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Civ Flavor Deity 2017-11-19

Alters individual build preferences for AI civs

  1. PYITE

    PYITE Chieftain

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    PYITE submitted a new resource:

    Civ Flavor Deity - Alters individual build preferences for AI civs

    Read more about this resource...
     
  2. Rajendran

    Rajendran Chieftain

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    May I know what is the base game combat pseudo yield value?
     
  3. PYITE

    PYITE Chieftain

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    Vanilla is 1.0

    All base game values are in the yields.xml file
     
  4. Rajendran

    Rajendran Chieftain

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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.
     
  5. PYITE

    PYITE Chieftain

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    The mod has no effect on human controlled civs because you choose the build orders for your cities.
     
  6. Rajendran

    Rajendran Chieftain

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    Noted. Thanks
     
  7. V. Soma

    V. Soma CFC Staff

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    Hungary
    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)...
     
    Last edited: Dec 2, 2017
    PYITE likes this.
  8. V. Soma

    V. Soma CFC Staff

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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:
     
    PYITE likes this.
  9. V. Soma

    V. Soma CFC Staff

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    Location:
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    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....
     
    Last edited: Dec 3, 2017
  10. ggalindo001

    ggalindo001 Chieftain

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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.
     
  11. V. Soma

    V. Soma CFC Staff

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    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…
     
  12. PYITE

    PYITE Chieftain

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    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.
     
  13. PYITE

    PYITE Chieftain

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    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.
     
  14. V. Soma

    V. Soma CFC Staff

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    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...
     
    PYITE likes this.
  15. Leyrann

    Leyrann Warlord

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    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?
     
  16. PYITE

    PYITE Chieftain

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    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.
     
    Leyrann likes this.
  17. PYITE

    PYITE Chieftain

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    For anyone interested in seeing how this mod effects AI gameplay or how it meshes with other mods you like to use such as tech pace mods I would suggest downloading the Autoplay mod https://forums.civfanatics.com/resources/autoplay.25735/

    and observe a game with this mod and the mods of your liking enabled.
     

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