RHQ Artificially Intelligent AI Mod

RHQ Artificially Intelligent AI Mod RHQ AI Mod 2.10

Addition of romanholiday is sweet. He made civ 6 single player playable. Played for couple hours today and mod definitely does a better job with cities. All ai players were either at and one was over cap.
 
This is awesome just heard about it on Steam discussions, will give it a try right away! Huge fan of civ AI mods since Civ IV.

How to install after downloading? I forget how life was pre-steam-workshop..
 
This is awesome just heard about it on Steam discussions, will give it a try right away! Huge fan of civ AI mods since Civ IV.

How to install after downloading? I forget how life was pre-steam-workshop..
Unzip on C:\Users\[your user]\AppData\Local\Firaxis Games\Sid Meier's Civilization VII\Mods
 
Thanks look forward to trying this out later today.

Just entered modern age on my first Deity game (turn 0) so will be interesting to see how this changes AI behavior vs the past two ages.

(Anyone noticed AI wandering about the pole ice caps with their massive fleets and admirals for tens of turns? Noticed most ice is passable some not, wonder whether its a pathing issue and AI is getting confused)
 
(Anyone noticed AI wandering about the pole ice caps with their massive fleets and admirals for tens of turns? Noticed most ice is passable some not, wonder whether its a pathing issue and AI is getting confused)
I noticed this in my last game too. I'm hopeful though that the next update solves some of these hiccups.
 
(Anyone noticed AI wandering about the pole ice caps with their massive fleets and admirals for tens of turns? Noticed most ice is passable some not, wonder whether its a pathing issue and AI is getting confused)
Yes, I have noticed multiple games where the AI hangs large quantities of units, including settlers and often multiple commanders out in the north and sorta meanders back and forth or does nothing. I feel like when a unit gets wounded and they retreat to heal, they head WAY up north or into a very far away location and just fool around up there, taking many many turns to heal (if ever).
 
notque updated Artificially Intelligent AI Mod with a new update entry:

Artificially Intelligent - V 1.02

I'm excited to get this update to Artificially Intelligent in your hands.

A lot of work, and effort went into this one. Please give it a shot, post your feedback.

Please Note: There are many systems like diplomacy that have not been touched yet. Many systems will have no improvement, and are base game issues that you can report, and we can prioritize.

Core AI Behavior Changes:
- Settler units now move more aggressively. Non-moving turn limit reduced from 5 to 1, making settlers much...

Read the rest of this update entry...
 
Does this also include RomanHoliday's work, or is there a newer version that may be coming out tomorrow/weekend?

Also, is there a best time to install the mod if you are in the middle of a game. At any time, or at an age transition (I happen to be near an age transition in my current game).

It includes some of RomanHoliday's work. There was a lot of overlap, and pieces that have to be reconsidered to work in conjunction with the work I've already done. We just started working together, and with work, and life, it's going to take some time.

There's a lot of core changes in this mod. Roman has already added value clarifying and fixing a few entries, and adding a few himself.

I do not know of any limitations on when to install the mod.
 
It includes some of RomanHoliday's work. There was a lot of overlap, and pieces that have to be reconsidered to work in conjunction with the work I've already done. We just started working together, and with work, and life, it's going to take some time.

There's a lot of core changes in this mod. Roman has already added value clarifying and fixing a few entries, and adding a few himself.

I do not know of any limitations on when to install the mod.
No worries -- look forward to trying this latest version. Appreciate all of the work you have already done!!!

I'll load right at the age change so I can have a crisp view of differences.
 
You made my weekend!! Jumping back into Modern age with this new version shortly. Will keep tab of things and report back.

Q - as the devs release patches, will this 'break' the mod temporarily until you release updated versions? (may be a moot point given you're working faster than the devs anyway lol )
 
You made my weekend!! Jumping back into Modern age with this new version shortly. Will keep tab of things and report back.

Q - as the devs release patches, will this 'break' the mod temporarily until you release updated versions? (may be a moot point given you're working faster than the devs anyway lol )

It's certainly possible it does. That's one of the benefits of adding Roman Holiday.

Usually I get bored once most of the work is done without things like the DLL access. So at some point I suspect this mod will move entirely to Roman Holiday, and then I will only be called in during difficult issues. I left the civ community for 8 years after I got bored with Civ 6, and Roman continued to mod and steward excellent AI.

I suspect the same thing will happen here, but we will see.
 
So I confirmed that the mod is enabled from “additional content” menu. However, I cannot find any way in-game to 100% confirm the mod is active - save file still only lists the DLCs. Is this normal?
 
So I confirmed that the mod is enabled from “additional content” menu. However, I cannot find any way in-game to 100% confirm the mod is active - save file still only lists the DLCs. Is this normal?

I haven't checked that, so I assume it's normal. I check using the database to make sure things are enabled. And they are, the mod works.
 
useful information, I should try to fix this

 
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