Real Strategy (AI)

Real Strategy (AI) 2.3.1

Game 2:

at the start of the Industrial Era:
I have 30 techs, Cree has 40 ... my science is 132, Cree is 230
Tourism: Cree is 149, Australia is 123 - and that's a lot... others make 60-70, I have 30...

I think I will try to support the civ next biggest to Cree to have culture vs Cree,
and well, try my peaceful best...
 
At turn 230 we enter Modern Era:

Well, I have 44 techs, Cree have 50 - that looks better, but... my science at the moment is 244, Cree is now 467 (!)
Cree is leading in tech, Georgia is leading in culture with tourism of 310...

I've seen news of Georgia killing off Australia (in the industrial age!), that was 3 cities to go to Tamar...
There were conquests going on between Kongo and Maori too...
 
At turn 250:

Tamar is really pumping things up, as she has 740 science, while Cree has 580 - I have 300...

Now there is a big war! Tamar vs me/Cree/Maori... we shall see...
Tamar has a city near me and comes with two tanks, I have AT crew corps, so I can defend...
Cree and Tamar shares a big continent, so the main war will be there...
Tamar has 2600 military, Cree has only 1600 - Maori are no help... I have 1000 (weak units)
 
Tamar is really pumping things up, as she has 740 science, while Cree has 580 - I have 300.
Tamar has a city near me and comes with two tanks, I have AT crew corps, so I can defend...
Tamar is the type of civ that can go different ways, depending on the game. Usually she tries religion, but I’ve seen her once going conquest and capturing few cities.
What bothers me is that she attacked you with 2 tanks. That is the sign that I need to activate tactics tweaks too, because pre-GS, with full mod features, that would never happen. You would be attacked with at least 5 units and at least 1 artillery.
 
Tamar is the type of civ that can go different ways, depending on the game. Usually she tries religion, but I’ve seen her once going conquest and capturing few cities.
What bothers me is that she attacked you with 2 tanks. That is the sign that I need to activate tactics tweaks too, because pre-GS, with full mod features, that would never happen. You would be attacked with at least 5 units and at least 1 artillery.
This attack was not only at me, only part of Tamar's global war...
At the given city the land is only 2 tiles wide, so I believe this attack is OK, for Tamar it was only some small battle far away from her main land and war
 
Game 2 - Turn 300

Both Cree and Georgia have 71 techs... I have 63
Both AIs go for SV, they are about to start the Mars Colony project - I am doing Moon Landing...
Tamar is also for CV, she has 1150 (!) tourism but Cree is very strong in culture...

The Georgia vs Cree war is 1850 / 2350 as military goes, and Cree captured 1-2 cities...
 
This attack was not only at me, only part of Tamar's global war...
At the given city the land is only 2 tiles wide, so I believe this attack is OK, for Tamar it was only some small battle far away from her main land and war
Ah... so this could be Fast Pillage op. It actally uses exactly 2 cavalry units, just to pillage some tiles.
 
Infixo could I ask humbly that you consider doing another mod in the series this time - Real Loyalty
which adds more internal civ revolution dynamics that the AI understands?
FearSunn has implemented this in his strategy mod More Strategy Core.
Thanks for listening.
 
Game 2 - end at turn 360

Ladies & Gentlemen, much to my surprise, I won by Science Victory!

Cree were at the very end there too of their travel to space, but only with 1lightyear/turn,
while I managed to make it up to 8/turn, so I could get ahead in the end, but it might have been very close finish - 1 or 2 turns left for me...

EDIT: a Great Scientist also helped me to finish Exoplanet travel in one turn...

Tamar got stuck at somewhere the Mars project...

The big war between Cree and Tamar was a stalemate, Tamar took 1-2 cities at start, but then the Cree took them back and captured 2 of Tamar's cities.

Kongo eliminated the Maori! (that means 9 cities), so only 4 of 6 civs left at the end (Tamar killed off Australia earlier).
 
By the way, is there a way to see how many turns to victory the AI is when at the end of science victory race?
I can see such turns to victory counter at the cultural victory screen...
 
Thank you for building this modification, I think it will prove beneficial to the community. I have been using AI+, which offers decent improvements to gameplay. I switched to Real Strategy mod because you specifically included the feature to recognize disabled victory options.
While it's nice that the Real Strategy mod incorporates this, it's far from perfect. For example, I can create a game where Domination victory is the only option. Instead of all-out war, all the leaders immediately try to become your best friend.
 
I'm in the middle of the classical era and the AI are giving me a run for my money. I'm playing with domination victory only and Suleiman and the Khmer are sandwiching me. I have a bit of a temporary cease fire with the Khmer that is allowing me to focus my attention on the Ottomans but I'm concerned that I might get stabbed in the back if I commit to an offensive against Istanbul. Also Norway keeps parking ships near my coastal cities... Luckily I'm the only one of my neighbors with access to a large amount of iron so I have a bit of an advantage there but if I have to fight two wars at once I don't think I'm going to make it XD
 
While it's nice that the Real Strategy mod incorporates this, it's far from perfect. For example, I can create a game where Domination victory is the only option. Instead of all-out war, all the leaders immediately try to become your best friend.
1. Declaring a war is not part of a strategy layer, there is literally no way to start a war by modifiing any .xml parameters. War is a decision made within DLL, it most likely originates from diplomacy mixed with strength evaluation and chances to capture a target city.
2. Victory conditions in the game setup are only to inform the game what can be considered as a „win”. They have literally no effect on how civ behaves in the vanilla game. In RST, only enabled victories are considered when selecting a valid strategy.
3. If you select only domination, it doesn’t mean that all civs will start wars. Absolutely not - see p.1.
4. Selecting a strategy means that a civ will prioritize certain things more than others. In case of domination i.e. building a bigger army, being more aggressive when evaluating target cities, going more for science, etc.

Please read the 4 posts at the begining of the thread which explain what the mod does and and how it works.
 
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