Real Strategy (AI)

Real Strategy (AI) 2.3.1

Huyo! I also have a question: does Real Strategy affect the AI's production of anti-air units - or even its prowess in using them?
 
What are the civs that have beliefs and what are the ones without beliefs?
Sorry for taking so long. I play with modded civs, the listt is this:
Me ,Switzerland - Catholicism (59 cities): Work Ethic, Eudaimonia, Chapel, Crusade
Siam - Therevada (21 cities): Warrior Monks - Meeting House
Maori - Puata Tupuna (47 cities): Divine Inspiration - Missionary Zeal
Hatti - Li'im Dingirmes (16 cities): Feed the World - Wat
Georgia - Eastern Orthodoxy (36 cities): Jesuit Education - Synagoge
Albania - Sunni (23 cities): Reliquaries - Atashkadeh - Bellum Sacrum - Church Property
Taino - Zemiism (12 cities): Religious Community - Surau
China - Legalism (8 cities): Zen Meditation - Priory
Cree - Wakan Tanka (3 cities): Choral Music - Pagoda
Thule - Angakkunngurniq (9 cities): Seminaries - Gurdwara
Mali - Zaidiyyah (3 cities): Prosperity Doctrine - Minervium

In another game I created happened the same, the only one besides me that unlocks all beliefs is the one that chooses Sunni.
 
My first game with this mod I found it quite peaceful. Barbarians are very smart, but I haven't seen any wars between civs so far(still playing).
Im using this mod too. And my games are allways very peaciful. Can the mod have something that lowers preference for war in the AI?
Since the mod makes the AI build comparable military size to their neighbors, with militarily weaker civs building more troops, and stronger civs building less, is there not a danger that this will reduce AI vs AI war? It seems logical that the AI would be more likely to declare war on a neighbor if they had a strong military advantage than if they had more comparable military strengths.
 
Capturar2.JPG

This is with Real Strategy, but I know that vanilla AI is no better. Why Peter goes for so many GPs and then keeps them walking instead of making great works? This game is also with The Great Musicians mod, so Concert Halls were available. Would there be a way to make AI avoid this waste?
 
Since the mod makes the AI build comparable military size to their neighbors, with militarily weaker civs building more troops, and stronger civs building less, is there not a danger that this will reduce AI vs AI war? It seems logical that the AI would be more likely to declare war on a neighbor if they had a strong military advantage than if they had more comparable military strengths.
With the mod, AI should try to build bigger armies if it is lagging behind an average of known Civs, not only neighbors. This is mainly to counter the fact that weaker Civs are often attacked. Army strength is however not the only thing that matters - diplomacy matters. Unfortunately with no access to the DLL source code, we don’t know how exactly wars are started.
So, put yourself in AI’s shoes and answer honestly what would you do if you knew that having a weak army would get you killed quickly? Would you just happily acquire artifacts or spam missionaries, or would you invest in an army big enough to not be considered weak?
Anyway, since AIs have different strategies and features, they never end-up having same size armies. And if you things are peaceful, I’d bet it is because of diplomacy engine. Imo, Civs in Civ6 are mostly peaceful, they end up being friends with others, etc. No reason for war.
And the last point - weak civs need bigger armies to present a slightly bigger challenge for a human player.
 
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This is with Real Strategy, but I know that vanilla AI is no better. Why Peter goes for so many GPs and then keeps them walking instead of making great works? This game is also with The Great Musicians mod, so Concert Halls were available. Would there be a way to make AI avoid this waste?
This is an issue with base game, I noticed that long time ago. There is a node in the behavior tree for Great People that has some issue that causes that. It is responsible for finding a place for a GP to go and activate. However, once it doesn't find it, the GP “freezes”, and the issue is that this node doesn’t update when new places become available, e.g. a new museum is built, etc. So as long as a civ produces places faster that GPs, there is no problem. But a Civ like Russia, goes so crazy with GPs, that you get this problem quickly.
Anyway, I tried to make a workaround in the mod, but it only worked partially. I can force a civ to create more spaces, but I cannot “unstuck” already broken GPs. Also, I cannot move them, because there is no API for that - I tried to move them and activate manually, no can do.
 
