RHQ Artificially Intelligent AI Mod

RHQ Artificially Intelligent AI Mod RHQ AI Mod 2.07

That would be excellent!

What have you seen so far to be affecting the number of units AI builds? I’ve found it’s so easy to produce and maintain larger armies than the AI builds by default. Just from what I’ve seen this game, I’m wondering there is a routine to build units when invaded (and outnumbered) but that’s coming entirely from observing gameplay.
There isn't one way, there are several. So it depends entirely on the situation.

There are operations, which collect a number of units, and then attempt to do the operation.

There's a standing army

There's.. i forget the name, but free unit production which means units without a goal, so they are available for operations or other goals.
 
Provided my internet and graphics card holds up, I will be streaming development version 1.10 in auto plays

 
Wow you're updating this faster than I can finish my games! :)

One Q re: "Increase AI desire to settle close to their cities". Would this adversely affect the following two things though -

1. In Exploration, AI's desire to settle distant lands. Right now it's working perfectly and every map I am competing for resources and they are programmed to go for those distant lands and treasures. I assume this is wired into them some other way and your changes won't hold them back?

2. In Antiquity - one behavior I noticed in all my games is that the AI, just like the human player, tries its best to finish the age with settlements on BOTH SIDES of the continent if possible. Not talking about their first 5-6 cities, but after that towards late age. This is to follow the meta and make it easy to start Exploration. (i.e. send cogs & settlers both east and west) I was actually impressed they were coded to do that. If they do less of this due to your changes, it might them more competitve in Antiquity (don't have to defend far settlement) but LESS competitive in Exploration age.
>>> This one is less important than #1 obviously and I might be overinterpreting AI behavior but I have indeed observed this in my games. Even if not strictly both sides, playing it 'colonial empire' style with settlements scattered across continents is a lot more rewarding (and encouraged) in Civ 7 than Civ 6 due to victory mechanics (helps military, econ, culture victories)
 
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Hey @notque I may be getting ahead here but what's the plan for tomorrow when the patch is released? Do we start new games with 1.1 and note if any weird behavior is observed (likely not due to lack of AI changes in upcoming patch)?
 
They just announced CV changes coming tomorrow on youtube. The Modern age won't end so quickly anymore, yay! Any change that makes the AI better at winning is a win in my book.

- Explorers are more expensive
- Artifacts are more rare
- Natural wonders can be explored for artifacts
- Artifacts can be earned by future civics
- AI will be better at cultural victory
 
Been playing with v10 and it's been going quite well, but I did notice a potentially massive improvement that could be made if the AI could be manipulated in this way: Unique Quarters

I do not know of any benefit that would outweigh the properly built unique quarter, and often I don't see more than maybe one successfully built unique quarter in NPC cities, their buildings separated into other districts. If there would be any way to absolutely force them to build together, that may be worth looking into
 
The next version will release this week. It will be version 2. It will have a lot of changes from Roman Holiday around victory conditions.

It also has some bug fixes as well. We will both be working on testing to get to version 2.
 
v1.10 with TaefinsMoreAICheats is truly something new! The AI expanded nicely, although Lafayette did go for an extreme forward-settle on me (I'm Ashoka, dark purple). Most of them had 3-4 cities by the time I was able to drop my 2nd.
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Charlemagne also denounced me on like turn 5. His attitudes showed no reason whatsoever, we weren't even touching borders yet or anything, but I was excited to see it! It reminds me of previous games where the AI just gets super-hostile sometimes right off the bat and I think it makes the early game more exciting.

Some twists: Lafayette ended up losing the forward-settle to an Independent, as he left it complete unprotected with no units around. I'm ok with this too because I'd rather the AI lose its insane forward-settles. Charlemagne then ended up settling on the spot, which makes more sense.

A bit later, Charlemagne started amassing troops at my Eastern border, and when I complained he DoWed! Great to see it, and it was clearly planned ahead! My city was completely undefended and my armies were 2-3 turns away, but unfortunately he decided to just march his legions back and forth on my border, giving me time to get defenses in place, and then he didn't fight back at all as I picked them all off with slingers, including a commander.

