How to get Ai to wipe out civs and conquer the world?

According to https://civilization.fandom.com/wiki/Immortal_(Civ6) The Immortal is the Persian unique Melee class unit that replaces the Swordsman, with a ranged attack (Range 2) and the ability to capture cities.
"Note that, by default, the Immortal attacks in melee. This matters because the right-click attack shortcut will trigger a melee attack instead of a ranged shot (as it does for ranged units). If you want your Immortal to shoot the target instead of approaching and attacking it in melee, you should explicitly give a ranged strike command, and not right-click!"

As I understand it, ' the ability to capture cities' is an implicit property of melee units which expresses itself in approaching and occupying an attacked target's tile.
Compare a warrior & a slinger in making 1 move onto a flat tile next to an enemy unit and then using its 2nd movement point for a killing attack: the warrior occupies the enemy tile by destroying & replacing the enemy unit / city belonging directly; the slinger may kill an enemy unit, but cannot replace the enemy unit / city belonging directly.

As implemented such implicit behaviour cannot be influenced by the .xml & .sql files from which the game's database is build nor by the interpreted .lua scripts, because it is coded inside the DLL.
So for a ranged unit becoming able to capture a undefended city at health=0 one needs the C++ source files (.cpp), make this modification & compile a new custom DLL to replace the given.

Modder access to the C++ source files would require the decision to actually release those source files "to the best fans they have".

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Good to know. I asked because i was just curious if there was some workaround(even if its really meh) using available systems until the day we get(hopefully) the various source files. but yea, as your other posts states, just because they can do something doesn't mean they will, or use it well. If the ability to capture was tied to being able to do melee attacks and not being a melee type unit, the above could work. Assuming the AI even realizes it and uses it. i doubt it is based on your post.
 
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I tried both Ai+ and Real Strategy and they actually made the game worse. For one thing they almost never build walls, aside from Georgia.

Using them all is sure to generate issues and conflicts. The solution is easy: play civ 5 instead. I never had a problem having interesting and engaging games with civ 5 ai.

The fact of the matter is civ 6 was developed in such a way that they only cared about multiplayer. In that area it's fantastic. Single player is only to teach you the game. The ai is hopeless.

No matter what you come up with, I can just sell a 20 pop core city to an ai for over 100 gold per turn and that city will rebel and flip back to me in a few turns. It will be next to my capital and other strong cities.

Furthermore the stupid ai will have transferred many great works to the cities temples and theatres which I will wind up stealing from them.

That's just one of the critical issues. Everything they do is altogether atrocious. I can stroll unguarded settlers across their lands and they will not go to war. Gone are the days from civ 2 when if you moved a damaged unit next to an ai unit you knew it would die the next turn.

I think you would have an easier time adding music, envoys, governors, volcanos, weather, loyalty, amenities, districts and wonders to civ 5 then improving the civ 6 ai. Let's face it, the graphics of civ 5 are better anyway.

Even so I do have some ideas on how to make a fun single player mod that will turn settler, warlord, and prince into something more interesting.

No one should EVER play lower then king, not even their first game.
 
Before anyone says disable loyalty, I would just retake the city after the 30 turns of 100+ gold per turn. They don't have any hope of defending it when it's in the middle of my empire.

Brave new world was a global success translated into every major language, civ 6 was more or less a way to test new ideas and market under the banner of multiplayer

Everything is artificial in civ 6 to AVOID having an actual AI at all. How can you fix the civ 6 AI when there isn't one to begin with?

Examples: when you meet city states all other civs meet them to. If you go to war with a civ they will befriend the closest city state to you.

The AI does not make scouts or explore very much. Sometimes they will do it with special forces in the end game. In civ 5 ai scouts were everywhere, often trying to snag barbarian camps when you spend your turn clearing them.

The reason for walls, city attacks, and district attacks and defenses is to prevent you from conquering them. Thus it is ironic those mods do not build walls. This favors defense and aims to make wars nearly useless.

If any ai player dies owing you gold every turn you still collect even if they are dead or broke.

Loyalty is another artificial mechanic invented to avoid having actual AI.

See it's all artificial. There is no real AI to begin with. They were cheap in making the game and only cared about multiplayer. No mod is going to make up for a total lack of professional programming. You are better off modding all the civ 6 features into civ 5.
 
Loyalty is another artificial mechanic invented to avoid having actual AI.
AI’s cost a lot and have a lot of learning to do, while the frequent release cycles of a game stop them being used and at game completion there is no market left to use AI as a profit base.
The AI you are taking about is expert systems, coding in the things to do, which Civ has done to make the game playable and winnable by many because that is the market demand.
I just ain’t going to happen and with them withholding the code you may as well move on to another game or endlessly and pointlessly complain using language like “avoid having an actual AI” which is just unpleasant.
 
Kind of a necro but not a bad one even if it was just to say "V is better, play V." Personally I think the only real difference between the two games' military AI is that in V the AI leveraged its production bonus into bigger armies than it does in VI. You knew if Bismarck was your neighbor and he wanted "lebensraum" he'd send wave on top of wave of troops. In VI if Freddy wants Lebensraum he'll send a wave, one, singular wave...maybe with a few straggling reinforcements. All you need to do is wipe his initial push and he'll sue for peace. He doesn't handle units any worse, he just doesn't replace dead ones as reliably as Bismarck did.

Most of the time when I point this out people respond with the fact that the district scaling causes production bottlenecks the AI can't manage as well as the less complex V. That's fine I guess, but it needs to be addressed in some way.

Maybe just giving AI 2 units for every 1 produced and halving gold maintenance cost and negating the recurring strategic resource costs for later units might do something. I dont know.

For real though, if the OP's question is ever answered I'd be back to playing the s**t out of this game again.
 
I tried both Ai+ and Real Strategy and they actually made the game worse. For one thing they almost never build walls, aside from Georgia.

Using them all is sure to generate issues and conflicts. The solution is easy: play civ 5 instead. I never had a problem having interesting and engaging games with civ 5 ai.

The fact of the matter is civ 6 was developed in such a way that they only cared about multiplayer. In that area it's fantastic. Single player is only to teach you the game. The ai is hopeless.

No matter what you come up with, I can just sell a 20 pop core city to an ai for over 100 gold per turn and that city will rebel and flip back to me in a few turns. It will be next to my capital and other strong cities.

Furthermore the stupid ai will have transferred many great works to the cities temples and theatres which I will wind up stealing from them.

That's just one of the critical issues. Everything they do is altogether atrocious. I can stroll unguarded settlers across their lands and they will not go to war. Gone are the days from civ 2 when if you moved a damaged unit next to an ai unit you knew it would die the next turn.

I think you would have an easier time adding music, envoys, governors, volcanos, weather, loyalty, amenities, districts and wonders to civ 5 then improving the civ 6 ai. Let's face it, the graphics of civ 5 are better anyway.

Even so I do have some ideas on how to make a fun single player mod that will turn settler, warlord, and prince into something more interesting.

No one should EVER play lower then king, not even their first game.


LoL, you'r being too kind!!
 
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