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Civ Flavor Deity 2017-11-19

PYITE

Prince
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Dec 14, 2016
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PYITE submitted a new resource:

Civ Flavor Deity - Alters individual build preferences for AI civs

Alters individual build preferences for AI civs. No changes to any game mechanics,difficulty bonuses or how the AI uses it's units. The goal for Flavor Deity is to make the AI more competitive and for each civ to have a more unique flavor.

The mod contains individual files for each civ including all DLC civs. If you don't own all DLC civs you must delete the corresponding file(s) in the mod folder.

Suitable for any difficulty level, but is optimized for deity play.

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PYITE- Another query. You have created individual file for each civilisation and these are for AI player. Let’s say I were to change the parameters for ‘America’ civ. And subsequently, start a new game and choose as America civ human player. Does that mean the parameter I set for AI America will be same as for Human player American.
 
PYITE- Another query. You have created individual file for each civilisation and these are for AI player. Let’s say I were to change the parameters for ‘America’ civ. And subsequently, start a new game and choose as America civ human player. Does that mean the parameter I set for AI America will be same as for Human player American.
The mod has no effect on human controlled civs because you choose the build orders for your cities.
 
I started a game with the mod, (disabled AI+ mod)
It is a tiny map, online speed, smoother emperor level game - I am Gilga, neighbour is Pedro.

We are at turn 37, near end of Ancient age, we both have 3 cities,
Pedro has lots of units: I see 8 warriors and 1 archer...
I guess I see no AI district, but hey, neither have I so far...
I managed to build Stonehange, I chopped a tile of woods for that...
...so I have religion...

I also met the Vikings, he has lots of ships (I counted 5-6)... he is alread in classical age

EDIT:

I meet Rome in turn 53 he is Medieval era (!) that is bc 350 in the game...
now in turn 54 Rome invited me against Pedro in a joint war...

EDIT 2:

oh, I forgot to mention I play Quo's Combined,
also with modified tech weight multiplier for the eras......

at 1/3 of the game Rome is Renaissance with 26 techs, Viking have 18, I have 9...
Civics: Rome has 72 c/t, I have 21...

Rome is BIG... I have to consolidate in peace and catch up...

Both Rome and Vikings have military ca. 1500, I have 700...

I went for religion so far and had war against Pedro...
the war was tedious but I managed to get 4 Brasilian cities,
while Rome was not really present there...

We'll see how things will go, Viking make more faith (51) than I do (37)...
 
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I am at halfway in the game, that is turn 125 (of 250)

Well, Rome has just built an aerodrome... wow, emperor level!

Rome has 275/t sci, I have 91/t - Rome has 37 techs, I have 26, Viking has 30

My religion war is at stall vs. Vikings, I converted Rome but has no chance, it seems to get to the Norwegian cities (9 cities!)
My plan is to get Rome to attack the Vikings...

I have to say AI is really strong... :goodjob:
 
turn 150 (of 250)

Tech: Rome has 340 sci/t, I have 182 - Rome has 42 techs, I have 34, Vikings have 34 (with now much less sci/t)
Rome is in the Atomic era, while I am in Industrial, in 1856...

Culture: Rome is 205/t, that is a lot.... I do ca. 80 with 100 tourism... Rome is in Modern era, I am in Renaissance...

I got together with Rome a joint war vs. the Vikings - but Rome is not willing to upgrde the many legions he has...
VIkings had muskets... and Rome had also lots of AT crew.... why no muskets? Is that an army maintenance cost issue?

so that war got to nothing...

I do plan to quick rush the Vikings with many church people at many cities at the same time....
I should convert 6 of their 10 cities... I feel I might have chances at coastal cities in the water...

and yes, I win the game in turn 160 - with religion...
this was in AD 1896... I consider it a big win, I had to plan a lot with my apostles and gurus....
 
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Looks like this mod effectively modifies the preferences each leader has across the board which would be a good thing.

V. Soma -- two questions for your experience.

1. Without AI+, was the combat AI reasonable? I did see your comment about Rome and the AT Crew -- which I absolutely hate the beeline for that. I can see it in the science lab now "we don't know what a 'tank' is, but here is an anti-tank weapon nonetheless". :)

2. Any change in your experience to city placement, district placement, and the like?

I'm going to likely start a game this week with this mod to see how it behaves, without Quo's mod, but maybe just with plain vanilla + MOAR.
 
Observations from the end graphs data (online speed, total of 250 turns):

Buildings constructed:
AI did roughly the same as I did in numbers of building - ca. same amount with same graph curves
- though after getting to mid-game (ca. turn 110) AI built more than me…

Districts constructed:
AI is even more close to me as with buildings, we all had ca. 25 in the end, same curves…

Great People:
after turn 110 Rome is way ahead in this: up to that point I and the 2 big AI had 5-6 GP, then Rome got many, had a total of ca. 20, while I remained at 8…

units lost:
I lost a total of 1 (one) unit… Vikings lost ca 70, Rome ca. 20, and Brazil ca. 35 (against me)

wonders:
I built 9, Vikings only 3, Rome only 2, Brazil 1 - AI should improve this…
 
Observations from the end graphs data (online speed, total of 250 turns):

Buildings constructed:
AI did roughly the same as I did in numbers of building - ca. same amount with same graph curves
- though after getting to mid-game (ca. turn 110) AI built more than me…

Districts constructed:
AI is even more close to me as with buildings, we all had ca. 25 in the end, same curves…

Great People:
after turn 110 Rome is way ahead in this: up to that point I and the 2 big AI had 5-6 GP, then Rome got many, had a total of ca. 20, while I remained at 8…

units lost:
I lost a total of 1 (one) unit… Vikings lost ca 70, Rome ca. 20, and Brazil ca. 35 (against me)

wonders:
I built 9, Vikings only 3, Rome only 2, Brazil 1 - AI should improve this…
Thanks you very much for the feedback.

