Make the ai more agressive

haladwim

Chieftain
Joined
Nov 3, 2021
Messages
6
Hi guys. Im playing with the editor and need to make the ai try to take cities more often. I set the agressive to max in the civ rule, but suddenly the ai begin t be more peacefull. (I know, my English sucks)
Is there some config that force the ai to decide invade more often?
If im not explaining me right please tell me.
 
You may give them land units with "hidden nationality".

The KI (but not the human player) are able to attack and conquer with these rogue units the cities of other nations.

I had them disabled, because the KI took each other so many cities away, that they paralyzed themself.

In games with active Bandits I once reached the second main continent only to discover that no nation had their original cities and all infrastructur (in the cities, but also roads, irrigation and mines) were obliterated.
 
I appreciate your answer, but I need to mantain the units rules untouched, cause this is barely the soul of my mod. Before some modification that I can't identify, the ai behavior was really acceptable. They explored and tried to conquest once in a while. Now they only create some defensive units and does nothing to take another cities. Is there maybe in the ai behavior in the editor? Like offensive/defensive flag?
 
Hidden Nationality units are great for fightingoutside of wars, and they give the user a reputation hit, resulting in more wars, but they cant take cities from civs the attacker is not at war with.
 
Hidden Nationality units are great for fightingoutside of wars, and they give the user a reputation hit, resulting in more wars, but they cant take cities from civs the attacker is not at war with.

I didn't realize HN units affect reputation of the user. That's a shame. There's so much downside to using an HN unit that you might as well just declare war. I suppose their original intent was for privateers. And just like how they were historically, everyone knows you hired that privateer, but because of a technicality outside of the law, using it as casus belli makes you look like the aggressor.

I was playing around as using UN Peacekeeper, crusader, East India Company, and American drone units as HN. But the AI will just wreck the map. After making it so only the player could build them (for testing purposes), the AI would go nuts hunting them down within my own borders. I don't even know if I will keep privateers. I also had plans on giving tanker ships HN and without any defense to simulate modern piracy and civil forfeiture by state entities, and also giving various civilizations units to represent a civil war in a bordering nation, such as giving Mexico American Confederate troops. It's sad that the AI can't be more careful with them, because it can really enrich the game.
 
Here is the thing: I´m actually using the civ III game like an engine to make my own stuff.
I have made the whole unit tree from scratch, for every civ, Russia, USA, Japan, Germany and U.K.
What im looking for is the way that the AI understand that only valid behavior on its part is to conquest the enemy cities. The alliances are locked, so the HN is not really usefull here. For now, i managed to make the attack more often, defining the conquest as the only way of victory. But, germany begin creating a lot of offensive units, while URSS make a lot of infantry first, and then a couple of IS2, lengthening his offensive phase until Germany take the initiative. I wish i could make Russia to begin attacking early.
 
I found that AI just loves invisible units too (preferrably with attack/defense strength). Give them exploration strategy, and when they are sent to foreign territory, they will inevitably be stumbled upon by rival AI units. As long as they are not hidden nationality as well, this will cause the AI civs to declare war on the units owner, making the world a very volatile place.
This trick can of course be used to make the various AI civs to wear each other down with countless wars, while you - avoiding sending your invisible units into rival territory - can watch the carnage from a distance:scan:.

Sigurd.
 
But, germany begin creating a lot of offensive units, while URSS make a lot of infantry first, and then a couple of IS2, lengthening his offensive phase until Germany take the initiative. I wish i could make Russia to begin attacking early
Given that this is a scenario with preplaced towns (and units?), I have a couple of questions:

(1) Is the (Russian) Infantry unit flagged as a "Defensive" unit (under AI-strategy)?
(2) Do the Russians also start with a lot of their towns minimally- or undefended?

If yes to both questions, then that is likely why the Russions are slow(er) to start fighting.

The AI 'needs' to ensure that its towns are adequately defended (at least 2 defenders even in a Size-1 town, +1 defender for each size-increase, and — I think — also per Wonder), before it will start building 'Offensive'-flagged units from that town. And for any town which does not meet that standard, the AI will build any 'needed' defenders in situ. It also does not generally move defenders out of the towns where they were built, unless escorting a Settler, or going on pillaging-missions (but it will only do the latter if it has built 'excess' defenders).

