RHQ Artificially Intelligent AI Mod

RHQ Artificially Intelligent AI Mod RHQ AI Mod 2.07

The only way it's too high is if the argument is they are doing worse from it.

That isn't what I see in general. Perhaps I'm missing it, but overall they seem to be doing better getting the wonders at a priority.

The player struggling is an argument it is effective, and reasonable. It means the AI is utilizing it's bonuses much more effectively in general.

I do need to increase their desire for Gate of All Nations then. Am I misunderstanding something? It also sounds like I need to check mods out, and make sure I support the AI taking all the wonders in mods as well.
If this is the intended effect of the mod that's completely fine, was just sharing feedback. It felt like an odd difficulty increase for the human player in an unexpected and inhuman way. In the same way being forward settled by the AI is not fun to be on the receiving end of but it's technically the 'correct' competitive play. AI production bonuses are less apparent with things like military units since I can rationalise they built up a large standing army over time, but very 'visible' when the AI is 2-turning wonders. Going for antiquity wonders reminds me I am playing against robots. If the goal of the mod is to make the AI harder and more ruthless it fits - if the goal is to make the AI feel like playing against a person, I think it needs a look at.

Although yes, they might need an increased desire for Gate of All Nations since it's the one antiquity wonder that actually has a meaningful impact on future gameplay. It's funny that the AI gobbles up the Pyramids with its overly strict placement conditions, and then misses Gate which can be placed basically anywhere lol
 
I am not following. I'm sorry. If the argument is the AI needs to push settlers a bit more consistently, okay.
Yes please, especially in Exploration. (They do a decent job already in Antiquity) Anytime AI is below the cap is huge lost opportunity - they should prioritize staying at their cap.
 
If this is the intended effect of the mod that's completely fine, was just sharing feedback. It felt like an odd difficulty increase for the human player in an unexpected and inhuman way. In the same way being forward settled by the AI is not fun to be on the receiving end of but it's technically the 'correct' competitive play. AI production bonuses are less apparent with things like military units since I can rationalise they built up a large standing army over time, but very 'visible' when the AI is 2-turning wonders. Going for antiquity wonders reminds me I am playing against robots. If the goal of the mod is to make the AI harder and more ruthless it fits - if the goal is to make the AI feel like playing against a person, I think it needs a look at.

Although yes, they might need an increased desire for Gate of All Nations since it's the one antiquity wonder that actually has a meaningful impact on future gameplay. It's funny that the AI gobbles up the Pyramids with its overly strict placement conditions, and then misses Gate which can be placed basically anywhere lol
The intent of the mod is for the AI to play as competitively as possible. Ideally so no bonuses are required. Which is obviously not going to happen, but that drives intent.

So yes, the intent is to make it harder by the AI playing better.

Forward settling the way the AI does it in the base game is not the optimal way to play. I am not lowering forward settling to make the human happier, I am doing it to make the AI stronger. And I want them to settle aggressively when it makes sense.
 
Yes please, especially in Exploration. (They do a decent job already in Antiquity) Anytime AI is below the cap is huge lost opportunity - they should prioritize staying at their cap.
Sure. I made more changes last go around to increase it. It’s still not enough, I will make additional changes to increase it.

It’s not always easy or straight forward to do this in practice for a variety of reasons.
 
I'm looking forward to hearing your perspective on the most recent patch and the AI there.

I just finished a game on Sunday with this mod -- was still a lot of fun and quite challenging. The AI remained quite aggressive -- however, unfortunately in the end, they continued to not use their air power, which made the game feel unbalanced (I know you know about that and I know there isn't anything you can do about that). So, I'm curious what additional improvements were made from your perspective in looking at the files from the most recent update.
 
Ditto. Any undocumented hidden AI improvements? (Commander pathing mentioned in patch notes)

Look forward to trying out the Pangea map, should be interesting
 
There are no relevant changes to the AI that I can see that would change anything in the mod.

The only thing I see is a Privateer AI setup for tactical moves.
 
Ditto. Any undocumented hidden AI improvements? (Commander pathing mentioned in patch notes)

Look forward to trying out the Pangea map, should be interesting
Those changes would be in the DLL. There's nothing I can see from looking at the code I have access to.

