Trigan Emperor
Prince
- Joined
- Apr 11, 2015
- Messages
- 438
I am more of a Wonder/culture builder than world conqueror in Civ V. A recurring issue I have with this game is that, after around the Medieval era, the AI rulers stop attacking me. This is a bit boring and not how it should be and I'd like to try and fix it in my game.
I play BNW and also have the Aggressive and Expansive AI mod installed. I can't remember how it was without this mod, but in my games the AI rulers fight amongst themselves and conquer each other a lot. They just ignore me, the human player.
There are a couple of mods that might be useful to work with: the aforementioned Aggressive and Expansive AI mod (Steam link: https://steamcommunity.com/sharedfiles/filedetails/?id=239794296 ), and also the Super Warmongering AI mod (Steam link: https://steamcommunity.com/sharedfiles/filedetails/?id=330726645 ). There's also another useful-looking thread here: https://forums.civfanatics.com/threads/mod-that-makes-civ-v-ai-very-aggressive.545346/
Here's the relevant code from these two mods. First, Aggressive and Expansive AI mod:
And Super Warmongering AI mod:
So, now to try and understand what this means...
Firstly, leaders stuff. From the wiki on leaders:
Thirdly, the Leader_Flavors: Offense, Defense, Ranged, Mobile, Expansion. I'm not sure what these are. Are they weighted bias for choice of technology research? So boosting these settings makes the AI leaders more likely to research military techs?
Finally, there's the AIDeclareWarProb. This is self-explanatory, I guess. A key question is, is this related to AI declaring war against the human player, or against everyone?
As I wrote earlier, the key issue is AI declaring war against the human player. Certainly with the Aggressive and Expansive AI mod, there are a lot of wars going on on the map, but they are the AI fighting amongst each other, rather than against the player. So a key issue is to try and understand whether the MajorCivApproachType and AIDeclareWarProb values relate to AI vs human or AI vs everybody.
My current thinking is that I might try keeping the Aggressive and Expansive AI mod, with the following changes:
i) Use the MajorCivApproachType (War/Hostile) values from the Super Warmongering AI mod, possibly reducing them slightly.
ii) Add a MajorCivApproachType Conquest value, as suggested in the other thread.
iii) Use the AIDeclareWarProb values from the Super Warmongering AI mod, possibly reducing them slightly.
EDIT: Looking again, the MajorCivApproachType Conquest appears to relate to Minor Civs. I don't play with city-states any more. One of the reasons for this is that I didn't think the AI players conquered them enough. If AI rulers conquered city-states like they would other cities, then I'd be more tempted to use them.
I play BNW and also have the Aggressive and Expansive AI mod installed. I can't remember how it was without this mod, but in my games the AI rulers fight amongst themselves and conquer each other a lot. They just ignore me, the human player.
There are a couple of mods that might be useful to work with: the aforementioned Aggressive and Expansive AI mod (Steam link: https://steamcommunity.com/sharedfiles/filedetails/?id=239794296 ), and also the Super Warmongering AI mod (Steam link: https://steamcommunity.com/sharedfiles/filedetails/?id=330726645 ). There's also another useful-looking thread here: https://forums.civfanatics.com/threads/mod-that-makes-civ-v-ai-very-aggressive.545346/
Here's the relevant code from these two mods. First, Aggressive and Expansive AI mod:
Code:
UPDATE [leaders] SET [WonderCompetitiveness] = [WonderCompetitiveness] + 2;
UPDATE [leaders] SET [MinorCivCompetitiveness] = [MinorCivCompetitiveness] + 2;
UPDATE [leaders] SET [VictoryCompetitiveness] = [VictoryCompetitiveness] + 4;
UPDATE [leaders] SET [Boldness] = [Boldness] + 2;
UPDATE [Leader_MajorCivApproachBiases] SET [Bias] = [Bias] + 2 WHERE MajorCivApproachType = 'MAJOR_CIV_APPROACH_WAR';
UPDATE [Leader_MajorCivApproachBiases] SET [Bias] = [Bias] + 1 WHERE MajorCivApproachType = 'MAJOR_CIV_APPROACH_HOSTILE';
UPDATE [Leader_Flavors] SET [Flavor] = [Flavor] + 3 WHERE [FlavorType] = 'FLAVOR_OFFENSE';
UPDATE [Leader_Flavors] SET [Flavor] = [Flavor] + 2 WHERE [FlavorType] = 'FLAVOR_DEFENSE';
UPDATE [Leader_Flavors] SET [Flavor] = [Flavor] + 2 WHERE [FlavorType] = 'FLAVOR_RANGED';
UPDATE [Leader_Flavors] SET [Flavor] = [Flavor] + 2 WHERE [FlavorType] = 'FLAVOR_MOBILE';
