RHQ Artificially Intelligent AI Mod

RHQ Artificially Intelligent AI Mod RHQ AI Mod 2.06

notque

Artificially Intelligent
Joined
Nov 13, 2005
Messages
2,139
You can now install with CivMods



2.06 is released, and the newest update compatible with Civilization Patch 1.2.0

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

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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Moderator Action: @notque found the op after effort - I hope. I had to give it the title. We can move this elsewhere if needed. Getting the other stuff is going to be a lot harder, but this is a start. I will attach this to the resource for now, though that may have to be reattached if we move this. (i will, ofc, delete this message later/ Feel free to PM me with questions/concerns. My brain is fried at this point lol -lymond
 
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Fresh start? Now I can voice all my feedback w/o sounding like a broken record because it’s all wiped 😭

I’ve been playing more suboptimal leaders / civs that I’ve left to the end. That plus ‘standard’ start locations (and this mod of course) have IMO pushed deity difficulty in the right direction. The game feels more challenging overall, AI making fewer mistakes. I’m restarting more games due to hostile neighbors / getting early DoW. IPs are killing my commanders.

This gives me a lot of hope that next Tuesday’s food changes and rest will improve more things.

IMO at this point in time AI performance is :

Antiquity = ✅
Exploration = 🟡
Modern = 🆘
 
Moderator Action: @notque found the op after effort - I hope. I had to give it the title. We can move this elsewhere if needed. Getting the other stuff is going to be a lot harder, but this is a start. I will attach this to the resource for now, though that may have to be reattached if we move this. (i will, ofc, delete this message later/ Feel free to PM me with questions/concerns. My brain is fried at this point lol -lymond
Appreciate it, please do not use any additional effort. I run websites myself, I understand, do not put any additional effort towards my area of this topic.

This is enough, thank you for all your hard work.
 
Fresh start? Now I can voice all my feedback w/o sounding like a broken record because it’s all wiped 😭

I’ve been playing more suboptimal leaders / civs that I’ve left to the end. That plus ‘standard’ start locations (and this mod of course) have IMO pushed deity difficulty in the right direction. The game feels more challenging overall, AI making fewer mistakes. I’m restarting more games due to hostile neighbors / getting early DoW. IPs are killing my commanders.

This gives me a lot of hope that next Tuesday’s food changes and rest will improve more things.

IMO at this point in time AI performance is :

Antiquity = ✅
Exploration = 🟡
Modern = 🆘
I believe my beta version is the best version, but I am waiting until the food release to update to that, and release the next version.
 
Fresh start? Now I can voice all my feedback w/o sounding like a broken record because it’s all wiped 😭

I’ve been playing more suboptimal leaders / civs that I’ve left to the end. That plus ‘standard’ start locations (and this mod of course) have IMO pushed deity difficulty in the right direction. The game feels more challenging overall, AI making fewer mistakes. I’m restarting more games due to hostile neighbors / getting early DoW. IPs are killing my commanders.

This gives me a lot of hope that next Tuesday’s food changes and rest will improve more things.

IMO at this point in time AI performance is :

Antiquity = ✅
Exploration = 🟡
Modern = 🆘

In my current game I would completely agree with the ratings above. I'm about 15 turns into Modern and it is night and day in AI performance. One thought -- at the start of the Modern age, it is very easy for me to quickly consolidate my units into a battle group to move quickly -- for the AI, not knowing that broader 'strategic view' makes the AI lose precious turns in being able to be responsive to my Prussian blitzkrieg.

both in Antiquity and Exploration, I had all but taken one of the AI's core cities that I wanted, only to be pushed back with only one district remaining under their control. I was 'satisfied' with that (albeit frustrated that I couldn't finish the deal). In Modern, I took the city within the first 5 turns of the age.

I'm looking forward to the next version -- and am patient for the upcoming patch first to see how it will all play out. This mod is really a game changer for enjoying the game, at least in the first 2 eras.
 
"AI plays optimally now. Those saying Deity is too easy, good luck!"

<holding breath till tomorrow>
 
"AI plays optimally now. Those saying Deity is too easy, good luck!"

<holding breath till tomorrow>
There are a lot of areas of improvement, and quick wins. So I am withholding all judgement until tomorrow.

The diff, and then autoplays with the base game will tell me what has changed.
 
AI Changes from the patch


  • New Great Person AI system
  • Several new Behavior Tree updates which I will have to test out, but look fantastic.
  • Settling Tree changed - Dropped down a lot of nodes that were causing issues. Excited to see this improvement.
  • City Attack Tree changed
  • Great Person Trees radically improved, new additions, changed.
  • Small typo they've added on a new Data Node, but doesn't harm anything.
  • They fixed the very first Behavior Tree issue that I did with the AI Mod. Hell yeah. They did it differently, but same result! Several fixes for issues in the AI Mod are now fixed in the base game.
  • Time Limits for waiting for AI attacking Independents implemented so they won't wait indefinitely stuck.
  • Most Time Limits for waiting dropped from 10 turns to 3 turns. (although funny enough, they went from indefinite in the independent to 10 turns.. i will probably drop that to 3 for consistency.)
  • This is a MASSIVE one. The City Attack tree now requires the target to be hostile! I fixed this in a different way than the tree, but it was buggy. This should fix entire AI armies stuck on the map after an independent is removed. Great change.

There's also a new Independent tag that says


"AI needed tags - please ask awg or jfc before using"


If AWG or JFC from Firaxis reads this, can you please DM me a brief description of this.. I think I can assume from it, but it would be helpful!