I am too busy at work to run autoplays yet to look at it. I will when I have time.
 
Those changes would be in the DLL. There's nothing I can see from looking at the code I have access to.

I am too busy at work to run autoplays yet to look at it. I will when I have time.
No worries --- anytime you have time and do this, I'll be happy to hear what you have to say.

In the meantime -- HOPEFULLY -- they didn't make regressive changes!

My last game was truly one of the best ever I have played in any Civ series. On one invasion, I felt like I had landed on that bug planet in Starship Troopers and was completely overrun by the opposition -- they just poured out of their rear guard cities -- and I had to fight to a draw in spite of having overwhelming air and naval superiority. If that AI were to ever have some logic around Air and Naval, it would be scary.
 
Vanilla 1.2.1. The game was easy without a challenge. A few wars in the last era. I didn't notice any difference after the patch. Maybe it will be harder with the mod. Overall the games seem to be the same which becomes boring.
 

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Vanilla 1.2.1. The game was easy without a challenge. A few wars in the last era. I didn't notice any difference after the patch. Maybe it will be harder with the mod. Overall the games seem to be the same which becomes boring.
Was this on Deity? Ugh, AI still way below their settlement cap and looks like they still suck at colonizing during exploration. I might have to wait until June patch to get back into the game, unless the mod changes things. Let me know if you try with the mod.
 
Was this on Deity? Ugh, AI still way below their settlement cap and looks like they still suck at colonizing during exploration. I might have to wait until June patch to get back into the game, unless the mod changes things. Let me know if you try with the mod.
Yeah -- this is disappointing. I cannot play without this mod -- it really does make the challenge more real. I haven't tried with the recent patch yet -- hopefully there are improvements being made in the core logic of the AI in the game that are continuing to be amplified with the mod.

In my last game (with Mod, not with latest patch) -- AI settlement continued to expand well into the 3rd age. There was simply too much available room to expand. In my next game, I plan to go 8 civs on a very small map so there is more aggressive behavior on settlement right out of the gate.

For what it's worth, even with ability to expand, there was pretty constant war with the AI factions and each other throughout and a lot of settlement ownership changes as a result. That is good.
 
I finished my tiny map only sci victory deity game with mod 2.07.
I was Himiko - Khmer/Ming/Meiji

In Exp. Age between time 40%-60% I eliminated distant land Franklin AI, got to settl. 27/20.
Then I collected leader attributes – a lot. Got to 2k sci/turn.
Ada AI was my ally, she got to 16/16, mostly crappy islands, or peninsulas.

I won science in peaceful Modern Age at time 24%.

I had 10k sci/turn at the end, Ada AI had 1.5k sci/turn…

Perhaps a bigger pangea map with more AIs will be harder…?
 
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This AI mod plays well with the types of custom civs been making. I just wish AI knew how to pillage improvements, so they can use Bulgaria properly
 
AI wonder spammed like absolute mad in deity. I took Amina's capital and two cities off Lafayette. If Frederick hadn't jumped in too I'd have probably hit Lafayette harder and gone for Athens but between the happiness crisis and Fred I figured I'd just grind him and take ground. I'll take it in the Exploration open though so it's ok. The yield picture isn't particularly impressive with Lafayette going broke trying to keep up with me and only Ada out ahead in yields -- mostly because she's inconveniently placed relative to me so I didn't murder her. Ended up winning the mil and eco legacies, ada picked up two and I was out ahead in total legacy points with 9.

AI needs to be more aggro and less wonder thirsty IMO. I probably shouldn't be able to bully three deity AI simultaneously and win.

Spoiler pictures :

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Mod list

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So UI mods, your mod, unlock_all_mementos
 

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Next week’s patch notes look very promising.

No mention of AI improvements however.. desperately needed especially in Exploration and Modern ages, and its ability to pursue victory paths aggressively in Modern. Let’s hope they will make unmentioned improvements.

Have been taking a break from the game but I plan to return next Tuesday and give vanilla Pangea map a go to re-assess the AI. After that hopefully this mod will be re-assessed as well and I will try a modded game.

I am also of the camp to vote down wonder spamming in Ant coz in my experience it made AI less competitive.
 
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