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AI+ v13.1

Hmm, so you've actually played with it before on multiplayer? I've not personally tested it on multiplayer yet so I'm not even sure if it's supposed to work (can anyone here confirm whether it does?).

Yeah, we've been playing with AI+ for a while before. It was v 9, I believe. It was before Australia patch but after Poland patch. It worked fine all the way. The problems began last week, after Australia came live.

Thanks for the tip, I'll try that and will come back with some answers afterwards.
 
I had a game with v10:

tiny detailed continents (mod) map, 6 civs, smoother (mod) Immortal level - I used some mods along with AI+:

- AI Siege Help
- Combat and Stacking Overhaul
- Dynamic Diplomacy
- Real Science Pace
- Real Tech Tree
- Smoother Difficulty - I played Immortal
- TCS Improved Water Yields
- TCS Omnibus - Standard Ruleset
- some UI mods...

I won space race in ca. 2010 :)

What I liked

- AI did effective wars:

AI Scythia eliminated AI England (with my help)
AI France eliminated both AI Russia and AI Egypt (on the other continent)

- AI did great progress

AI France was ahead of me both science and culture - I had to eliminate her in atomic time... :)

what to improve (if can be):

- AI has problems with amenity and I guess entertainment districts (not building?)
therefore: barbarian riots - threfore pillages in AI cities - therefore pillaged districts - AI gets crippled... (does AI repair districts?)

BTW: repair cost of districts is absurd high... is there a mod to alleviate that?

a question:
is there such as defensive combat tactic for the AI, to defend own land?
AI France did not have much military when I attacked her... and then she attacked with it, not defending really (use of forts? Fortify? active ranged unit in city?)
 
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Ah good to hear the AI managed to take some players out and gratz on the win :) Thanks for the feedback!

The amenity thing is something I've also observed, but there's no real obvious solutions. The one thing I've been considering is force them to build entertainment districts in modern era, which is something I can do. But, since there's no way for me to have it depend on actual amenity issues, it would spam it everywhere it can, including new cities. And simultaneously, it might not actually build it in the big cities where it matters, since theyll have hit their district limits and arent growing because of the amenity issues. Even ignoring that, it's just one entertainment district that won't actually do much. you do occasionally see entertainment districts, and they still struggle. I believe the main issue is that they don't actually change their policies to help with amenities, which is something I can't control.
They do repair districts, but rarely. and yeah, they're way too expensive. I'm not sure if repair time can even be modded because there doesn't seem to be a separate value for repair times, it just depends on what a new district/building of that type would cost.

They have 'defend city' operations, so yes, there's something there, but there's some issues with them
For starters, in vanilla if there's no city currently under siege, they'll point these operations at seemingly random cities. They don't predict which city is going to get attacked and put their units there in advance. Since this was taking units away from actually useful operations, I turned this off in AI+.
When you attack, they can start sending their troops in, but, they don't always seem to start their operation appropriately. It's common that it doesn't trigger at all, triggers too late, or they spend too much time collecting troops before sending them in, occasionally they'll also send them to the wrong city (possibly when that other city also saw a unit?)
In the rare case their operation is send timely and to the correct city, it's often still not very effective because the operation basically consists of 'grab some units, walk them there, attack units', there's no real clever behavior such as fortifying in good spots. The amount of units, and the exact units selected are also often off. So yeah, it's all not very effective.
The main defense you'll usually encounter actually comes from two things: either it's random units nearby marching into the battlefield, or they want to attack a city that happens to be behind your army.
You'll usually find that the defenses are strongest before ~renaissance, because that's when the ratio units/terrain tends to be highest. In modern etc, they tend to have more terrain and less units.
 
Thanks for your work on this mod. It is a good idea but unfortunately didn't work properly for me. I am using the steam edition of this mod with the latest version of civ. Enemy melee units refused to take my city even though it had zero health. They would just sit there and let me kill them.
 
Thanks for your work on this mod. It is a good idea but unfortunately didn't work properly for me. I am using the steam edition of this mod with the latest version of civ. Enemy melee units refused to take my city even though it had zero health. They would just sit there and let me kill them.

Hm, I also use the steam version and it works...

Now I have another immortal level game and neigjbour Russia AI attacked me in classical age
and captured one of my cities with a QUICK and EFFECTIVE attack (varied units: chariots, spears, swords, plus ram unit)
He also had CS allies nearby...

I had to do my best to recapture and have a peace treaty...
 
