Real Strategy (AI)

Real Strategy (AI) 2.3.1

A note for iOS users.
Version 1.4 is compatible with the current game version on iOS (317).
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The game on iOS is 317 which corresponds to PC's April 2019 Patch.
My other non-UI mods should be also compatible as long as you use pre-June Patch versions, e.g.
- Real Building Upgrades v4.0
- Real Tech Tree v3.0
 
So even though it doesn’t show up in the list when you load the game it will still work?
I am not sure where it doesn't show op. On my iPad, in the pause menu while in-game, there is no mod list at all. Never was. I don't know if there is a list of mods active while in-game (maybe I am missing something).
Anyway, if you install v1.4, and run the game (~10 turns) there will be entries in the lua.log showing that the mod is working.
 
Its
I am not sure where it doesn't show op. On my iPad, in the pause menu while in-game, there is no mod list at all. Never was. I don't know if there is a list of mods active while in-game (maybe I am missing something).
Anyway, if you install v1.4, and run the game (~10 turns) there will be entries in the lua.log showing that the mod is working.
it shows only when you select load a previous save file it will show content thst is used in the saves. So go to load game click on your save and that’s the list.
 
it shows only when you select load a previous save file it will show content thst is used in the saves. So go to load game click on your save and that’s the list.
Only mods that affect saved games would show in that list. Real Strategy does not so it wouldn't appear.
 
That makes sense. Does your mod affect wall health/strength? I have tried messing around with combat stacking and overhaul and edit the strength of walls and cities to make them not so high in the late game but don’t think it is working. Do you know how they work? I tried setting walls hitpoints and strength to 0 but when the walls are made they still increase the defense of the city.
 
Would you know if this is compatible with Extended Techtree? That also modifies the AI, but it thanks Infixo in the notes and it's compatible with other 'Real' mods
 
Will mods like 8 ages of pace or historic speed(extended eras) create problems for AI if used with this mod? I mean extra problems that doesn't exist already within the mods.
 
Does it matter for the working of this mod if you use Quick combat/movement for AI turns (eg "Fast Forward AI Turns" in Steam workshop)?
 
Hi. I would like some advice before i invest another 50 hours in the game. Would this mod improve the my domination gameplay experience? My playstyle is as follows:
Standard map, emperor, all victory condition disabled except domination. I am able to win out at emperor almost easily. I dont use any other mods.

So is the AI able to pursue domination properly in this mod?
 
AI never uses their siege units, and I really mean never. They just move them around.
 
They also can't use navy effectively and never build an air force. It's like playing a brick wall.

This mod helps though!
No, I am saying this mod adjusts the AI in a way so they NEVER use their siege units. Thats why I am playing without this mod nowadays

And I have a question. Is this mod compatible with extended tech tree mod? That mod makes some changes to AI preferences too.
 
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Was wondering the same about extended tech tree. And in general if this mod gives any weird results when adding new gameplay elements (better coastal cities, Terra Miribilis revamped natural wonders, civitas city states, changed difficulties with different bonuses for the AI players, new units etc)?

Is there also a way to verify the mod is working and not overwritten by something else? I'm a bit unsure because I am a new player and still easily beating the AI while they have +30% production and gold bonus. In particular the AI doesn't attack me at all even though I'm ignoring military.

Thanks a lot in any case for all the effort!
 
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I'm rarely seeing the AI build any walls. Even Russia, in wartime, didn't seem to bother.

Hungary just declared war on Scotland. Hungary has one city with walls. Scotland hadn't bothered to build any despite an aggressive neighbour. Not building walls seems like suicide to me, so I'm surprised they're so rarely doing it. Are they just waiting until they're attacked or about to attack? That's too little too late.

Hungary has plenty of catapults so I'll watch with interest whether they do anything...

I've uploaded my lua.log (finally found the damned thing!). Hopefully it'll be useful.

EDIT: So I played a bit more - Scotland didn't bother with any walls (and as their ally I could see they weren't attempting to build any). Hungary did build several.

Later Russia declared war on China - neither bothered to build walls for quite a while, eventually they both built a couple.

The 'peaceful' states of France, Arabia, and Poland didn't build any walls.

EDIT2: Forgot to add about the catapults. Did see the AI use them to OK effect. There was still a bit of unnecessary shuffling about, but they did use them to take cities.
 

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@Infixo thank you for all your help, but if you vould help me one more time i am trying to remove all district defenses i have removed walls but cannot remove them when the civil engineering comes. please see what i am doing wrong or need to add i know i need to change the urban defenses value to 0 but does not work it seems.

UPDATE Districts SET HitPoints = 75 WHERE DistrictType = 'DISTRICT_CITY_CENTER'; -- default = 200
UPDATE ModifierArguments SET Value = 0 WHERE ModifierID = 'CIVIL_ENGINEERING_URBAN_DEFENSES'; -- default = 200

UPDATE Buildings SET OuterDefenseHitPoints = 0 WHERE BuildingType ='BUILDING_PALACE'; -- default = 0
UPDATE Buildings SET OuterDefenseHitPoints = 0 WHERE BuildingType ='BUILDING_WALLS'; -- default = 50 -- Walls removed to try to remove city ranged attack
UPDATE Buildings SET OuterDefenseHitPoints = 0 WHERE BuildingType ='BUILDING_CASTLE'; -- default = 50
UPDATE Buildings SET OuterDefenseHitPoints = 0 WHERE BuildingType ='BUILDING_STAR_FORT'; -- default = 50

UPDATE Buildings SET OuterDefenseStrength = 0 WHERE BuildingType ='BUILDING_WALLS'; -- default = 2 -- Walls removed to try to remove city ranged attack
UPDATE Buildings SET OuterDefenseStrength = 0 WHERE BuildingType ='BUILDING_CASTLE'; -- default = 2
UPDATE Buildings SET OuterDefenseStrength = 0 WHERE BuildingType ='BUILDING_STAR_FORT'; -- default = 2

this removes walls but does not remove walls from late game after urban defenses.
 
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