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AI+ v13.1

In my current Immortal game the barb CAMP spawn rate is extremely low. I am on a huge continent with lots of empty space. Once the initial camps were cleared, I swear not a single new camp has spawned, even into turn 120+. Found that to be very strange. Either has to do w/ what you modified in gamechanges.xml or a fluke.

It does sound a bit like a fluke, but I'll keep an eye out for it too.


Must say I am continuing to be impressed by the AI's improved combat abilities in V9. In my Immortal game Scythia was sitting on its lone capital for many many turns early game (into turn ~60) and I thought something is off why is she not expanding. Then she founded a 2nd city next to Norway and raised a giant army of horseman, saka archers, and other melee units and took over 5 of Norway's 7 cities extremely quickly. It was quite epic watching the Scythian hordes sweep the continent. Meanwhile I am sitting on the other end of the continent thankful I wasn't the target. After that Scythia went on a expansion spree and founded like 4-5 new cities so their 1 city ballooned into a 10+ city empire in less than ~40 turns! Totally did not see that coming.

Hmm interesting. She may've been struggling with barbs and could only get a settler out when she had enough troops, them steamrolled with them.

There's actually a mod being developed that deals with agendas. Check that out and see if you can use it with AI+.

For now agenda mods should be perfectly compatible. If I end up digging deep into agendas myself in some future version that may change of course.
 
I am wondering what's driving the AI desire to a)create a group to attack city and b)actually attack city when it is surrounded
I see there are 4 parameters, which might be responsible for the operation moves:
a) min odds of success
b) initial strength advantage
c) ongoing strength advantage
d) priority

All of these factors (except for c), only deal with the likelyhood they will send their troops over and surround your lands.
After they do that, there's basically three main factors we can kind of control that remain. The first is that apparently sometimes it can be stuck in this position without meeting the minimum team requirements. I don't really know how this happens yet, but seems to be rather uncommon.
The first is that it may at this point decide for diplomatic reasons that they won't declare war. This is an irrelevant point if there's already war of course.
After that, the behaviortree is most important. If they aren't stuck in some behaviortree node (like requiring another unit to walk in closer first), they should now walk up to your city. While there, except for the changes I've already made to the behaviortree, there doesn't seem to be anything that can be done to make them attack the city more.
While fighting, the option c you mentioned may be relevant in determining whether they should back off. But I haven't been able to prove this conclusively.



On this point, I was wondering whether strategies "if strong" have too big numbers - I see that the last strategy "STRATEGY_AM_VERY_STRONG" needs 1,000 points (I assume that's the military score difference bw attacking and defending civs) and as I see this is the only strategy which values Zerg_rush operations. I have a feeling that I never saw these operations in the late game.

I'm considering phasing both that one and the zerg operation out, but the results were so nice that I was worried I'd break it by doing anything like that.
My best suspicion for the meaning of the 1000 points is not the difference with the target, but the military score difference to the number 2 on the rankings. However, testing suggests that may be inaccurate.
All these strategies are at the least global, in that civs either have them or they don't. So it can't be dependent on a 'target'



Yeah, I changed parameter city_strength_per_pop to 1 but it doesn't create that much difference. Do you know how is the technology scaling factor named in the game? I scanned through global_parameters.xml but can't see any exact parameter named after city defence scaling.

If you decrease city_strength_per_pop you should see higher defense values. It's the amount of strength added per x pop.
The only value that appears to relate to the tech scaling is COMBAT_GARRISON_MILITIA_MODIFIER. Basically their strength will be the highest melee combat strength on units you have, minus COMBAT_GARRISON_MILITIA_MODIFIER, except if there's a garrison, in which case it'll pick the combat strength of the garrison. Have a look at gamechangers.xml in my mod to see basically everything it seems you can influence.


I noticed that AI normally doesn't build ships apart from navy civs (England/Norway) and some strange situations (not sure what they are, but mainly when AI is locked on small piece of land). I increased general desire to build ships by 200 and decreased desire for it for navycivs by 250 and after this change AI started building ships in relatively normal numbers. Sadly, there are currently no operations for "Naval assault".... is it possible to create this type of operations for ships (e.g. including 2-3 melee ships and 3 ranged ships and mb 1-2 melee land unit)?

