Delnar TY very much, your work is highly appreciated.
The word ""hopefully"" appeared in mist important part of change log for me.
I hate those AI's not upgraded units. Did anyone test this? Do AIs with this mod upgrade their units faster?
I honestly do not know. For one, Unit gold spending could just be gold spent on quickbuying units, not gold spent on upgrading them. The gold priorities also seem a bit weird to begin with, too, since in most systems, higher number = higher priority, but splurge spending is set to 3 while plot buying is set to 1, so it may be the other way around for gold spending priorities.
Also, the problem is likely tied into the upgrading selection algorithm as well, which would only be accessible through DLL modding. It's likely they are using a similar algorithm as what was present in Civ5, but unit upgrades in Civ5 cost a lot less gold than upgrades in Civ6, so the algorithm they are using probably cannot handle the comparatively huge gold costs when upgrading from ancient/classical to medieval units. The algorithm also extends to military strength evaluation: it's likely that the scaling of unit strengths through the ages isn't non-linear enough, so the AI might think that having five chariots that cost no maintenance is good enough against a single tank.
Being stupid? I have found the AI declare on me early in vanilla but never started by an unknown civ. Played almost 10 games, half without the mod then half with. I have no problem being proven wrong if vanilla has that bug too but I posted never seeing it.
As I said, I encountered the bug an hour into my very first game of Civ6, so I'm extremely certain that it is present in vanilla. Besides, the logic behind when an AI can declare war on the player is completely on the DLL side, so there's no way I could affect the system through XML/SQL modding alone.
- ranged units (as always) are too strong witch favors highly human players.
- road movement is too slow
- too fast tech progress from mid to late game eras
- looks like AI's ignoring military techs too often
- need for better see/coast tiles witch will be good for both human and AI
We're getting a bit off-topic here, but...
Number 1 is something I have written essay-length posts about for Civ5: it's not that ranged units are too strong by themselves, it's that ranged combat doesn't feature counterattacks, so ranged units stay alive longer and get twice as many attacks in when fighting against melee units. Ranged counterattacks aren't something that can be added without DLL modding unfortunately, but thankfully, my Civ5 ranged counterattacks mod is waiting in the wings, so assuming that Firaxis didn't change much in the combat classes system, it can be ported and released for Civ6 shortly after the DLL source code is released. Number 2 is tied to eurekas and how population = science, and while the former can be changed through XML/SQL modding (remove all eurekas, alter tech costs to compensate), the latter needs DLL modding. Number 3, if true, would be due to the way the AI researches techs in Civ6 combined with the structure of the tech tree: the AI beelines towards a few key (lategame) techs most of the time due to favored lists, and because military techs aren't usually pre-requisites to non-military techs, if the AI is beelining towards a non-military tech, they obviously will not pick up any military techs along the way. Number 4 is purely a yield balancing issue, so until yield balance itself is fixed (e.g. food still being super-valuable, gold not being very valuable, internal trade routes being the best choice most of the time), it would be a waste to try to address it.