Real Strategy (AI)

Real Strategy (AI) 2.3.1

Hello, I have a cycle bug in Lua.log which implies Real Strategy but since I don't use any mod adding Civ, Leaders or City-States, I don't know which mod in use is the culprit :
Spoiler In Lua.log :
Runtime Error: C:\Program Files (x86)\Steam\steamapps\workshop\content\289070\1617282434\Lua\RealStrategy.lua:1695: operator < is not supported for nil < number stack traceback: C:\Program Files (x86)\Steam\steamapps\workshop\content\289070\1617282434\Lua\RealStrategy.lua:1695: in function 'ActiveStrategyCatching' Lua callstack: Runtime Error: C:\Program Files (x86)\Steam\steamapps\workshop\content\289070\1617282434\Lua\RealStrategy.lua:1718: operator < is not supported for nil < number stack traceback: C:\Program Files (x86)\Steam\steamapps\workshop\content\289070\1617282434\Lua\RealStrategy.lua:1718: in function 'ActiveStrategyEnough' Lua callstack: Runtime Error: C:\Program Files (x86)\Steam\steamapps\workshop\content\289070\1617282434\Lua\RealStrategy.lua:1769: operator < is not supported for nil < number stack traceback: C:\Program Files (x86)\Steam\steamapps\workshop\content\289070\1617282434\Lua\RealStrategy.lua:1769: in function 'ActiveStrategyMoreScience' Lua callstack: Runtime Error: C:\Program Files (x86)\Steam\steamapps\workshop\content\289070\1617282434\Lua\RealStrategy.lua:1794: operator < is not supported for nil < number stack traceback: C:\Program Files (x86)\Steam\steamapps\workshop\content\289070\1617282434\Lua\RealStrategy.lua:1794: in function 'ActiveStrategyMoreCulture' Lua callstack:

I added DB and Modding.log so that you can have a full list of the mods I play with
 

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Maybe stupid Q: has anyone here used it with macOS version of Civ VI? Is it working? How can I check if it loaded? I have it visible in the list of enabled mods in game, but when I create any new game it is not visible anywhere. I understand I will not see it on a list af additional content in the save window, but should it be indicated in any way the mod is working, anywhere else?
 
Speaking for PC but I assume it's same'ish, there's a file called Modding.log. Dir structure is

Wherever your mods are, for PC it's:
C:\Users\%USERNAME%\Documents\My games\Sid Meier's Civilization VI\Mods

It's in:

C:\Users\%USERNAME%\Documents\My games\Sid Meier's Civilization VI\logs

That file tells you if it's loaded.

As for " I have it visible in the list of enabled mods in game, but when I create any new game it is not visible anywhere." did you add it AFTER creating a profile ? Profiles also save mods - so if you add a mod, but then load a game setup profile, it won't add it. You need to redo your profile. It's an absolute ballache, I have Got Lakes? And having to redo it every time..I ended up just picking a mod and bundling any new mods in that one by editing the files.
 
Hey @Infixo. Great mod. Is there a setting I can tweak somewhere that will increase the desirability of the AI to settle on fresh water tiles? Look at this:
Spoiler Screenshot :
1662344814181.png


Worst city ever. She's even a coastal civ :cry:
 
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Can you increase AI preference for mines and quarries? I think it's one of the major reasons it falls off so hard in the late game. There are farms everywhere and not enough production.



Yes please. It's beyond sad when
I capture a capital in atomic era and find unimproved horses and iron!
 
Is this mod still under development?
 
AI is seen to forward settle new cities right at the doorstep of other civs (including me) and immediately suffering loyalty penalties and losing them after several turns. It looks like AI doesn't check the loyalty suitability of the tile it intends to settle. Is it a mod thing or a vanilla one?
 
Infixo updated Real Strategy (AI) with a new update entry:

Version 2.1

Settling cities:
- fixed an issue with natural wonders (#18)
- increased tendency to fresh water (#10)
- testing a fix for not settling in loyalty pressure areas (#18)
Fixed a bug with eliminated civs aka nil value (#15)
Fixed missing techs in Science Victory (#24)
Tweaks
- toned down aggressive pseudoyields
- bigger emphasis on faith and religion (#20)
New file structure and GitHub repo

Read the rest of this update entry...
 
Thank you for your service. I wish the AI was better at recycling units rather than letting them get killed; is that something that can't be addressed?
 