He did end up turning the war around right as I was about to take one of his cities, coming in with multiple archers to drive me off and take the fight back to my city. Just as I was about to be impressed, he offered white peace out of the blue.

Overall, even though their behavior didn't exactly make sense, it was miles ahead of a vanilla experience for sure, and I was overjoyed to see the aggression! I think 1.10 is looking really great, thank you for your hard work!
I found another trick to stop extreme forward settles. It will release in version 2.
 
Hey @notque I may be getting ahead here but what's the plan for tomorrow when the patch is released? Do we start new games with 1.1 and note if any weird behavior is observed (likely not due to lack of AI changes in upcoming patch)?
Version 2 is already loads better. We are working on that, and will make any changes necessary for the upcoming patch.

So sadly, I don't really need any feedback on the current version. We have a massive update coming this week.
 
Version 2 is already loads better. We are working on that, and will make any changes necessary for the upcoming patch.

So sadly, I don't really need any feedback on the current version. We have a massive update coming this week.
Ok I am holding my breath! 😶
 
Hey how did you manage to merge or activate another mod with this at same time?

So I am playing 1.09 but also installed the community bug fix mod (very simple mod, no UI)

The bug fix mod appears enabled but whenever I load a save, only this mod appears (as associated with the save file) and not the bug fix mod. Furthermore I can verify the bug fix mod isn’t on from in game.

Any ideas? I don’t want to choose between good AI and 🐞!! (tried disable/re enable /restart multiple times but no use)

@V. Soma

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Sorry for the delay -- been out and away.

This is how I manually merged AI 1.09 with "No-in-game-2k-icon" (NO2k) MOD.

In terms of merging, I literally downloaded both mods (made backups of both from download) -- with the intent of AI 1.09 being the destination version.

From the copy of NO2k -- I looked at the MODINFO file and saw that it imports the "ui/system-bar/panel-system-bar.js" file from the "ui" folder in the <ActionGroups> set.

So, I copied the "ui" file folder from the NO2k download, and placed it in the AI 1.09 folder structure -- so the folder structure for AI 1.09 contains "modules" and "ui" folders.

Then I edited the ai.MODINFO file to include an <ImportFiles><Item>ui/system-bar/panel-system-bar.js</item></ImportFiles> line item after the insert of the <UpdateDatabase> action that loads the ai_trees.xml file.

Saved it, then used this destination version of AI 1.09 -- moved it to the Civ 7 MODs folder, and loaded the game.

Keep in mind, I didn't have AI 1.x in my MODs folder -- so when I moved it, it was "clean".

Loaded like normal, and continued to load without a problem.

Granted with the new version coming out, this may not exactly work like this -- but I cannot imagine it wouldn't.
 
Reading the diffs now to understand what has changed, and what impacts the new patch has.
 
It's weird, the Unpack Army change looks to be in map creation. I would have never found that. That must fix the bug where all the units get stuck and can't unpack on the map.

All that work to fix it, and it was some hidden map setting not allowing the army to unpack.
 
So far, they've really changed nothing I've touched. So it should just work. Hell, my new Behavior tree might suddenly work now when it was causing problems.

I'm going to have to autoplay and look into everything.
 
They added new ai alright, adding naval attacks from Independents. Making the game even harder for the AI to hold on to coastal cities.
 
There's more consistent movement around the map, less units getting stuck. Some new units getting stuck issues I haven't seen, but temporary.

I think the Unpack being messed up on certain map tiles really caused a huge problem with lots of unknown issues.
 
It's a lot more fun to watch autoplays now at least. Things are happening, it's dynamic and interesting.

Edit: It is cool to see when the new independent spawn, everyone starts immediately going after them.

I had troll cities under control, but Augustus as Carthrage has blown that out of the water. lol.

I need to add the new feature of coastal to my naval attack tree.
 
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