UPDATE [Leader_Flavors] SET [Flavor] = [Flavor] + 2 WHERE [FlavorType] = 'FLAVOR_EXPANSION';
UPDATE HandicapInfos SET AIDeclareWarProb = 100 WHERE Type = 'HANDICAP_WARLORD';
UPDATE HandicapInfos SET AIDeclareWarProb = 110 WHERE Type = 'HANDICAP_PRINCE';
UPDATE HandicapInfos SET AIDeclareWarProb = 120 WHERE Type = 'HANDICAP_KING';
UPDATE HandicapInfos SET AIDeclareWarProb = 130 WHERE Type = 'HANDICAP_EMPEROR';
UPDATE HandicapInfos SET AIDeclareWarProb = 140 WHERE Type = 'HANDICAP_IMMORTAL';
UPDATE HandicapInfos SET AIDeclareWarProb = 150 WHERE Type = 'HANDICAP_DEITY';
Code:
UPDATE [Leader_MajorCivApproachBiases] SET [Bias] = [Bias] + 16 WHERE MajorCivApproachType = 'MAJOR_CIV_APPROACH_WAR';
UPDATE [Leader_MajorCivApproachBiases] SET [Bias] = [Bias] + 8 WHERE MajorCivApproachType = 'MAJOR_CIV_APPROACH_HOSTILE';
UPDATE [Leader_Flavors] SET [Flavor] = [Flavor] + 12 WHERE [FlavorType] = 'FLAVOR_OFFENSE';
UPDATE [Leader_Flavors] SET [Flavor] = [Flavor] + 8 WHERE [FlavorType] = 'FLAVOR_DEFENSE';
UPDATE [Leader_Flavors] SET [Flavor] = [Flavor] + 8 WHERE [FlavorType] = 'FLAVOR_RANGED';
UPDATE [Leader_Flavors] SET [Flavor] = [Flavor] + 8 WHERE [FlavorType] = 'FLAVOR_MOBILE';
UPDATE [Leader_Flavors] SET [Flavor] = [Flavor] + 10 WHERE [FlavorType] = 'FLAVOR_EXPANSION';
UPDATE HandicapInfos SET AIDeclareWarProb = 800 WHERE TYPE = 'HANDICAP_SETTLER';
UPDATE HandicapInfos SET AIDeclareWarProb = 800 WHERE Type = 'HANDICAP_CHIEFTAIN';
UPDATE HandicapInfos SET AIDeclareWarProb = 800 WHERE Type = 'HANDICAP_WARLORD';
UPDATE HandicapInfos SET AIDeclareWarProb = 800 WHERE Type = 'HANDICAP_PRINCE';
UPDATE HandicapInfos SET AIDeclareWarProb = 800 WHERE Type = 'HANDICAP_KING';
UPDATE HandicapInfos SET AIDeclareWarProb = 800 WHERE Type = 'HANDICAP_EMPEROR';
UPDATE HandicapInfos SET AIDeclareWarProb = 800 WHERE Type = 'HANDICAP_IMMORTAL';
UPDATE HandicapInfos SET AIDeclareWarProb = 800 WHERE Type = 'HANDICAP_DEITY';
So, now to try and understand what this means...
Firstly, leaders stuff. From the wiki on leaders:
Secondly, "MajorCivApproachType". I don't know exactly what this is, but I'm guessing that it's the likelihood of these things happening. There are two types described in the mods - War, Hostile - and a third in the other thread - Conquest. I wonder if the Conquest setting affects the chance of an invasion attack with an enemy army at one's border?
- Competitiveness indicates how likely the leader is to become angry at a player who is pursuing the same victory condition.
- Wonder Competitiveness indicates how likely the leader is to become angry at a player who builds a wonderthat he or she wanted to build.
- City-State Influence Competitiveness indicates how likely the leader is to become angry at a player who befriends one of his or her city-state allies.
- Boldness indicates how likely the leader is to plan a war against a player with greater military strength and refuse to give in to trade demand
Thirdly, the Leader_Flavors: Offense, Defense, Ranged, Mobile, Expansion. I'm not sure what these are. Are they weighted bias for choice of technology research? So boosting these settings makes the AI leaders more likely to research military techs?
Finally, there's the AIDeclareWarProb. This is self-explanatory, I guess. A key question is, is this related to AI declaring war against the human player, or against everyone?
As I wrote earlier, the key issue is AI declaring war against the human player. Certainly with the Aggressive and Expansive AI mod, there are a lot of wars going on on the map, but they are the AI fighting amongst each other, rather than against the player. So a key issue is to try and understand whether the MajorCivApproachType and AIDeclareWarProb values relate to AI vs human or AI vs everybody.
My current thinking is that I might try keeping the Aggressive and Expansive AI mod, with the following changes:
i) Use the MajorCivApproachType (War/Hostile) values from the Super Warmongering AI mod, possibly reducing them slightly.
ii) Add a MajorCivApproachType Conquest value, as suggested in the other thread.
iii) Use the AIDeclareWarProb values from the Super Warmongering AI mod, possibly reducing them slightly.
EDIT: Looking again, the MajorCivApproachType Conquest appears to relate to Minor Civs. I don't play with city-states any more. One of the reasons for this is that I didn't think the AI players conquered them enough. If AI rulers conquered city-states like they would other cities, then I'd be more tempted to use them.
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