Real Strategy (AI)

Real Strategy (AI) 2.3.1

Game 4 - tiny archipelago, I am Japan, standard speed, abundant resources, 3 AI civs

I here report FireTuner data too

t30
I have my first galley
AI strategies: Dido: SCI, Kupe: CUL, Hardrada Sci/Con

t38
I have my 2nd city
I meet Dido

AI strategies: Dido: SCI, Kupe: CUL, Hardrada Sci/Con
Hardrada has 200 military, 3x of others

t47

My galley went around the globe…

AI strategies: Dido: SCI, Kupe: CUL, Hardrada Sci/Con
All supp.strategies are P, I have C as well…
Hardrada has 2x military (265) of others


t53
I have my 3rd city

AI strategies: Hardrada changed definitely for CON, Kupe is for CUL, Dido is SCI
AI has 3-4 cities…

t68
I have my religion

AI strategies: Hardrada for CON, Kupe is for CUl and CON (!), Dido is mostly SCI
Dido builds science, Kupe culture, Hardrada science and faith
Hardrada already has a campus

Military: Hardra and Kupe about 400, Dido 200, me 80
 
I rest my Game 4 and let my PC play an AI auto play with only RST as mod.
same kind of setting as in Game 4
I will put up lua of this in the evening... :)
 
I am not sure if this is due to RST, too many things at play that could result in such an effect, e.g. what civs? Because some civs are supposed to look for other continents (e.g. England, Spain) and have a boost for plot scoring because of that.
Map is very important. If you use a map with a lot of water, then RST has some boosts for longer exploration especially on water. So, new landmasses should be found faster enabling civs to settle cities while they still can.
Also, this could be simply due to some improvements to naval area. If a civs ends up on a coastal area or an island, it should prioritize more naval units thus discovering new landmasses should be faster.
I tested a lot of different leaders, but after switching on the modification of AI, they began to spread to other continents. Even England put 1-2 cities (Standart) on other continents, but with this much more. Only 1 this mod added. I can transfer screenshots.Russia laid a lot of cities on 3 continents. Map of small islands. I am 100% sure that without the mod Russian Peter 1 would not be built like this. Check screen.
I tested the same map without this mod. There were fewer cities.
I apologize for the clumsy words, I use Google translate
I will soon test how the AI will behave in the race to master the new world (on the map of a large map of the earth) I think it will be moving

even judging by the purpose of the maritime powers, without fashion there were far fewer cities.
In the meantime, AUTO AI without THAT MOD. I will do a comparison of 2 games. The first without mod, the second With mod
 
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Wow, so much work poured into this. Amazing
This mod is compatible with IOS. Is it compatible with OSX too? I installed and activated the mod. Started a game and everything went smoothly. But I'm not sure if its fully compatible or not
 
Wow, so much work poured into this. Amazing
This mod is compatible with IOS. Is it compatible with OSX too? I installed and activated the mod. Started a game and everything went smoothly. But I'm not sure if its fully compatible or not
OSX - I don't know, can't test it. You need to check the logs and see if there are issues reported. If you post them somewhere, I might take a look. Database.log, modding.log and lua.log.
Please also note that only Version 1.0 is compatible with iOS. I have not yet tested newer versions (>1.0) because there is no GS on iOS.
Is there GS on Mac? If so, and you wanna try v1.2, then you really must check the logs. It could happen that the mod simply did not load. But on the side, if you have it listed on the mod list whle playing the game, that is a good sign :)
 
Will check and report!
I'm also trying:
Smoother Difficulty,
Real Science pace (which is yours too),
Better civiclopedia
Free walls for city states
Got Lakes? map script

Hope these work well together!

EDIT: Yes, GS is available for Mac too
 
In database.log:
Everything OK, except:

[2454441.144] [Gameplay] ERROR: Invalid Reference on DynamicModifiers.EffectType - "EFFECT_ADD_DIPLO_VISIBILITY" does not exist in Types
[2454441.144] [Gameplay] ERROR: Invalid Reference on DynamicModifiers.EffectType - "EFFECT_ADJUST_CITY_UNIT_MAX_LEVEL" does not exist in Types
[2454441.144] [Gameplay] ERROR: Invalid Reference on DynamicModifiers.EffectType - "EFFECT_ADJUST_CORPS_ARMY_PREREQ" does not exist in Types
[2454441.144] [Gameplay] ERROR: Invalid Reference on DynamicModifiers.EffectType - "EFFECT_ADJUST_CITY_UNIT_MAX_LEVEL" does not exist in Types
[2454441.144] [Gameplay]: Failed Validation.

in modding.log:
No errors. Applied all components of enabled mods.

In lua.log:
No errors. Ends with:
RealStrategy: OK loaded RealStrategy.lua from Real Strategy
 
Other mods:
TCS Free Walls for City-States
Smoother Difficulty (which is disabled, as it is labeled as incompatible)
Real Science Pace
Better Report Screen
Better Civilopedia
Got Lakes Map Script
 
I am getting these modifier errors without any mods in the mod folder as well.
I did:
1. delete database.log
2. remove mods in mod folder
3. start new quick game
4. exit game.

Still this shows up in database.log:
[2457841.144] [Gameplay] ERROR: Invalid Reference on DynamicModifiers.EffectType - "EFFECT_ADD_DIPLO_VISIBILITY" does not exist in Types
[2457841.144] [Gameplay] ERROR: Invalid Reference on DynamicModifiers.EffectType - "EFFECT_ADJUST_CITY_UNIT_MAX_LEVEL" does not exist in Types
[2457841.144] [Gameplay] ERROR: Invalid Reference on DynamicModifiers.EffectType - "EFFECT_ADJUST_CORPS_ARMY_PREREQ" does not exist in Types
[2457841.144] [Gameplay] ERROR: Invalid Reference on DynamicModifiers.EffectType - "EFFECT_ADJUST_CITY_UNIT_MAX_LEVEL" does not exist in Types
[2457841.144] [Gameplay]: Failed Validation.

On a side note, my videocard isn't officially supported. The game shows an error message when running the game for the first time. After setting the video settings manually, the message is gone
 
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Well I play and watch Autoplay and I don't understand something... I have science victory ON, but when Hardrada is clearly making it to the end of SV (with 7lyr/turn spaceship speed), the game doesn't end... how come? can it be because human player is defeated...?

EDIT
Problem two: I also set the game to 500 turns (standard), and yet we are in turn 540 or like that
 
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@V. Soma I honestly don’t know how the game behaves when victory is achieved in auto-play. There isn’t a victory screen, that is for sure. From the engine’s perspective nothing special happens. A victory condition is met, it triggers a screen if you play as human, but you can go back and continue playing. AIs will continue doing their stuff, e.g. sending rockets, etc.
Same with 500 turns. Never crossed that limit, haha :)
You can see everything in FT that is available via Lua. But not everything is nicely programmed in panels. I don’t remember if score is displayed anywehere.
 
I have an auto game played, it ended in about turn 1350 (yes a thousand and 350) - are you interested in the lua file? :)
 
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