RHQ Artificially Intelligent AI Mod

RHQ Artificially Intelligent AI Mod RHQ AI Mod 2.07

It's hard for me to comment.

It isn't working like it did in civ 6. I don't know if it's a bug, an issue, something we don't understand. So I can't comment any more details. I am trying to learn more.
Understood thanks, not a deal breaker anyway. I’d rather play a game with good AI and bugs vs no bugs but bad AI. I can work around the bugs but cannot work around bad AI!

New games won’t have this issue I’ll enable both mods.

This will be going on for a while I imagine, because as you know when the community finds 100 bugs , firaxis fixes 50, then they find 50 more, fixes another 30, story goes on and on.. bottom line is bug fix mods will be essential for the coming months, so for me it goes hand it hand with this AI mod
 
Understood thanks, not a deal breaker anyway. I’d rather play a game with good AI and bugs vs no bugs but bad AI. I can work around the bugs but cannot work around bad AI!

New games won’t have this issue I’ll enable both mods.

This will be going on for a while I imagine, because as you know when the community finds 100 bugs , firaxis fixes 50, then they find 50 more, fixes another 30, story goes on and on.. bottom line is bug fix mods will be essential for the coming months, so for me it goes hand it hand with this AI mod
I have worse news.

After validating, and getting your issue, I went through many attempts, and then revalidated everything and it works without the ASG being enabled now.

Meaning I really have no idea what the problem is. I did get the same problem you did. Now I don't. So I can't consistently validate it.
 
I have worse news.

After validating, and getting your issue, I went through many attempts, and then revalidated everything and it works without the ASG being enabled now.

Meaning I really have no idea what the problem is. I did get the same problem you did. Now I don't. So I can't consistently validate it.
Sorry I don't follow... are you saying that you can start a new game with two mods enabled, but when you go back to load a save, both mods may not load?
 
Sorry I don't follow... are you saying that you can start a new game with two mods enabled, but when you go back to load a save, both mods may not load?
I am saying that when I first tested it, it wasn't working as your report indicated.

Now when I test it, it does, with no change.

Meaning we don't know what is actually causing it.
 
OK it's not unique to this mod anyway, looks like people are having issues with multiple mods, I will ask around.. Don't want to derail this thread, rather have you focus on improving AI than solve mod compabilitity issues!
 
Could you elaborate on issues with multiple mods? I've been running a couple JNR13 mods, UI/tooltip mods, and of course this AI mod. However, I've been steamrolling every game, and now I'm wondering if maybe there's a conflict somewhere.
For example, I just played my first Deity game, and knew I had won the whole campaign halfway through exploration. AI were under settlement cap, had pathetic militaries and were way behind in yields. Hell, they never even made it to ideologies before I won a military victory by turn 70, and I'm FAR from a min-maxer.
I'm wondering if something is messing them up, because I could never even beat Civ 6 on Immortal.
Yes check out these two links

1st is my recent quest to troubleshoot, to find out that it's been cautioned not to mix/match mods midway thru a game (2nd link)


 
Firaxis think they are being clever & saving money due to the success of mods on Cv 5 like VP, when the opposite is true & mods make games.& bring sales in.
So, the reason why Firaxis doesn’t provide sufficient tools for modders is a strategy to avoid prolonging the life of previous iterations (by improving them). Instead, it’s somewhat of an artificial attempt to drive demand for a new game, which is expected to have the predecessors’ bugs fixed and better AI.
 
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It’s just tougher to take territory as well. The AI has serious defenses now.

It makes less sense to war because there are so many units being held to defend against loss
 
I can change it so the AI will fight bad wars... But it doesn't help them succeed in winning the game. My goal is to make them win the game.

I'd argue that war in general just isn't as valuable in civ now because you don't gain as much from winning one. It's more a game design problem, at least from my vantage point looking at war and how Civs perform in auto plays.
 
Working on Development again today. I am going to reload my city attack behavior tree, and look into it. I don't assume I'm going to find any real problems, I think the actual issue is that with strong defenses, the AI just doesn't want to attack as much.

I can push them to attack even harder, but it gets towards a point of them hurting their game to do it.
 
Working on Development again today. I am going to reload my city attack behavior tree, and look into it. I don't assume I'm going to find any real problems, I think the actual issue is that with strong defenses, the AI just doesn't want to attack as much.

I can push them to attack even harder, but it gets towards a point of them hurting their game to do it.
My vote is for making changes to keep the AI competitive at winning as you said (and tactical like the city attack tree) not just to be a warmonger for warmongers sake. You are absolutely spot on because I am coming to the same conclusion that this is by game design, which I like actually. It’s like the AI is programmed to war for a tangible GAIN, just like the human player. Due to settlement cap every city has to be worthwhile. Can’t sue peace for gold otherwise I’d war more. Pillaging mostly heals no gold. Then the WW, losing trade deals, losing endeavors- lot goes on into COST / benefit of war.

