RHQ Artificially Intelligent AI Mod

RHQ Artificially Intelligent AI Mod RHQ v2.03 (by AndyNemmity and RomanHoliday)

notque

Artificially Intelligent
Joined
Nov 13, 2005
Messages
2,071
You can now install with CivMods



2.03 is released, and the newest update

RHQ AI Enhancement Mod Changelog​


Core AI Improvements​


Expansion & Settling​


  • Significantly increased AI's desire to found new cities (200→550-1000 depending on era)
  • Reduced minimum distance between cities for more compact settling patterns
  • Increased value of fresh water settlements (→50)
  • Doubled desire to upgrade towns to cities
  • Adjusted settlement scoring to prioritize useful features and resources
  • Made AI more likely to expand quickly in early eras
  • Enhanced behavior for settling near natural wonders

Military & Operations​


  • Increased number of allowed city assault and founding operations (→2)
  • Added new aggressive attack operation type with custom unit requirements
  • Lowered odds of success needed for combat operations to make AI more willing to attack
  • Adjusted search radius for military targets based on era
  • Enhanced city defense and assault team compositions
  • Modified attacking team requirements to include more ranged units and fewer settlers
  • Made city defense a higher priority in tactical decisions
  • Improved pillaging behavior (→90 priority)

Diplomatic Behavior​


  • Added diplomatic grievances for actions like rejecting alliances (-10) and endeavors (-5)
  • Increased negative impact of close military units (-10)
  • Doubled positive impact for being in mutual wars (10→20)
  • Increased border tension penalties (-10→-50)
  • Added strong preferences for specific diplomatic actions

Resource Management​


  • Dramatically increased the value AI places on resource imports (→600)
  • Enhanced merchant unit training priority (→750)
  • Adjusted city development and military budget priorities
  • Boosted pseudo yield values for city-upgrading and expansion

Era-Specific Adjustments​


Antiquity Era​


  • Prioritized early game expansion through higher settlement cap increases
  • Reduced value of coastal settlements to prevent AI overvaluing coast
  • Boosted prioritization of Merchant and Watonathi units
  • Enhanced city garrison values for better city defense
  • Specialized AI behavior for different victory path strategies
  • Added strong bias toward unique civilization progression tree nodes (→900)

Exploration Era​


  • Adjusted tactical priorities for exploration and expansion
  • Enhanced naval and resource-focused economic strategies
  • Increased settlement cap priority (→400) for distant settlements
  • Boosted value of fishing quays (→500-1000)
  • Tailored AI behaviors for each victory path with more logical conditions
  • Added specialized production strategy for high-production cities (40+ production)

Modern Era​


  • Enhanced scientific victory path condition requirements
  • Added strong biases for specific victory conditions
  • Increased prioritization of air units (→1000) and their combat value (→100)
  • Adjusted railroad and expansion strategies for more effective economic gameplay
  • Added advanced wonder-building logic for high-production cities (100+ production)

Victory Path Specializations​


Military Victory​


  • Enhanced values for standing army units and commander experience
  • Added aggressive behaviors to military-focused AIs
  • Increased settlement cap priorities to support expansion
  • Lowered threshold for declaring war and launching attacks
  • Boosted production yield bias for military expansion

Culture Victory​


  • Added higher value for wonders (→400-2000 depending on context)
  • Increased prioritization of cultural yields
  • Enhanced values for great works (→700) and great work slots (→320)
  • Reduced expansion priority for cultural focus

Economic Victory​


  • Boosted merchant unit priority and imports values
  • Decreased military spending for economic paths
  • Increased city development budget (→75-100)
  • Enhanced values for resource imports and trade

Science Victory​


  • Increased science yield values (10→35)
  • Enhanced importance of libraries and academies
  • Added happiness yield bias (→10-25) for science paths
  • Boosted exploration era science victory conditions

