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AI+ v13.1

Well, I did a 670 turn AI Autoplay last night with AI+ and my ToT mod and the AI was repairing districts and improvements just fine. Even with me forcing the AI to go to war every 20-30 turns. They were also building a wide range of Districts, depending on Terrain/Victories they were going for. All in all I was very happy with the situation. They are very warlike, but I do not mind that. All CS were wiped off the map by turn 300ish, that though I can remedy with a few modifers to beef them up a bit :)
 
All CS were wiped off the map by turn 300ish, that though I can remedy with a few modifers to beef them up a bit :)
And what modifiers are you thinking of there? I was planning to just give them free walls but can't figure out how to make that happen, so my next plan would be to just give them the outer defence effect without the walls (like the civil engineering civ does).
 
Well, I did a 670 turn AI Autoplay last night with AI+ and my ToT mod and the AI was repairing districts and improvements just fine. Even with me forcing the AI to go to war every 20-30 turns. They were also building a wide range of Districts, depending on Terrain/Victories they were going for. All in all I was very happy with the situation. They are very warlike, but I do not mind that. All CS were wiped off the map by turn 300ish, that though I can remedy with a few modifers to beef them up a bit :)

I started a game last night with just AI+ and ToT -- so far so good, but way to early to tell about build and/or repair of districts in my game. This is very encouraging to hear tho. I might run an autoplay one in the overnight tonight to see as well. It is my first game of ToT, and in the first 75 turns or so, had a Civ IV feel to it.
 
And what modifiers are you thinking of there? I was planning to just give them free walls but can't figure out how to make that happen, so my next plan would be to just give them the outer defence effect without the walls (like the civil engineering civ does).
Combat Bonus while defending and probably extra City Inner Defense. FYI There is an effect for modifiers to grant free buildings.

I started a game last night with just AI+ and ToT -- so far so good, but way to early to tell about build and/or repair of districts in my game. This is very encouraging to hear tho. I might run an autoplay one in the overnight tonight to see as well. It is my first game of ToT, and in the first 75 turns or so, had a Civ IV feel to it.

It does have a Civ IV vibe, its intentional :)
 
Well, I did a 670 turn AI Autoplay last night with AI+ and my ToT mod and the AI was repairing districts and improvements just fine. Even with me forcing the AI to go to war every 20-30 turns. They were also building a wide range of Districts, depending on Terrain/Victories they were going for. All in all I was very happy with the situation. They are very warlike, but I do not mind that. All CS were wiped off the map by turn 300ish, that though I can remedy with a few modifers to beef them up a bit :)

Except.. It only goes that well because it is heavily influenced by the +3 Amenities ALL cities gets in the Test of Time mod. I have run autoplay for 3 nights in a row all with the same result (just AI+ and 8 Paces of Time). As soon as the game starts being longer than 600 turns the AI is crippled by unhappiness which leads to rebels, no gold income as well as pillaged improvements which can't be repaired
- That the AI cheats to stay relevant in the game is fine by me, that I cheat is not okay and I very much consider +3 Amenities in each of my cities cheating. Incidently that's one of the many reasons I would never install the ToT mod :).

Now, I and many others would just like to see the AI get some proper Amenity either through a cheat bonus or because it starts to value Entertainment Complexes and builds them (because currently it does not). That would go to fix a lot of the issues without the need of an extra mod (the majority of which I don't like :p)
 
Except.. It only goes that well because it is heavily influenced by the +3 Amenities ALL cities gets in the Test of Time mod.
That is negated due to the 1 amenity for 1 pop in ToT. (Vanilla is 1 amenity for 2 pop) if you didnt get extra Amenity to start your cities would be rebeling at size 3. Its hardly cheating, as I said its negated as your cities grow. Your just looking at one side of the mechanics changed in ToT. Also Amenities are not limited to Luxuries and the Entertainment Districts in ToT, which also helps the AI maintain happy cities.
 
That is negated due to the 1 amenity for 1 pop in ToT. (Vanilla is 1 amenity for 2 pop) if you didnt get extra Amenity to start your cities would be rebeling at size 3. Its hardly cheating, as I said its negated as your cities grow. Your just looking at one side of the mechanics changed in ToT. Also Amenities are not limited to Luxuries and the Entertainment Districts in ToT, which also helps the AI maintain happy cities.

I didn't know that the 1 - 1 negated it though ;). I still think it takes away from the Vanilla experience. That is what I like to play ;). I'm fairly certain it's a great mod - but I am the pro-vanilla type of player (heck I've never played MineCraft on any type of non-vanilla server.. I frown upon it!).. I only get mods which fixes vanilla issues like the AI being... less smart and slower research/civics to bring it more in line with real world eras.

