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Quo's Fewer AI Tantrums 1.0

If anyone is wondering about compatibility, this mod is compatible with AI+, Denlar's cleanup, AI Siege Help, GDG Lower War Weariness, Raze Penalty, Warmonger, and Agenda Tweaks.

The only thing this mod does is alter the values the game uses to determine diplomatic points that go against a leader's agenda. The only thing that will conflict are mods that also alter those points.

By the way, awesome mod. Thank you so much, my games have become 10 times less annoying.
 
I've updated this with the code from the latest quo's combined tweaks, I've noticed you don't have the locked traits in there, any reason for that? I kinda like it but it does make diplomatic visibility less useful.

I see you've commented in the code that it's only a couple of AIs who function weirdly without guidance, what are those? maybe it would be best to lock only them. Agenda Tweaks for example prevents Cleopatra from being Paranoid which makes perfect sense.
 

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Hey guys, my apologies, I thought I was "watching" this thread but I wasn't. Thanks for your interest in the mod.

This mod is something I wrote in the very early days of Civ 6 to try to calm down the AIs. It's actually a bit out of date, in that superior code is used in my "Quo's Combined Tweaks" mod (which also makes additional changes.) If people are interested, what I can do is try to roll those changes into this mod component. The difficult thing is always testing--as the "Combined Tweaks" mod has gotten larger, I've had less and less time to update the small original mods like this one. But this one seems to have become pretty popular.

In the "Combined" version of the mod, I removed the locked leader traits. What are people's feelings about me commenting that out here too? As AI++ took care of a lot of craziness and I got better at modding the values I found the locked traits were less important. However, thats also partly because the "combined" tweaks mod includes gameplay changes that are AI-friendly (e.g. unlocking Encampents from the start to goad the AI to build them instead of Holy Sites).

I don't have a full list of everything that is different in the "combined" mod, but probably the biggest thing is in the combined version I also increased timers on some particularly testy AIs (e.g. Cleopatra yelling about your weak army.) If there is a high level of interest in rolling that code over here, and you guys don't mind if I only do minimal testing before releasing it, I'd be happy to do that.
 
I've updated this with the code from the latest quo's combined tweaks, I've noticed you don't have the locked traits in there, any reason for that? I kinda like it but it does make diplomatic visibility less useful.

I see you've commented in the code that it's only a couple of AIs who function weirdly without guidance, what are those? maybe it would be best to lock only them. Agenda Tweaks for example prevents Cleopatra from being Paranoid which makes perfect sense.


I removed the locked traits because they became less necessary with the changes to the Combined mod and because of excellent work on on AI++ that fixed a lot of issues. :) The Combined mod is really my baby right now. Working on it is how I de-stress.

The comment in the code is from when I was first working on the mod. Only 2 or 3 AIs were going to have locked traits. But the AI was so all over the place in the Vanilla release that I simply locked all of them and never updated the comment.
 
Ok then, I trust your judgment if you say the locked agendas are no longer needed :D

One change I'd highly recommend to import from Milder Agendas & Relations mod:

Code:
-- Make first impression neutral for all difficulties (default: -1/level). See Leaders.xml, line 2971
UPDATE ModifierArguments SET Extra=0 WHERE ModifierID='STANDARD_DIPLOMACY_RANDOM' AND Name='DifficultyOffset';

this removes the fact that AIs hate you on higher difficulty levels, which is pretty silly imo
 
Ok then, I trust your judgment if you say the locked agendas are no longer needed :D

One change I'd highly recommend to import from Milder Agendas & Relations mod:

Code:
-- Make first impression neutral for all difficulties (default: -1/level). See Leaders.xml, line 2971
UPDATE ModifierArguments SET Extra=0 WHERE ModifierID='STANDARD_DIPLOMACY_RANDOM' AND Name='DifficultyOffset';

this removes the fact that AIs hate you on higher difficulty levels, which is pretty silly imo


Very nice. I actually hunted for that line but could never find it. I took care of it in the Combined mod by reducing the duration of the hate, but didn't eliminate it completely. I will probably add this line when I get a chance.
 
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