Unique Civilization Support​


  • Added 3x multiplier to construction biases for unique buildings
  • Added special support for Maya buildings (Jalaw and Kuh Nah) (→1000)
  • Tailored civilization preferences for specific leaders
  • Added high priority for civilization-specific progression trees

Miscellaneous​


  • Fixed bugs in military declaration of war system
  • Modified global yield values (production→1.2, food→0.95, culture→1.15)
  • Enhanced tactical priorities order for better decision making
  • Fixed budget priority bugs for expansion in import strategies

This update makes the AI more aggressive with expansion while maintaining better defended cities. Military operations are more strategic with proper unit compositions. The core focus is on making the AI better at fundamental game mechanics - expanding, defending, and executing military operations with appropriate forces. This will dramatically improve their performance in all game functions.

 
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When I have "notque's Artificially Intelligent - AI Behavior Improvements" mod enabled my games do not load after hitting launch. The progress bar gets about 1/4 of the way through and just stays there. I tested this mod with no other mods running and same thing.
 
When I have "notque's Artificially Intelligent - AI Behavior Improvements" mod enabled my games do not load after hitting launch. The progress bar gets about 1/4 of the way through and just stays there. I tested this mod with no other mods running and same thing.
Huh, That's weird. I will download it right now and try it, as I'm on a newer version with newer stuff to release.

This is the download.

 
I just loaded the downloaded version, and I'm in game. Can you try redownloading it and let me know if that works for you?
 
I just loaded the downloaded version, and I'm in game. Can you try redownloading it and let me know if that works for you?
I redownloaded it seems to be working now.

I don't know as I have an autoplay issue past antiquity. When I get that solved, I can sort it out.
Ok, and I am actually trying to get it to run the autoplay. Going to go back and look at the tutorial again for that.
 
I've also been streaming it on twitch. You can see how demonstrably better it is. I have more changes coming as well.

I just have to decide when i release each part.
 
Ok, and I am actually trying to get it to run the autoplay. Going to go back and look at the tutorial again for that.

I did have Potato tell me to just run it starting at the age, and that works. Everything in my mod works fine in later ages that I saw so far.
 
Yo this is really great. Did you think about reducing or maybe completely erasing the behavior of settler when it becomes hurt? It stays in one place for like 10 turns maybe it would be beneficial for the AI to care less about losing the settler.
 
So far so good, made it through the antiquity age with this mod and it was noticeably more challenging (on deity)

I actually had to rely on a cheese strat of placing units on the nearest recommended settle locations to prevent getting forward settled too hard.

Not sure if that's actually something that could be fixed, but I have noticed that the AI prioritizes those recommended spots you see in the settle lens, and if you block those it gives up entirely. Ideally after a few turns it would settle somewhere else nearby, but maybe this would result is worse cities in the long run.
 
Yo this is really great. Did you think about reducing or maybe completely erasing the behavior of settler when it becomes hurt? It stays in one place for like 10 turns maybe it would be beneficial for the AI to care less about losing the settler.

The next version is even better. It just takes time. I'm aware of the behavior, and continue to improve it.
 
So far so good, made it through the antiquity age with this mod and it was noticeably more challenging (on deity)

I actually had to rely on a cheese strat of placing units on the nearest recommended settle locations to prevent getting forward settled too hard.

Not sure if that's actually something that could be fixed, but I have noticed that the AI prioritizes those recommended spots you see in the settle lens, and if you block those it gives up entirely. Ideally after a few turns it would settle somewhere else nearby, but maybe this would result is worse cities in the long run.

Yup, I'm aware of it. One of several topics I've done some work on, more will need to be done.
 
Do you copy the content of the Data folder into the base-standard/data folder? And is the ai-modinfo needed too?
 
Do you copy the content of the Data folder into the base-standard/data folder? And is the ai-modinfo needed too?

No, you place the folder in the Mods folder located in AppData. Yes, the ai-modinfo is needed as it controls loading it in the Mods folder.
 
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