Hench why I'd just like the Amenity to be added as a bonus - how it's done I don't really care as long as it doesn't change major aspects like adding it to buildings that shouldn't have it - I wouldn't mind it if it was for the AI only, but I think it would add it to my buildings too. Best thing would be for the AI to just build some Entertainment Complexes but seeing as most people forget to comment what their Mod code does... That's not as easy to hotfix as one would think :P
 
Combat Bonus while defending and probably extra City Inner Defense. FYI There is an effect for modifiers to grant free buildings.
I'm aware. Attaching modifiers in a way that actually works is a different matter though, I tried it in a way that seemed logical to me and of course there are no walls around city state cities.
Code:
INSERT INTO Types ("Type", Kind) VALUES ('MODIFIER_PLAYER_CITIES_GRANT_BUILDING', 'KIND_MODIFIER');
INSERT INTO DynamicModifiers (ModifierType, CollectionType,EffectType) VALUES ('MODIFIER_PLAYER_CITIES_GRANT_BUILDING', 'COLLECTION_PLAYER_CITIES', 'EFFECT_GRANT_BUILDING_IN_CITY_IGNORE');
INSERT INTO TraitModifiers (TraitType, ModifierId) VALUES ('MINOR_CIV_DEFAULT_TRAIT', 'MINOR_CIV_FREE_ANCIENT_WALLS_MODIFIER');
INSERT INTO Modifiers (ModifierId, ModifierType, RunOnce, Permanent, OwnerRequirementSetId, SubjectRequirementSetId) VALUES ('MINOR_CIV_FREE_ANCIENT_WALLS_MODIFIER', 'MODIFIER_PLAYER_CITIES_GRANT_BUILDING', 1, 1, 'PLAYER_IS_MINOR', NULL);
INSERT INTO ModifierArguments (ModifierId, Name, "Value") VALUES ('MINOR_CIV_FREE_ANCIENT_WALLS_MODIFIER', 'BuildingType', 'BUILDING_WALLS');
Some more dark magic seems to be required.
 
Just some ideas:
It may be triggering at the start of the game before they have settled their cities, and because of the runonce doesn't get applied again when they do. Might have to either drop the runonce, or add some requirement that'll only happen once they have settled. A good option may be them having the tech masonry, as that would also eliminate chance that the free building thing doesnt work without the tech.
You probably dont have to set the ownerrequirementsetid either because that's already handled by just adding it to the minor_civ_default_trait. It could be interfering
 
I'm aware. Attaching modifiers in a way that actually works is a different matter though, I tried it in a way that seemed logical to me and of course there are no walls around city state cities.
Code:
INSERT INTO Types ("Type", Kind) VALUES ('MODIFIER_PLAYER_CITIES_GRANT_BUILDING', 'KIND_MODIFIER');
INSERT INTO DynamicModifiers (ModifierType, CollectionType,EffectType) VALUES ('MODIFIER_PLAYER_CITIES_GRANT_BUILDING', 'COLLECTION_PLAYER_CITIES', 'EFFECT_GRANT_BUILDING_IN_CITY_IGNORE');
INSERT INTO TraitModifiers (TraitType, ModifierId) VALUES ('MINOR_CIV_DEFAULT_TRAIT', 'MINOR_CIV_FREE_ANCIENT_WALLS_MODIFIER');
INSERT INTO Modifiers (ModifierId, ModifierType, RunOnce, Permanent, OwnerRequirementSetId, SubjectRequirementSetId) VALUES ('MINOR_CIV_FREE_ANCIENT_WALLS_MODIFIER', 'MODIFIER_PLAYER_CITIES_GRANT_BUILDING', 1, 1, 'PLAYER_IS_MINOR', NULL);
INSERT INTO ModifierArguments (ModifierId, Name, "Value") VALUES ('MINOR_CIV_FREE_ANCIENT_WALLS_MODIFIER', 'BuildingType', 'BUILDING_WALLS');
Some more dark magic seems to be required.

Quo's Combined Tweaks gives all palaces walls to start the game, so it might be worth taking a peek at the solution for it in that mod. Here's the link: https://forums.civfanatics.com/resources/quos-combined-tweaks.25703/
 
Hello all. , this is the best Civ 6 mod so far and it is all thanks to you Sieste, I hope you continue your work . I would like to mention something i noticed. The AI not realy expanding on sea, like building navy and setteling on nearby lands. Is it possible that the next update fix some of that ?
 