Yeah so far I've decided to make them kind of underbuild navy and air while they're incapable of even using them properly. I've not tried a proper naval assault operation yet, and may give it a shot when I do some more water map changes. Have mostly been focussing on land-dominated maps so far, especailly because naval cities are so weak now in civ 6 anyway.


I am not sure whether the issue is in the mod or is it after winter patch but I started seeing AI building tons of inquisitors - I saw stack of 10-11(!) Sumerian inquisitors.... I have a suspicion that AI incorrectly defines this type of unit or has some weird preferences towards building it. Mb this is something to do with newly added code for religion picking.

I think it was the fall patch actually that made this happen. They added a new inquisition behaviortree that seems to be causing this.

Sometimes I see that AI grabs all its forces and move them to weird places, e.g. snow deserts in map ends. I have a suspicion that AI probably tries to create either massive escort for its settlers/workers or it tries to attack enemy city but the target is unreachable. The problem is that it takes ages for AI to dismiss this move and start behaving back normally. Even if it is DoWed by other civs, AI won't relocate its units quickly.

Yeah it's mostly settle escorts that do this. For some reason, the max units values on settle operations have stopped working properly. It's a bit annoying indeed

By the way, I noticed that defence operations are switched off in the code.... can we change to give AI a bit more ability to defend it? Because sometimes AI is about to lose its capital but it is careless about this fact because it is fighting another civ on the opposite end of his empire.

They're only switched off now when their cities aren't under threat. It used to be that it would keep some units locked in a defense operation that didn't even know where to go because all of its cities were safe, resulting in much smaller attack forces. When a city does become under threat, these will start up again.
 
Also, AI doesn't build Forts/Airstrips/Missile silos.

I can confirm that the AI DOES build airstrips and air units. Though very little. This is without any mods. I'm not sure about missile silo's and I've indeed never seen a fort with vanilla AI.

Few more things about this mod;

I've just finished a marathon game on deity (huge pangaea map). I've noticed that they are going for science victory and some for culture and religion victories. I had to use spies to damage their space ports, which is something I've never done before.
I did ran into a small problem with spies, though I'm not sure if this mod is the cause of it. The AI kept attacking one commercial district from the same city over and over. This allowed me to intercept their spies quite easily, and gain promotions for my spies.
They also spied on each other, but for me it was always the same city and same district.

The AI settles cities 4 hexes away from their other cities. As long as there is room to expand, they will, and they spam settlers. Then they quickly build a lot of farms. They have so much population that they get amenity problems, since they aren't much fond of building entertainment districts. This spawns rebels everywhere.

I think there's a problem with 2 civilizations not declaring peace. England and Egypt where at war the entire game, but Aztec and Germany where between those civs, so they couldn't reach each other because of closed borders. England also had darwinist as her second agenda.

I also noticed a lot of builders and settlers captured by barbarians. I play on deity so the barbarian spawns are ridiculous. Maybe the AI needs some assistance with that.
 
I have a bug I think may come from AI++. In my savegame germany declared war with me but it is kongo troops that attack? under diplomacy I am friendly with kongo and hostile with germany, but still it is kongo troops.

I am running 3 mods only. They are AI++, Detailed Worlds and MoarUnits_0.42.

Is it a conflict with these mods? Or something from vanilla game?
 

Attachments

Sounds like poor Roosevelt probably beelined chemistry and had no niter for bombards. Did you happen to see any catapults or rams/siege towers in his army?

some field cannon i guess, but nothing to effectively take a city down..



Do you mean 2 or 3 each? That's pretty typical. I put the overall desire campus a little lower than industrial/commerce and about the same as harbors/theatres/holy sites. Reason being that it seems campuses are rather weak in civ 6, with the extra production/food from those others translating to similar science eventually through bigger cities.
I mean the total amount of campus for the whole civs. So less than 1 each.
My spies could go spying on 2 o 3 campus, nothing more.. but I must say it was a domination only game (started from reinassance era), no science victory contemplated...


Anyway, I played a second V9 Game @Immortal, this time started from medieval era, science+domination. Earth map (standard size)

I started my game in South America, early mid game, for my fourth city, I tried to go colonize South africa, which was an empty land.
My colony was settled pretty far from Trajan' Empire (my only competitor in africa), a solid 12 hexes I'd say.
I thought that was a pretty safe distance to have some time to grow.. I managed to build only the walls and an encampment before Trajan went for me.
Trajan's strategy was :
1) settle a city-outpost close to my colony border in south africa and declare war
2) settle a second city in central africa.