Did Rome have niter?

Wonder building is going to be variable from game to game. The big difference is that civs without religion preference or cultural focus will not build those types of wonders. I normally play with standard speed Deity with 15 major civs and the wonders go pretty fast: Colosseum by turn 80 and Big Ben by turn 140 in most games.

I tried to make it so each civ plays a little different and to their strengths, this should be most evident in the types of districts they build. For example the combo of encampments and commercial hubs with a few entertainment districts works really well for Tomyris. Their random second agenda will also effect their behavior.

The best I’ve seen from the AI was when I played a game ( huge map, standard speed, continents, Deity) where I turtled up and let the AI do it’s thing. John Curtain won by science victory on turn 230 with the help of Karl Sagan.
 
Looks like this mod effectively modifies the preferences each leader has across the board which would be a good thing.

V. Soma -- two questions for your experience.

1. Without AI+, was the combat AI reasonable? I did see your comment about Rome and the AT Crew -- which I absolutely hate the beeline for that. I can see it in the science lab now "we don't know what a 'tank' is, but here is an anti-tank weapon nonetheless". :)

2. Any change in your experience to city placement, district placement, and the like?

I'm going to likely start a game this week with this mod to see how it behaves, without Quo's mod, but maybe just with plain vanilla + MOAR.
Shouldn’t be any changes to locations for cities and districts, I didn’t mess with the city settling location parameters because changes seem to breed bugs in settling behavior. There are a few in the AI+ mod that keep some settlers from ever making a decision about where to settle. The AI will expand as quickly as it’s settling operations will allow. District location placement choices aren’t currently moddable, the decision source is in the dll.

I’m interested in how the mod plays with MOAR units. I don’t know how it will access the value of the added units. Let me know which types units are the most and least popular for the AI to build.
 
new game - same setting:
smoother emperor level, online speed, tiny map, 4 civs, 4 CSs
religion victory not allowed
mods: Quo's Combined, Combat Stacking Overhaul

AI: Monty, Hardrada, Peter - me: Teddy

we are in turn 92 (AD 1220)
I conquered many Russian cities, made friends with Monty...
Vikings hate me...

Monty has 20 techs and 76/t sci - he is also the leader in culture with 83/t
I have 17 techs and 27/t, and 64/t culture

I am building universities...
 
Haven't played with this mod yet, but I wanted to ask, is the 1000 pseudoyield for settlers that all leaders seem to have not something that makes them focus too much on Settlers?
 
Haven't played with this mod yet, but I wanted to ask, is the 1000 pseudoyield for settlers that all leaders seem to have not something that makes them focus too much on Settlers?

Raising the value of one build type pseudoyield slightly decreases the likelihood of other build options. I used 1000 for settlers to force the AI to expand as quickly as possible and keep it up until the end of the game regardless of the values of the other pseudoyields. The AI’s production of settlers is limited by only being able to run 1 settling operation at a time. If you watch a deity game in auto play you will see that the AI will not try to use it’s 3rd settler until the 2nd has been used. So regardless of how high the settler pseudoyield is, the AI will only produce one settler at a time and not until the previous one has settled a city or been caught. With this mod the AI should always have 1 settling operation working but never just spam settler after settler. The significant increase in combat pseudoyield will increase the likelihood that the AI will have available military units to add to the settling operations, resulting in far less unescorted settlers.
So to answer your question; I would say that you are correct in saying the vanilla AI focuses to much on settlers but another way to look at it is they focus to little on other things such a military units.
 
PYITE, do you plan to update this mod after R&F is released?
Definitely but I’m going to have to play vanilla RF for a while to get a feel for the changes. Then make new files for the 9 new leaders and do a bunch of auto play testing. I’m expecting they will add some new pseudoyields for era points and loyalty so I will have to make edits to account for these.

Hopefully within a month I’ll have an RF version ready. I doubt I’ll last long playing vanilla RF because I just can’t stand the AI spamming holy sites and never building military.

By the way on my Diety game last night I got smashed by a turn 65 surprise war from Monty with his Knights and 750 military score(he had already eliminated Victoria on turn 45). I might have recovered but Frederick and Mvemba saw my weakness and decided to pile on with attacks of their own shortly after.
 
I'm in my first game with this mod, and I'm just amazed. I'm going for a domination victory, but I'm not sure if I can achieve it before someone else reaches a victory. Just now I had prepared everything for a war against China - bombards were ready and in range of target city, could move in for a siege in one turn with knights and musketmen, had some crossbowmen ready as well, and I could not take the city because as soon as I declared war on him I found out he had cavalry after cavalry after cavalry, and now I'm actually defending, partially because I need to focus fire and take heavy damage for every cavalry unit I take down.

And that's only the second of the seven civs I need to take down...

Anyways, amazing mod, and amazing how much changing their build priorities means.
 
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