@Kodimus: I looked at Quo's mod, he edits the palace building directly in the buildings table. That's a simple solution, and benefits all civs - I wanted to help out just the city states because with AI+ they tend to die like flies. I have yet to see a successfull attack against a city of a major civ so they don't really need any defence buffs.
@Horem: Effect logs told me nothing usefull.
@Siesta Guru: I had tried it before with a different requirement (at least turn 3) but that didn't work either. Traitmodifiers are run on turn 1 even if requirements aren't met it seems, and on turn 1 this fails. Leaving RunOnce at zero does make it work, I was just trying to avoid it because I feared weird side-effects like walls getting repaired to full health every turn because those cities get fresh new ones every turn, ignoring the fact that there are already walls present in the city. I had a feeling EFFECT_GRANT_BUILDING_IN_CITY_IGNORE would be doing just that, so now I replaced the effect with the one without that ignore part, and yeah it seems to work now. I have yet to attack a city state to see if anything strange happens to the walls though.
First impression: Not a single city fell as far as I can tell in those 140 turns, and barbs are less annoying because they get killed very effectively by city states.
Maybe I'm going about this the wrong way. One way that would not affect barb levels would be to just make half the major civs into city state protectors/allies. Since I'm not currenty using any part of the agendas feature I could abuse that one by filling the RandomAgendas table with 2 empty agendas plus city state protector and city state ally and I should be getting roughly 50% city state killers and 50% city state friends, which would hopefully keep some city states alive and should also spark tensions between the major AI civs. But that's no solution for people that actually want to keep hidden agendas as part of the game.
 
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So someone said in one of his posts that the AI civs spam warriors and slingers (for one reason), in that they don't cost maintanence, so I've put the warrior and slinger maintanince to one, and honestly, with the civs (Not city states), I haven't seen the screen full of troops since. But yeah, they AI is still horrible at upgrading them, either because they don't have the tech (Which is unlikely as I was China (Not doing the best) and finally got to machinery, and Japan still had slingers and warriors.

Also will you be touching on how terrible the diplomacy is?? I had one trade where they wanted a luxry from me, and were offering me some money, some GPT and something else, so I thought I would be a fully sick neighbor and modify the deal to add something else from me, and then they turned around and were wanting GPT a strategic resource and a luxury resource for nothing!!

Also another game I'm on (I have lowered the war mongering penalties), although twice now I've had two civs declare a formal war on me in the second ear, when I hadn't done anything to trigger them AND one of them was like +14 on our relationship scale?!! I had a like -4 against a +18!

Anyway, sorry I got carried away on that little rant!

Who doesn't like a good rant!

As has been said before the AI will only upgrade if it has access to these things:
1) The Strategic Resource
2) The Funds to upgrade
3) The Income to maintain the unit.

Missing either of the 3 and it will not upgrade the unit and there's nothing a Modder can do to prevent it (except removing resources needed/gold cost for upgrading)

Secondly, I'm fairly certain it is part of the AI strategy - was it by chance a Surprise War Declaration? I tend to get those a lot when my army/science/culture/faith output is weak compared to other AIs. Especially if your army is weak.

GOOD NEWS, EVERYBODY - I think I fixed the issue of Amenity by adding the Entertainment District as a favoured district (together with Commerce Center and Industrial Zone). At least I'm seeing the AI actually build them in the majority of their cities!
- In just the Gandhi game I'm playing at the moment the Civs around me have entertainment complexes in most their cities (not past turn 120 yet) instead of filling them up with lots and lots of farms/mines.
- The auto-run games I have done and let run past turn 600 have all kept their armies intact.
In fact they're often times earning more gold than I do! This has also made the AI extremely aggressive throughout the entire game!

10/10 I suggest you look into adding the Entertainment Complex and Commerce District to AiFavouredItems :).

In other (less important) news, it does mean that I cannot play peaceful Gandhi lol. I have been forced to churn out Varus and Crossbowmen to keep Spain, Sumeria, Russia, England at bay and I just wanted to spread my all powerful Religion to teh world and quite possibly snatch the Achievement for 35 Faith from friendly relations (provided the AI don't wipe out another AI I'll still make the achievement :p)

Hello all. , this is the best Civ 6 mod so far and it is all thanks to you Sieste, I hope you continue your work . I would like to mention something i noticed. The AI not realy expanding on sea, like building navy and setteling on nearby lands. Is it possible that the next update fix some of that ?

Fairly certain it's been said a few times that will require access to the DLL files - so not without proper Mod support :).
 
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I need help understanding pseudo yields what does it do exactly and which way does the value work exactly? because i turned down pseudo yields and they seems to increase the amount of tourism they have and science turning it up seems to lower the amount they have. Am I crazy or this how it works please if you could help me on this also have newer version of my mod with improved AI+, so now i guess its AI++. You welcome to look at it and take what you want from it as usual. AI now winning the game hardcore even on prince so good i need to hold them back somehow, without hurting their units or settling.
 