Don't if it's this MOD AI, but really I appriciated this strategy of non-linear settlements progression.
I also appriciated that this time AI was using different units (siege weapons too).

What it really turned me off was the big tech gap between me and Trajan.
He came with an army of tanks while my strongest units were musketman, iron cloud and frigates and I was not even able to form corps...
0% chances of success with that impossible tech difference.
Maybe I could give up with colonization dream, give my african colony to Trajan, and focus on my own continent, leaving Trajan for the really late game when I would be at his tech level?
Or is it a clear game over? What would you do? Would you invest more time in that game?

Anyway, I guess I should step back from emperor lvl for my next games..
 
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.

Don't! This is actually a good thing, because the player can now use freeing city states to control warmonger points.
 
Only thing I would suggest is giving city states a preference to beeline walls if possible. Otherwise, I think AI snatching up city states is smart play since most good players would aim to make similar decisions if it's a city state that isn't useful towards their strategy.

Maybe I could give up with colonization dream, give my african colony to Trajan, and focus on my own continent, leaving Trajan for the really late game when I would be at his tech level?
Or is it a clear game over? What would you do? Would you invest more time in that game?

Anyway, I guess I should step back from emperor lvl for my next games..

Play out the rest of the game, keeps it interesting. It's just a minor setback as opposed to game over, play around it.
 
Created an account to give this mod a major two thumbs up. I just finished a game as Japan where I had Poland as my neighbor. Her and Spain kept me in check all game, taking all the city states and essentially cornering me on our continent. Near the end of the game she out teched me and attacked with her mech infantry. I was able to withstand her attack enough to tech up a bit and drive her out, but she slowed down my spaceport building quite a bit. Checking the victory screen I only barely noticed she had built -7 SPACEPORTS- and only needed to launch two more pieces to win.I had to guess which ones she was launching from and thankfully through some lucky means (a couple 63% spaceport sabotages and patroning the 100% space production) I was able to slow down her progress enough to launch the mighty Japanese into space with what I'm guessing was only turns to spare. Throughout the game the AI made smart, meaningful decisions (even building airports and bombing my tiles) and I must say I'm quite pleased at the progress of this mod. Keep up the good work!

*edit (Had to add it seems the taking of fortified cities has been improved as well, they rolled in with siege units and took my capital down to basically no health, I only saved it by blocking the open tiles with melee units)
 
i play with v9

few comments :
- i saw few settlers without escorts on the ocean ; i declare war to england for taking them ; after that despite many caravel close from my cities, england don't try to destroy my sea settlement and some units (knights) on the ocean
- my neighbour who is so strong in comparaison to my (more units, cities, technologicly advanced) don't attack me. perhaps because he has my religion

sory for my english

realy great job
 
The AI attacking all city states isn't a good feature at all. It makes diplomacy civics and Pericles completely useless. I understand attacking city states sometimes, but not all the time.
 
i play with v9

few comments :
- i saw few settlers without escorts on the ocean ; i declare war to england for taking them ; after that despite many caravel close from my cities, england don't try to destroy my sea settlement and some units (knights) on the ocean
- my neighbour who is so strong in comparaison to my (more units, cities, technologicly advanced) don't attack me. perhaps because he has my religion

sory for my english

realy great job

AI's don't attack people they like, except very early in the game. Just like the real world, really. After all, if it wasn't like that, a country like Canada would not exist anymore, with how superior the USA's firepower is. The same for all European countries but Germany, England, France and maybe one or two others. And everything even remotely close to Russia, China, etc. We humans are typically sociopaths when we play this game, never ending up liking someone and not attacking them because of that. (*cough* except Jadwiga *cough*)
 
Also, have to somewhat agree about the city states. It's great to see the AI being good at attacking and conquering them, but I feel like a good number of them should remain free for at least a while, so that city state diplomacy does not cede to be a thing from Classical Era on. I do feel like it is a good thing that the amount of city states reduces as the game goes on though, what I would probably like to see most, would be more city states than now, and a slightly less agressive AI, resulting in something like two-third of the current starting amount of city states surviving the first two era's. This would make "conquering a city state" a valid way of expanding faster early on, and something the AI also uses, without all city states ending up part of major civilizations. (vassal states would be even better though, so Firaxis please)
 