So if you want Russia to start building attackers from the start, you may need to preplace (more) town-defenders?
 
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(1) Is the (Russian) Infantry unit flagged as a "Defensive" unit (under AI-strategy)?
(2) Do the Russians also start with a lot of their towns minimally- or undefended?

First, thank a lot for your help. Here is what a did: Urss was building a cheap type of Infantry named "conscript" that I accidentally flaged "offensive" in the editor, so it was the first offensive unit the ai was building. I unchecked this and now Russia is spaming T-34 as I wanted.
Regarding WildWeazel says, Germany has a lot of preplaced ridiculously powerfull flak 88 in the "atlantic wall". So, I think this make the computer much more aggressive in the nazi side.
Yes, its a custom map, with a few of preplaced units, and carefully balanced custom units, so the invisible units was not an option. Thank you very much folks, I'm very happy with my scenario now.
 
If I'm understanding your post correctly, China's HN units were unable to attack your city because there were workers present?
I have not mentioned workers at all and they have nothing to do with HN units. :confused:

A Human player can with HN land units without war:
- attack other units
- capture workers
- pillage improvements (roads, irrigation, mines)

KI players can do the same, but also attack and conquer cities without war.

But if two players (human and KI) are in a locked alliance they can not do any of the listed things (as seen in the linked screenshot, then the game stopped the chinese KI from attacking Tokio).

Even if one managed to have two players in a locked alliance to declare war on each other (submarine bug or mutual defence pact), they are limited to harsh language and angry gazes, as they can even then not harm each other.
 
"No aggression against Alliance" I thought was the Chinese HN units trying to take your city. Didn't realize it was for locked alliance and not just regular mutual defense pact/military alliance.
 
Hi again.
I am very satisfied with how the AI of my stage was, thanks to the contributions of you. But I turn to you now because I am having a problem with multiplayer. In singleplayer, the AI behaves very aggressive as I wanted. But when I load the stage in multiplayer with a budy (direct ip game), the ai becomes really passive. But ... if my friend disconnects and I am alone (or vice versa), the AI behavior is the same as when I tested the scenario alone against the machine, that is, super aggressive. Does anyone know why the behavior changes, and in any case, how to make it as aggressive as in SP?
 
haladwim, is this a scenario with a custom map? I was just reading about how one AI in a scenario was made extra aggressive by giving it very powerful preplaced immobile units in a remote city, to trick it into thinking it was stronger than the other players.
This is what I use in EFZI2 Elite with the 1800 Sated Alpha Zombies inside the Zombie Buildings. Even the Advisor "Thinks" the Zombies are more powerful because of it :)

haladwin... I think it may be because the AI is aware of Two Human Players against it and is holding back aggression, not sure of the Programing there.
...my guess as to how to "fix" it would be to increase the AI Strengths where it has as much or more power as the two human players combined.
 
haladwin... I think it may be because the AI is aware of Two Human Players against it and is holding back aggression, not sure of the Programing there.
...my guess as to how to "fix" it would be to increase the AI Strengths where it has as much or more power as the two human players combined.

Hi Vuldacon. Thanks for answer. Don´t know if i´m understanding you well. Me and my friend are in opposites sides of the war. 5 nations, Russia, USA , Japan, U.K. and Germany. This is happening regardless of whether one of us uses Germany and the other U.K., if one uses America and the other Japan, etc.. It is always a 1v1 duel, with very few timid forays of the machine, until one of the 2 decides to exit the game. At that moment, the machine takes the initiative with great violence. I have even tried loading the save game without my friend, replacing him with a computer player and the result was also that the other 4 nations started attacking each other and attacking me as they should.
what you say is that it does not matter if the 2 humans are facing each other or not, anyway the "fix" could be to increase the strength of all AI so that they think they are stronger and thus take initiative. Is that?

On the other hand, no modder had this problem when testing the scenarios in multiplayer?
 
It seems to be the case but I am not sure of the Programing for Multiplayer.

Is there something stronger that a Human Player can do that the AI cannot? ... it just seems as if the AI "Feels" stronger against an AI player than a Human Player. Again, I am not sure of the Programing, there could be other settings you applied that are affecting the AI behavior... Look into settings for the Human Player vs the AI.

IF you mean that Others can play this Scenario in Multiplayer with no problems concerning the AI, then that indicates setting issues.
 
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