Hi, Siesta, how are you doing? I mean in general, too...
You probably know about the Spring patch...
Not a lot of progress lately I'm afraid. I've been slacking on the mod for a bit. I'll probably return to working on the next version at some point, but it might take a while. This lua based AI project is easily the least friendly environment I've ever worked with, so it's rather draining to get much done.
Progress wise it's still basically the same as last time. I've got a lot of control over both construction choices and unit actions, but there's a lot of issues with unit actions in particular. Most unit actions I try to order only have a 60-90% chance of actually being followed, some others I can't seem to find a way do the action at all so far (like capturing civilians), some others I haven't tried yet but seem possible (pillaging), some others I haven't tried and seem hopeless (evangelizing, swapping unit positions). A lot of other stuff still remains unexplored too, like policies. Diplomacy seems partially possible. War declarations work at least, but I've not yet found a way to stop it from doing stuff on its own, like making peace. There's a tiny chance that I can overwrite more of the human-AI diplomacy in a super hacky way: by baking AI into the code of the diplomacy screen itself
In some of the areas the AI listens decently, I had been slowly progressing to actually implement my own logic. It expands well (better than the default), does decent on selecting districts and non-wonder buildings (about the same to slightly better than the default), and the unit move and attack code is far enough that it can do some combat and take barb camps and cities (still worse than the default). It's still quite far from human playable though. Like right now I just have every AI declare war on sight just to test combat code, and there's lots of stuff it just doesn't do at all yet, like building projects.
Yes I've seen the spring patch. It seems the old mod doesn't break, but I haven't extensively tested it. Have you noticed any significant oddities?
Siesta Guru, apparently, another forum member has found a fix for the (almost not existing) use of air units by the AI (see
https://forums.civfanatics.com/resources/airpower-ai-fix.26849/). Do you think you could include that in your mod?
Having looked at the contents it's just an increase in desire to build the air units. I've been playing around with the same values for a while, I haven't really dialed their desire to build aircraft up because the AI barely uses the aircraft if it does build them.