There are a ton of AI changes in here. They are massively underselling it.
 
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AI Changes from the patch


  • New Great Person AI system
  • Several new Behavior Tree updates which I will have to test out, but look fantastic.
  • Settling Tree changed - Dropped down a lot of nodes that were causing issues. Excited to see this improvement.
  • City Attack Tree changed
  • Great Person Trees radically improved, new additions, changed.
  • Small typo they've added on a new Data Node, but doesn't harm anything.
  • They fixed the very first Behavior Tree issue that I did with the AI Mod. Hell yeah. They did it differently, but same result! Several fixes for issues in the AI Mod are now fixed in the base game.
  • Time Limits for waiting for AI attacking Independents implemented so they won't wait indefinitely stuck.
  • Most Time Limits for waiting dropped from 10 turns to 3 turns. (although funny enough, they went from indefinite in the independent to 10 turns.. i will probably drop that to 3 for consistency.)
  • This is a MASSIVE one. The City Attack tree now requires the target to be hostile! I fixed this in a different way than the tree, but it was buggy. This should fix entire AI armies stuck on the map after an independent is removed. Great change.

There's also a new Independent tag that says


"AI needed tags - please ask awg or jfc before using"


If AWG or JFC from Firaxis reads this, can you please DM me a brief description of this.. I think I can assume from it, but it would be helpful!


There are a ton of AI changes in here. They are massively underselling it.
Sound very promising - and here is hope you guys can do something good based on all this... :)
 
Sounds like the YouTubers are on board saying good things about it too so hopefully will turn around the current sentiment.

Look fwd to a new game! Depending on timing if can play tonight may play w/o mods until this one is updated.

Edit: YouTuber says the AI is “absolutely playing much better and destroyed him” !! 🥳
 
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Sounds like the YouTubers are on board saying good things about it too so hopefully will turn around the current sentiment.

Look fwd to a new game! Depending on timing if can play tonight may play w/o mods until this one is updated.

Edit: YouTuber says the AI is “absolutely playing much better and destroyed him” !! 🥳
I haven't got a lot of time yet to autoplay, but the first one I did, I shut off because I thought my mod was still on, and it wasn't.

I'm legitimately going to have to check logs and make sure my mod isn't on, it's playing like the mod.

I think I'm going to have to start all over. If this continues, I will have to release a version of the mod with everything off until I can see what is broken to turn back on.
 
Just started a new unmodded deity game with a food civ to test it out. Only 40T in and so far AI is playing optimally. Nothing bad to report.

I’m a bit scared actually coz I got double denouncement from one civ who wants to war and is also almost allied with another. So this game is gonna be tough… lets see what happens.

The continent shape is super nice, the map looks a lot more natural, they must have done something (good) to it.

Edit: game feels harder but still only midway thru antiquity ~ T65 so too soon to tell how the legacy scores will be end of age.

One big difference from previous games is nobody is building wonders yet. Either due to patch or my luck. This makes it more difficult because my whole continents is focusing on expanding and military. All AI are 1 over the settle cap , their armies are coming for me in groups of 4-5 and I’m defending as I have inferior units. Thankfully they fixed the commander maneuver promo so you can ignore all terrain now. W/o this change my army would have been scattered already. Terrain / positioning is my only lifeline.
 
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I haven't got a lot of time yet to autoplay, but the first one I did, I shut off because I thought my mod was still on, and it wasn't.

I'm legitimately going to have to check logs and make sure my mod isn't on, it's playing like the mod.

I think I'm going to have to start all over. If this continues, I will have to release a version of the mod with everything off until I can see what is broken to turn back on.
Looking at it more, most of our changes are still needed.

I am just so excited they actually fixed so much. It's so awesome now in a lot of ways. It makes me happy
 

So good to hear - thanks so much for checking so quickly!

In that case I will play this base game all the way thru before starting a new modded game. Since release I only played 1 full base game, rest all modded! 17 ANT + 11 EXP + 3 MOD w/ mod. Time to give the base game another try.

I stick to deity and Cont / Cont+ maps to keep things as even as possible. Of course as we know: start location + leader/civ + AI opponents/mood are the biggest variables that determine how a game goes. It’s complex to jump to conclusions like “I played base game and won/ lost, thus mod must be good/bad” etc.

Will you update the mod changelog with what you removed? p1 of this thread has 50+ bullets, I am guessing most of them remain?

Thanks again for all your work!
 
So good to hear - thanks so much for checking so quickly!

In that case I will play this base game all the way thru before starting a new modded game. Since release I only played 1 full base game, rest all modded! 17 ANT + 11 EXP + 3 MOD w/ mod. Time to give the base game another try.

I stick to deity and Cont / Cont+ maps to keep things as even as possible. Of course as we know: start location + leader/civ + AI opponents/mood are the biggest variables that determine how a game goes. It’s complex to jump to conclusions like “I played base game and won/ lost, thus mod must be good/bad” etc.

Will you update the mod changelog with what you removed? p1 of this thread has 50+ bullets, I am guessing most of them remain?

Thanks again for all your work!

The AI for Civ was massively improved in all unit movement pieces. I’ve cut away all movement, operations, and tactical changes due to the improvement.

So I will check the bullets and validate
 
And I may find I have to turn back on a couple. But the massive bugs are fixed, and it makes no sense to not go back to base and reevaluate.

There is one removal I think I have to turn back on, adding the clear independent to tactical.

But it’d excellent and I need time to validate
 
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