Thanks for your work on this mod. It is a good idea but unfortunately didn't work properly for me. I am using the steam edition of this mod with the latest version of civ. Enemy melee units refused to take my city even though it had zero health. They would just sit there and let me kill them.

This is a general AI bug that happens sometimes. It's also been observed in games without this mod. Siesta actually commented on it a page back or so.
 
I am finishing a game using Ai+, more barbarian exp, Moar units mod, Yampg, detailed worlds. I am on Giant map (2 past huge) detailed continents and all ai. I have a total of two wars. early on with Vicky and now with Russia (very late game turn 385 now). I am playing on King. The ai murdered each other taking both other empires capitals and city states. I watched a war with Vicky on Zanzibar for about 50 turns. Vicky brought many bowman and spears but somewhere (way before me) Zanzibar got crossbows. . Now Vicky destroyed all of Zans walls and got the city to a sliver of red but lost every unit getting them down. By the time they reinforced, Zans got crossbows and walls. At that point I felt sorry for Vicky and put her out of her misery, she was weakened and had almost no military from her long an protracted war with Zans.
Your mod works Siesta, thanks
 
If you did manage to play multiplayer with it on before, the one thing you could try is deleting the mod completely and to then both reinstall it through steam. That should ensure you both have exactly the same files. Small differences could definitely cause desyncs
Thanks for the tip, I'll try that and will come back with some answers afterwards.

Coming back to let You know that Your solution indeed helped. We've reinstalled it using Steam subscription and it works perfectly fine now. Thanks again! :)
 
Uh, I think AI Russia will be too much for me... (declared surpride war, this is just after declaration)
Peter is in modern era in tech, atomic in cvics (!), I am Egypt, industrial both.. we are in 1735... (quick speed, smoother immortal level)

EDIT:
He captured Akhetaten pretty fast, in 2 turns
After that he missed Abydos and went after Rá-Kedet, he started to attack
but then I made peace...

EDIT 2:
you can see how ranged units are nicely support melee as per the mod:
Combat and Stacking Overhaul

upload_2017-3-16_20-18-38.png
 
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Marbozir is using this mod in his latest LP. Will be interesting to see how it plays.
 
Does the AI still capture the vast majority of city states in v10?
It tries but city states can actually defend themselves now so it's not always successful.

Ai isn't stubborn enough to continue fighting a losing war either.
 
The regular (non-modded) AI tends to conquer a lot of City-States since the patch. In my current game (King level), both Rome and HRE have taken out a few CS.
 
I play on marathon, emperor with slightly slower tech rate and I'm noticing an extremely high elimination rate. More than half of AIs are eliminated before I can make it out of the ancient era, and before I can meet them. Am I the only one experiencing this? I was kind of hoping being able to at least meet most of my opponents.
 
I play on marathon, emperor with slightly slower tech rate and I'm noticing an extremely high elimination rate. More than half of AIs are eliminated before I can make it out of the ancient era, and before I can meet them. Am I the only one experiencing this? I was kind of hoping being able to at least meet most of my opponents.

Check the victory status panel and confirm that you're not seeing City States being eliminated.
 
Hi there! Happy to see that Siesta's mod has some deserved success! :)

Short question for short answer : does the AI now succeed in conquering walled cities?
 
Hi there! Happy to see that Siesta's mod has some deserved success! :)

Short question for short answer : does the AI now succeed in conquering walled cities?

Yes, the AI can competently conquer walled cities.
 
Hello, Siesta Guru. I am posting the same thing I left in comments under Steam Workshop, since I saw that last time you were online was 11 days ago :) Your mod is a life saver for a single player game. I use it along with the Smoother Difficulty and all NQ mods and the game is finally enjoyable for me.

I noticed one unwanted interaction. NQ Balance Mod changes Divine Spark pantheon belief into a follower belief. Whenever I enable your mod, Divine Spark is a pantheon belief again. I narrowed down the causes down to AI+.

I had all my other mods enabled save for AI+, and Divine Spark kept the changes from NQ mod (it was a follower belief). When I turned on only AI+ and NQ balance mod, DS became a pantheon belief, as in vanilla, nullifying the NQ mod change. Same situation when I enabled ALL my mods back - Divine Spark flips to pantheon belief. The order of downloading mods from Workshop or order of enabling them in Civ 6 does not matter, I always get the same results.

Is there anything you can do not to force Divine Spark into a pantheon belief? Maybe there is something I can change in AI+ so it leaves Divine Spark alone? :P
 
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