Better economic AI (V. 0.5)

The thing I like about this over the FfH2 AI Mod is this is only python, which makes it very compatible with other modmods; The other FfH2 AI Mod has python, XML and even a new game core. For any future versions, please keep it this way!

Btw, will this affect savegames(I know you can load existing savegames, but will the AI changes take effect in an existing game?)
 
The thing I like about this over the FfH2 AI Mod is this is only python, which makes it very compatible with other modmods; The other FfH2 AI Mod has python, XML and even a new game core. For any future versions, please keep it this way!

Btw, will this affect savegames(I know you can load existing savegames, but will the AI changes take effect in an existing game?)

Is this and the other AI mod compatible/mergeable?
 
Whooo, just tried this out and got wiped out by the Lanun and their swarm of Drowns. Yes, a swarm of Drowns! I've literally never before seen the AI found OO early enough where a Drown rush could be effective.

With this mod, I think it's time for me to move down from Emperor to a difficulty level where the AI doesn't get Combat II for free.

Very nice work on this!
 
I had a very interesting game, religion-wise, thanks to this AI mod.

Fellowship of Leaves: Founded by the Hippus early-to-mid game. Spread around a bit, but never really caught on.
Runes of Kilmorph: Founded by the Khazad mid-game, and never caught on beyond their borders.
Octopus Overlords: Founded by the Lanun early-to-mid game. Spread far and wide, converting the Bannor, Ljosalfar, and a few other civs.
Council of Esus: Founded by me, the Svartalfar, late-game. Never caught on beyond my borders.
Ashen Veil: Founded by the OO-worshipping Sheaim, mid-game. Only the Clan of Embers converted to Ashen Veil.
The Order: Founded by the OO-worshipping Bannor, late-game. No one converted to it.
The Empyrean: Never founded, might've been founded by the Elohim had they not been surrounded by the war-mongering Hippus, Sheaim, and Lanun, and subsequently destroyed.


What I'm wondering is, what governs whether a civ, for example the Bannor, will convert from a religion they did not found -- in this case, Octopus Overlords -- to the religion they did found -- in this case, the Order?
 
I'll add to the voices who say that I am very happy with the AI using this. I normally play on Monarch, and I usually survive through to the late game, if not win, but this time I was Elohim and was eliminated before turn 250, even when I used the world spell. All religions except Empyrian and Esus were founded by this time, too. (I founded none of those.)

Excellent!
 
I too am very pleased with the results of this AI.
From what I've seen in the few games I've played with it the AI uses religions and has MUCH better commerse production.
Big thumbs up!
 
Just starting a game so no real judgement so far, but there does seem to be a couple bugs with using this along with FF, I can now research swamp dwelling and build pax diabolis on turn 1.
 
It also seems to have messed with the victory conditions, Einion won with a "Gone to Hell" victory on turn 12.
 
It also doesnt worth with the changes to exp in FF... it just doesnt work at all with FF, I'll try and normal game tomorrow.
 
It also doesnt worth with the changes to exp in FF... it just doesnt work at all with FF, I'll try and normal game tomorrow.

Yeah FF has a modified cvgameutils.py and this mod is based on the FFH2 cvgameutils.py, so they can't work together. Generally for any mod that makes major changes my modification will not work without some merging process.


What I'm wondering is, what governs whether a civ, for example the Bannor, will convert from a religion they did not found -- in this case, Octopus Overlords -- to the religion they did found -- in this case, the Order?

As far as I understand it the AI will always follow the religion that most of its people follow. However this gets modified by religious weightings, which don't seem to be big enough in the base game to always have a noticeable effect. However if you continue this game long enough that the Bannor manage to spread Order to most of their cities they should eventually convert.
 
If you can get an improved military AI that doesn't throw away its units and is capable of taking cities from a human player, then your Emperor may become harder than the old Deity. This mod has gotten me playing games and trying new strategies again.
 
Any suggestions on how to take cities from a human player? Unit AI will always be rather bad, as it takes the most CPU time and is out of the scope of this mod.
And a highly promoted archer/hero can make a city almost impossible to take for an AI.
I can however somewhat influence the stack composition. So what makes a scary stack?

Right now I'm thinking of two possible improvements:

1. Earlier construction research to give the AI earlier access to collateral damage/city bombardment.

2. Restricting the possible mana nodes the AI can build to the ones with useful first level spells for the AI (i.e mind/enchantment/spirit/death/entropy etc) and also forcing them to build double nodes, so that their adepts actually cast spells and aren't hampered by the AIs preference for combat promotions.
 
All thats really needed to be successful is to bring alone some kind of stackbuster. If the odds can be shortened somewhat then any differences in economic strength will decide the outcome simply through attrition. Catapults are good, but alternatives include Ritualists, Chalid or anything with collateral damage. I'm not sure how to tell the AI this, or how to tell them to use Ring of Flames before attacking.

Regarding manas, encouraging Arcane civs to collect lots of Death Mana for Spectre spam wouldn't be a bad tactic, and synergises well with the combat promotions. Enchantment and Entropy are probably the best from the point of view of invading cities.
 
I wanted to make it so that only civs with the Holy cities or the civs which are attuned to the religion build disciples, so that everyone else doesn't waste hammers. In addition this should slow down the spread of religions, leading to more diversity.

Well, that's not very wise combined with my method of axing the FoL/RoK spread to 5...
 
When an AI is deciding whether to convert to a religion that it likes (as in Unit 666's OO Bannor example above), does it take into account whether that religion's Heroes have been built by anyone else? Does it take into account whether it has any heroes it would lose from conversion? That is of course one of the major factors influencing a human's decision to change religions.
 
The decision for an AI to convert -- which is not changed by this modmod -- is based on several things:

The population of the cities it has with that religion
If it has the holy city, or if its team has the holy city
That leader's AI weight for a particular religion
That leader's favorite religion
The percentage of its cities that religion has spread to
How far other religions have spread in its cities (the "purity" of the new religion)
If everything else is about equal, it will prefer its current religion instead of converting

That's all.
 
The decision for an AI to convert -- which is not changed by this modmod -- is based on several things:

The population of the cities it has with that religion
If it has the holy city, or if its team has the holy city
That leader's AI weight for a particular religion
That leader's favorite religion
The percentage of its cities that religion has spread to
How far other religions have spread in its cities (the "purity" of the new religion)
If everything else is about equal, it will prefer its current religion instead of converting

That's all.
I modded it a bit so that it will check if the city (or cities) that have the religion are connected to the capital. The amount of culture a city with the religion has is also counted so that far away cities without much culture won't weight much. I also increased the weight of the weights and made it so it considered twice the population of the capital if it has the religion. Seems to work fine :)
 
I personally would think about removing the purity check. I think it makes sense for base Civ, but for FFH it will just make AIs more likely to stick with the early religions.
(ie Kilmorph-world or Fellowship-world syndrome that we've all seen.)
 
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