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Is it possible to influence the AI's unit building down to the unit line level? Something like:
  • more mobile units if overall terrain is flat
  • more naval bombard if that civ has naval superiority
  • more raiders if neighbours have a lot of traders going around
  • more bombers in situations of air superiority/supremacy
  • more anti-tank if adversaries have... well, tanks!
  • more anti-air if it doesn't have enough fighters
  • ...and so on!
 
@Infixo Thanks, that's great to know! I asked because I've seen some truly bizarre army compositions coming from AI players; in my current game, Rome is 99% anti-tank and (perhaps) a few siege units around. It would definitely be an interesting problem to tacke.
 
Can I use the latest version with the ipad version now all the expansions are out (I have all exansions and DLC's) or do i still need to use v1.4?
 
With Real Strategy, civs are now making this kind of trade offer to me: a book (Great Writing) for another book. Why? As far as I know, books don't theme.
 
The mod is not compatible with Better Balanced Game mod, version v3.8.1

Game cannot launch with two mods enabled together.

Better Balanced Game is a very good mod,foremost it rebalances the civlizations and leaders, which are currently unbalanced with some clearly stronger than others.
 
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@Mik1984
I don't know where v3.8.1 is. I subscribed to this mod on Steam and tested v3.7.2.

The problem is that both mods change Start Biases for some civs and it causes DB constraints errors.

You have to comment out 2 lines in one of the mods.

BBG, file base.sql, lines 1081-1082
--INSERT INTO StartBiasTerrains (CivilizationType , TerrainType , Tier)
-- VALUES ('CIVILIZATION_JAPAN' , 'TERRAIN_COAST' , 2);

RST, file RealStrategy_Leaders.sql, lines 507-508
--INSERT INTO StartBiasTerrains (CivilizationType, TerrainType, Tier) VALUES
--('CIVILIZATION_JAPAN', 'TERRAIN_COAST', 2);


As you can see, these lines are exactly the same, so eventually you will get the same result for Japan.
However, I don't know about other Start Biases. If you care about them, then you need to comment out all lines related to Start Biases in either of the mods, otherwise they might be a bit messed up.
 
In a game, some nations can make a huge difference in science per turn. This can be fixed with the anti-strategy feature. The simple question is, is it possible to raise the importance of science with the included victory of culture? Example first nation 18- second nation- 66 can be.

I think that AI in any game should have high science
 
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@Exletrum Technically it is possible. You can set weights for all civs or specific ones.
OK
RealStrategy_Leaders.sql - Such lines as these for example ('LEADER_PETER_GREAT', 'LEADER', '', 'SCIENCE', 2)
I understand in this file i need change?
XP1- for dlc
XP2- for dlc leaders?
And what numbers are worth picking up? 9 maximum? the higher the value, the higher the ambition?
 
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eh, does not work. I tested the values minimum 5, 8 and 9.
Only anti-strategy help
 
@Mik1984
I don't know where v3.8.1 is. I subscribed to this mod on Steam and tested v3.7.2.

The problem is that both mods change Start Biases for some civs and it causes DB constraints errors.

You have to comment out 2 lines in one of the mods.

BBG, file base.sql, lines 1081-1082
--INSERT INTO StartBiasTerrains (CivilizationType , TerrainType , Tier)
-- VALUES ('CIVILIZATION_JAPAN' , 'TERRAIN_COAST' , 2);

RST, file RealStrategy_Leaders.sql, lines 507-508
--INSERT INTO StartBiasTerrains (CivilizationType, TerrainType, Tier) VALUES
--('CIVILIZATION_JAPAN', 'TERRAIN_COAST', 2);


As you can see, these lines are exactly the same, so eventually you will get the same result for Japan.
However, I don't know about other Start Biases. If you care about them, then you need to comment out all lines related to Start Biases in either of the mods, otherwise they might be a bit messed up.

Version v3.8.1 was added as a new standalone mod, because for some reason the creator was unable to update the previous mod. The author has recommended to unsubscribe the version v3.7.2 and to subscribe to the new mod in version v3.8.1.
 
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