GOOD NEWS, EVERYBODY - I think I fixed the issue of Amenity by adding the Entertainment District as a favoured district (together with Commerce Center and Industrial Zone). At least I'm seeing the AI actually build them in the majority of their cities!
- In just the Gandhi game I'm playing at the moment the Civs around me have entertainment complexes in most their cities (not past turn 120 yet) instead of filling them up with lots and lots of farms/mines.
- The auto-run games I have done and let run past turn 600 have all kept their armies intact.
In fact they're often times earning more gold than I do! This has also made the AI extremely aggressive throughout the entire game!

10/10 I suggest you look into adding the Entertainment Complex and Commerce District to AiFavouredItems :).

Wow that is great news is indeed. Hope Siesta incorporates that into AI+ V10 soon. Can't wait to start a new game with a happier and richer AI
 
had tried it before with a different requirement (at least turn 3) but that didn't work either. Traitmodifiers are run on turn 1 even if requirements aren't met it seems, and on turn 1 this fails. Leaving RunOnce at zero does make it work, I was just trying to avoid it because I feared weird side-effects like walls getting repaired to full health every turn because those cities get fresh new ones every turn, ignoring the fact that there are already walls present in the city. I had a feeling EFFECT_GRANT_BUILDING_IN_CITY_IGNORE would be doing just that, so now I replaced the effect with the one without that ignore part, and yeah it seems to work now. I have yet to attack a city state to see if anything strange happens to the walls though.
This is something I've tried unsuccessfully to implement as well. I'm interested to know whether, as you state, anything strange has happened to the walls as you've continued to test this from the time you last posted. Also curious what code you used to achieve this if you don't mind.
GOOD NEWS, EVERYBODY - I think I fixed the issue of Amenity by adding the Entertainment District as a favoured district (together with Commerce Center and Industrial Zone). At least I'm seeing the AI actually build them in the majority of their cities!
Was this just a matter of adding
Code:
<Row ListType="STD_DISTRICTS" Item="DISTRICT_COMMERCIAL_HUB"/>
<Row ListType="STD_DISTRICTS" Item="DISTRICT_ENTERTAINMENT_COMPLEX"/>
to the core.xml? Or, were there additional changes/additions?
 
My working attempt looked like this:
Code:
INSERT INTO Types ("Type", Kind) VALUES ('MODIFIER_PLAYER_CITIES_GRANT_BUILDING', 'KIND_MODIFIER');
INSERT INTO DynamicModifiers (ModifierType, CollectionType, EffectType) VALUES ('MODIFIER_PLAYER_CITIES_GRANT_BUILDING', 'COLLECTION_PLAYER_CITIES', 'EFFECT_GRANT_BUILDING_IN_CITY');
INSERT INTO TraitModifiers (TraitType, ModifierId) VALUES ('MINOR_CIV_DEFAULT_TRAIT', 'MINOR_CIV_FREE_ANCIENT_WALLS_MODIFIER');
INSERT INTO Modifiers (ModifierId, ModifierType, RunOnce, Permanent, OwnerRequirementSetId, SubjectRequirementSetId) VALUES ('MINOR_CIV_FREE_ANCIENT_WALLS_MODIFIER', 'MODIFIER_PLAYER_CITIES_GRANT_BUILDING', 0, 1, 'AFTER_3_TURNS', NULL);
INSERT INTO ModifierArguments (ModifierId, Name, "Value") VALUES ('MINOR_CIV_FREE_ANCIENT_WALLS_MODIFIER', 'BuildingType', 'BUILDING_WALLS');

INSERT INTO RequirementSets (RequirementSetId, RequirementSetType) VALUES ('AFTER_3_TURNS', 'REQUIREMENTSET_TEST_ALL');
INSERT INTO RequirementSetRequirements (RequirementSetId, RequirementId) VALUES ('AFTER_3_TURNS', 'REQUIRES_GAME_AT_LEAST_TURN_3');
INSERT INTO Requirements (RequirementId, RequirementType) VALUES ('REQUIRES_GAME_AT_LEAST_TURN_3','REQUIREMENT_GAME_TURN_ATLEAST');
INSERT INTO RequirementArguments (RequirementId, Name, "Value") VALUES ('REQUIRES_GAME_AT_LEAST_TURN_3', 'MinGameTurn', 3);
I have no idea if 'MinGameTurn' is the correct Argement Name, that's just a guess. REQUIREMENT_GAME_TURN_ATLEAST is present in Types though, so at least the RequirementType itself exists.

I did not get to testing any further, not enough free time.
 
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