holy sites and theatres.
That last line makes war against minor civs less likely I assume?
That's the idea, but it doesn't seem to do a whole lot. Might experiment with that one a little more.
But why exactly do you delete those rows for MinorCivDistricts, does that remove their ability to build those districts?
The vanilla files included lines that set 'favored' to false for those districts, making them never build them. By removing the lines, they'll now be able to build these districts.[/quote][/quote]