notque
Artificially Intelligent
- Joined
- Nov 13, 2005
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You can now install with CivMods

2.03 is released, and the newest update
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.

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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