AI's don't attack people they like, except very early in the game. Just like the real world, really. After all, if it wasn't like that, a country like Canada would not exist anymore, with how superior the USA's firepower is. The same for all European countries but Germany, England, France and maybe one or two others. And everything even remotely close to Russia, China, etc. We humans are typically sociopaths when we play this game, never ending up liking someone and not attacking them because of that. (*cough* except Jadwiga *cough*)

Thanks for this elementary lesson of geopolitic
We are not friend. In fact, he is hostile
 
The level of aggressiveness towards CS's I think is fine as is in V9. I made CS's more difficult to take by giving them additional starting units, which has made for some really epic battles and keeps them from being conquered too early. Now if there is a way to give them starting walls as well...
 
I did a little revisit of this mod.

V9 is amazing, the difference from V8 is simply unbelievable. In fact I have had such success with this mod I was able to start an AI battles series with 1v1's.

Here is the mod spotlight video where Scythia kills Rome in just over 200 turns, it was a great test and I have had many domination victories from multiple civs:

I have tried it out with other mods, but it seems to run best mostly vanilla, there are a few instances where lack of resources slow the AI down, but that was mostly on my 1v1 map.

Watch out for my AI battles series, all thanks to AI+ V9!
 
Created an account to give this mod a major two thumbs up. I just finished a game as Japan where I had Poland as my neighbor. Her and Spain kept me in check all game, taking all the city states and essentially cornering me on our continent. Near the end of the game she out teched me and attacked with her mech infantry. I was able to withstand her attack enough to tech up a bit and drive her out, but she slowed down my spaceport building quite a bit. Checking the victory screen I only barely noticed she had built -7 SPACEPORTS- and only needed to launch two more pieces to win.I had to guess which ones she was launching from and thankfully through some lucky means (a couple 63% spaceport sabotages and patroning the 100% space production) I was able to slow down her progress enough to launch the mighty Japanese into space with what I'm guessing was only turns to spare. Throughout the game the AI made smart, meaningful decisions (even building airports and bombing my tiles) and I must say I'm quite pleased at the progress of this mod. Keep up the good work!

*edit (Had to add it seems the taking of fortified cities has been improved as well, they rolled in with siege units and took my capital down to basically no health, I only saved it by blocking the open tiles with melee units)
Offtopic, but you can actually see on the map when something is built in the spaceport. Normally they're empty, but if production has started there's a rocket in the ramp. The last couple of turns there will even be a red/yellow/green light indicator (possibly even for the actual 3 last turns before it's finished).
That's pretty amazing IMO, I just wish they had put this much thought and effort into other aspects of the game...
 
You must have been out of action for a long while. Siesta has put in significant work on the AI, not sure how effective being limited to the XML files is for the long term though.

When mod tools are finally available, I wouldn't be surprised if he's able to take it to the level of some of the best CiV AI mods.
 
I've been out of action for a while so not up to date on progress made with AI+. Has Siesta found a way to effectively mod the AI without the DLL?

I nearly lost my capital within 50 turns the first time I played with the v9 mod, and the same tends to happen to quite a few city states (enough to spark serious discussion over wheter AI agressiveness against city states should be toned down because they're too effective in taking them). Also, I don't know the details, but someone has been doing a few battle royales with the mod, and they've broken the "record" that the devs mentioned of an AI conquering 4 capitals. So, in short, yes, Siesta has found a way to effectively mod the AI without the DLL.

A personal favorite of mine, by the way, is to use this mod in combination with TCS's omnibus complete edition. I haven't run them seperately, but the omnibus mod rids the AI of promotion problems (like it has so much in the vanilla) by lowering the strength of units that formerly needed a resource, removing the requirement of the resource and instead granting bonus strength if you have the resource.
 
The level of aggressiveness towards CS's I think is fine as is in V9. I made CS's more difficult to take by giving them additional starting units, which has made for some really epic battles and keeps them from being conquered too early. Now if there is a way to give them starting walls as well...
What mod did you use to give the CS more starting units?
 
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