RHQ Artificially Intelligent AI Mod

RHQ Artificially Intelligent AI Mod RHQ AI Mod 2.07

Great news that I got air units to work. Terrible news that they aren't taking the city.

It means the base game behavior tree is broken there. So I will have to create a custom test to solve it, or someone needs to give me the Behavior Tree log, and tell me what turns it happened, and what player number.
Attached the log, turn I noticed it was 65 (but it happened also some turns before and some turns after obviously). No idea how I can understand what player number is the right one anyway. It's benjamin franklin in the save file (turn 65) I attached in my previous message, how can I distinguish which one is him?

edit: sorry I didn't specify this, I was still playing with 2.02, not 2.03, I finished the match with the mod that was available when I began it
 
And from what I could read about it, Sid Meier didn't like the way the game evolved in Civ3 and Civ4, considering that it was getting too complex and time-consuming.

This is pretty interesting to read. In my opinion victory conditions are too complex. In original Civs there were two basic victories:
  • based on war and conquest (Domination);
  • based on peace and economic development (Science)
Pretty simple system: good vs evil, innovative vs primitive, expansionistic vs industrious.

For my taste all the victories introduced later (like Diplomacy, Culture, Religion etc) were unnecessary and only brought complexity. These should have only supporting role for the main two above.

Just two cents from my side :)
 
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Attached the log, turn I noticed it was 65 (but it happened also some turns before and some turns after obviously). No idea how I can understand what player number is the right one anyway. It's benjamin franklin in the save file (turn 65) I attached in my previous message, how can I distinguish which one is him?

edit: sorry I didn't specify this, I was still playing with 2.02, not 2.03, I finished the match with the mod that was available when I began it
The player number is the number they are on the banner provided you've met everyone. you are 0, the one to the right is 1, the one to the right of that is 2, etc.
 
I just wanted to say great work on 2.03! I have a game in exploration that was getting a bit dull and I was resting on my laurels after a huge military victory early in the era against a distant lands power. My homeland cities were mostly unwalled and defended just with swordsmen or heavy archers. Suddenly, *FIVE* AIs all DoW on me over 2 turns (it started with 2, and then I think alliances brought in the other 3 on the following turn). I am now spending the end of the era in a mad scramble to try to defend my territory instead of the dull score-maximizing gameplay I'm used to. They didn't mount any big offenses but it's still a massive improvement over anything I've seen before!

Regarding the naval AI, I can confirm he behavior mentioned above. Sometimes civs I'm at war with will sail their ships through my territory and not respond at all to my attacks or pick off easy targets or anything. I've also seen this with land units, but mostly IPs and what appears to be happening is that they're travelling to some other location to begin an attack there and can't deviate from that.

I am working through a similar scenario and it is nice to see.

Currently 50% in exploration. I was at war with Napoleon and was marching through his territory when all of a sudden 3 AI declared war on me all on the same turn. And I was left totally exposed in my rear area. All of a sudden, it has turned into a game again. Which is great!
 
My question is what would the point of building any world wonders be if the majority don't contribute to any victory condition at all? I like the idea that religion is now at least tied into culture, and I honestly like the idea behind hybrid victory conditions like economic, that can be achieved off of peace or expansion/conquest

Religious or cultural structures and wonders could introduce new gameplay dynamics, such as unlocking unique units like zealots or religious fanatics, aiding in the assimilation of conquered cities, shortening periods of unrest or dissatisfaction, or enhancing the generation of great individuals—scientists, explorers (as many early explorers were missionaries), generals, or advisors. Additionally, they might prolong the functionality of other buildings, for better or worse.

I believe this would be a significant improvement, as the current focus seems heavily centered on yields. If generating faith or culture lacks purpose (in case of only 2 victories pointed by me earlier), it's essential to incorporate an innovative, distinct mechanic for these buildings. Religious and cultural wonders or buildings could greatly benefit from such a change I believe (and AI as well).
 
The player number is the number they are on the banner provided you've met everyone. you are 0, the one to the right is 1, the one to the right of that is 2, etc.
This is the picture, so Benjamin should be n.4
 

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I am working through a similar scenario and it is nice to see.