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Any suggestions for quality mods that are compatible with Real Strategy? Aside from graphics and UI mods, that is. I was using Got Lakes with it, but the AI seemed to not be able to figure out where the coasts were. Sukritact's Oceans definately through the AI for a loop, and same with JNR's Wetlands. I also used Dramatic Ages mode, but the AI was getting hammered with Dark Ages and losing cities. I know the AI won't form corporations, so I gave up on the Corporations mode. I also saw earlier in the thread that the Barbarians mode isn't supported, but I was wondering if that was still the case. I removed everything that impacts game play except a mod that allows the player to remove districts, and Real Strategy is working great. So I'm just interested in what you can throw into the mix and have the AI use it properly.
 
Any suggestions for quality mods that are compatible with Real Strategy? Aside from graphics and UI mods, that is. I was using Got Lakes with it, but the AI seemed to not be able to figure out where the coasts were. Sukritact's Oceans definately through the AI for a loop, and same with JNR's Wetlands. I also used Dramatic Ages mode, but the AI was getting hammered with Dark Ages and losing cities. I know the AI won't form corporations, so I gave up on the Corporations mode. I also saw earlier in the thread that the Barbarians mode isn't supported, but I was wondering if that was still the case. I removed everything that impacts game play except a mod that allows the player to remove districts, and Real Strategy is working great. So I'm just interested in what you can throw into the mix and have the AI use it properly.
I've had no issues with Got Lakes? and Real Strategy, but I always play with Got Lakes? so maybe I should try a vanilla map generation to compare.
 
Recommendation: I don't know if it is possible, but regarding the AI's use of Naturalists -

1) before building, check if appropriate site is available in empire. If not, do not build.
2) before building, check if a naturalist has already been built. If so, do not build.
 
Infixo updated Real Strategy (AI) with a new update entry:

Version 2.3

Version 2.3
- Start biases removed (see #35*), makes the mod compatible with BBG; use Real Fixes or Better Balance Start for improved start biases.
- City valuation changes (see #31); AI should pay more attention to units than to passive defenses, and capitals are less valued (ex. when going Domination), so it should help City-States to survive; base city value increased much so in later eras cities still should have positive values thus incentivizing AI to attack them.
- Decrease reqs for...

Read the rest of this update entry...
 
The only thing that keeps me from enjoying the original game is the lack of AI fog of war.
All barbarians rush breaking their legs to your capital. Obstacles can interfere with them, but more often on the plains three scouts visit you at once and a light show begins, especially fun with mounted archers and cavalry.
I watched the moment when a barbarian galley with 10% hp plundered my caravans for five turns, surrounded by galleys and quadriremes of state cities, a contractual game of collective AI against you.
If you send a scout or settler on a long journey, then in 90% of the final tile there will be an AI unit, either a homeless barbarian, or a state city unit, and its city will be quite far away. Even in your own territory, it is difficult with state city units, if you use a planned path that is higher than 1 or 2 tiles, before the Early Empire, they will always be on a rare resource square if you send a worker.
Barbarians are always waiting for you in unexpected places, more often a crossbow or a cannon, because for them there is no fog of war and they react precisely to your move with all their gathering. I especially like how the barbarian scouts are substituted to prevent you from attacking the camp while it is being attacked by a city-state or when your scout is pinched by a barbarian archer with a warrior, then the barbarian scout will definitely prevent you from dumping to a safe place and this is perhaps the only bright spot in AI, except for the fact that the AI is a cheater and reads the entire map.
Better not to plan a long way.
If you develop confidently in the game, then a camp of barbarians will definitely appear in the rear, or a damaged galley / privateer will sail from nowhere, as if they were kicked back just for you, as if they no longer have any points of interest except you!
The second point, the leaders will always settle in your direction, even when they don’t know anything about you and despite the fact that they have plenty of space in the rear and flanks. More often, the AI has a miracle of the world at hand, and if not, then the warrior purposefully runs with direct fire to the miracle that happened to be near you (3%), simply because you opened it and it is automatically read by the program.
 
The AI does not intend to take back their lost cities. Can it be enhanced?
I don't think so. There are no moddable params that would distinguish between lost city and a normal foreign city. Lost city is treated just as a normal foreign city.
 
Hello, I've been using your mod for several months now, I noticed that the A.I. never declares war on another a.i. player. Not even when they are more advanced. They do build walls now, but never declare war, even the civs that are formerly aggressive in vanilla like macedon or aztec. They just passively build up defense - No offense activities. Please make them more aggressive and declare wars against each other like in vanilla
 
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