Currently 50% in exploration. I was at war with Napoleon and was marching through his territory when all of a sudden 3 AI declared war on me all on the same turn. And I was left totally exposed in my rear area. All of a sudden, it has turned into a game again. Which is great!
Reminds of my previous game where I was marching thru the continent ‘liberating’ IP villages and Himiko denounced and closed her borders when I was least expecting. My commander was boxed in on the coast swarming with 4 IP galleys, for the next 40 turns!.. finally I levied a galley to distract them just 2 turns for my commander to swim thru, he barely made it. Fun memories
 
Super entertaining to watch and great publicity for this mod and the topic of AI. The more AI is talked about, the quicker devs may prioritize, and this mod can keep pushing the limits even further! 👏

IMO Ursa’s game was a very fair representation of the Deity experience with this mod and Continents +. (Ie nothing too extreme / rare occurring). Alliances, wars, how it played out was in line with my 7 or so games. (In fact in my current game, Napoleon acted exactly like Lafayette did and I applied the same counter tactic to rush him before he rushed me). She got lucky Ben didn’t choose the other alliance side though which has happened to me before.

Settling looks great. Finishing high on legacy points looks good. ✅

Ursa took good advantage of the timing and Lafayette AI was thrown off its strategy a bit I think between defense vs offense. Militaristic AI tend to fight better IMO but again it varies.

P.S. I am nearing the end of my Antiquity deity game with 2.03 and continents + , its been super fun as well will post later. Carthage settled beautifully and doing great so I don’t think there’s anything wrong with Carthage AI.
 
Wasn't there a new test version for download, or was it taken down. I swear i saw it yesterday
Yes, but I continued more work on it last night and removed it.

I try to post tests when I am done with work, but then while relaxing and not working on it, which means just watching the autoplays, I saw some things to improve.

My intention is to not work too heavily on it as I have my actual job to do today. But sometimes to relax I just watch the autoplays. They are really fun to watch now. They are really crazy, and interesting to see develop.

And then, we get back to small adjustments and changes when I watch and something doesn't work correctly.
 
These changes look simply amazing! Just to clarify, is this the priority value for garrison, or the CS bonus for garrisoned units?
It is the value of the units required for garrison. It's for the AI keeping some units actually garrisoned in their cities.

I have some challenges with it... it's a consistent source of tweaking based on other goals.

It's quite difficult to balance it all. I'm going to do some autoplays currently with some small tweaks trying to get a reasonable approach.

I also need to split it out between eras because combat strength changes in eras, but yeah.
 
What a list...


To understand those correctly: Is the actual cap increased or just the willingness of the AI to go over it? And if it is the former, does it apply to everyone or just the AI?
We do not change gameplay. This is the AI's settlement priority values. We do not change the game.
 
Excited to play with the new patch! I'm starting to have more fun playing non-deity for less strategic civs or leaders now :). Thanks for the hard work!

Even before your patch, trying to get 7 wonders in antiquity was actually really hard against Deity + Standard (having 5 players competing for wonders is actually really difficult)

Just to clarify, the patch isn't out yet right? This is just a preview

The changelog is already implemented. There are a couple things I have sitting here I am working on.

Roman is also starting work on even more leader specific things.

We will have a new version at some point.
 
Hi. I've made a new civilization mod that added to the LeaderCivPriorities table. It was brought up to me that this mod adds to that table as well. I don't think there's really any conflict but I thought I would mention it as I'm sure people will want to run this mod as more civs are added.

Here's some code i've been using to allign Leaders with Civs based on attributes:


Code:
DELETE FROM LeaderCivPriorities;

INSERT INTO LeaderCivPriorities (Leader, Civilization, Priority)
SELECT LeaderTraits.LeaderType , CivilizationTraits.CivilizationType,  COUNT(*)
FROM CivilizationTraits
INNER JOIN LeaderTraits
   ON substr( CivilizationTraits.TraitType, 17 )  = substr( LeaderTraits.TraitType, 24)
WHERE LeaderTraits.TraitType LIKE '%ATTRIBUTE%'
GROUP BY CivilizationTraits.CivilizationType, LeaderTraits.LeaderType;
We've made changes so the mods should still run even with the conflict.

I don't know who gets loaded first or second. Regardless, we believe our changes are good to improve the AI's ability to do well in the game by aligning them with optimum choices for combos.

So I am still generally against using the mods together as that weakens the AIs ability to succeed. However, if people want to use it regardless, they shouldn't conflict.
 
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