Keep up the great work and thank you!
 
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Shouldn't alliances be the way for AI to increase their chance of winning a war? Therefore, more alliances => more wars.
 
Shouldn't alliances be the way for AI to increase their chance of winning a war? Therefore, more alliances => more wars.
I already see the AI engage in a LOT of alliances all the time

IMO top factors in making Civ 7 AI competitive at winning (given systems already in place - assuming nothing will change except CV that Firaxis announced) are:

- Better settling = economy - ✅ in your mod
- Better at defending - ✅
- Better at using generals - ✅ ? I don't have enough in game observations on this yet
- Better at attacking / taking cities - ✅ but I understand you are working on improving this even further

- With your AI they are going to finish Exploration at a competitve base for Modern age victory - which is the 2nd important . I see AI keeping up / beating me on Deity on legacy points so they're already improving there. The more AI that keeps up with human, the better here. I think that should be the metric (e.g. by end of Exploration, 6 of 8 AI had xx legacy points)

- Most important - does AI pursue victories as AGGRESSIVELY as possible from Turn 1 in Modern age:

SV - don't have enough data but probably already programmed to be good at this, science is most passive victory.
CV - devs already improving this next week because right now human can win CV before T50 consistenly but AI doesn't. I speculate they will push it out and also make AI collect artifacts faster so this might be fun if they indeed make a big runaway AI finish CV quickly
EV - don't have enough data on how good AI is good at this.
MV - this is hardest to achive. With ideologies war is almost guaranteed. I don't have enough data to see if they pursue this

We will eventualy get the benchmarks for "on average Deity AI wins SV/CV/EV/MV by Turn xxx". That's how I always evaluate Civ's challenge level (or any 4x games) anyway. The lower the number the better.
 
The number one cause of the AI not winning is dying. So I have to make them not die.

When they are focused on not dying, it becomes harder to have a profitable war.
 
Hey, I've been using this mod for a couple weeks and it works great, you can really notice the AI settling much more. However I'm having some issues lately, the AI barely settles and the continent is almost empty. You can see it in the attached pic, turn 95 (epic speed), immortal difficulty, I have 6 settles but the AIs only have 2 or 3.

I think it could be related to something I've done. I have recently updated this mod to 1.09, and I also downloaded a couple new mods yesterday (F1rstDan's Cool UI and Transparent Appeal), could it be that your mod is disabled somehow? Sometimes when I start new games, half of my UI mods are disabled on turn 1 and I have to save + reload for them to enable. However in the main menu, your mod is enabled.
It’s very difficult for me to troubleshoot these issues. I can load your save and validate if my mod is active. I will do that in the next hour. But it won’t have your mods, it will have the mods I use.
 
Hey, I've been using this mod for a couple weeks and it works great, you can really notice the AI settling much more. However I'm having some issues lately, the AI barely settles and the continent is almost empty. You can see it in the attached pic, turn 95 (epic speed), immortal difficulty, I have 6 settles but the AIs only have 2 or 3.

I think it could be related to something I've done. I have recently updated this mod to 1.09, and I also downloaded a couple new mods yesterday (F1rstDan's Cool UI and Transparent Appeal), could it be that your mod is disabled somehow? Sometimes when I start new games, half of my UI mods are disabled on turn 1 and I have to save + reload for them to enable. However in the main menu, your mod is enabled.
Can you check if your log for BehaviorTrees in the log directory has “v2” anywhere in it?

That’s how you can validate it’s using my mod.
 
As a player, I'm more scared of a runaway AI. But it's your mod (and probably better to keep a clear objective for now).
Just thinking through what the reasonable expectations can be.
It’s my mod for now. It will end up as Roman’s mod ultimately.

My goal is to make the AI win. If there’s runaway AI, that’s objectively good from my perspective.

It means we can turn down the heavy handed bonuses they get.

That’s progress to me.
 
I got my More AI Cheats mod posted (in alpha version), and the results (in combination with Artificially Intelligent 1.09) are dramatic. I bumped up deity bonuses from 80 to 120% (didn't touch CS or XP) and my first Antiquity war with the AI has absolutely exploded in size (constantly 15+ units on each side, with their units being replenished as fast as I can kill them). In my 4-5 games of Civ7 so far, I have generally felt bad for killing the AI units and stealing their wonders, like an unfortunate necessity, but not necessarily sporting. Not anymore.

Given that notque is seeing this stronger defensive behavior in 1.09, my interpretation is that a satisfying game of Civ7 requires finding the right tuning of the Unit Production bonus to create your preferred size of AI army. When their army challenges mine, small issues with their movement patterns become less noticable (they tend to pull back wounded units as often as they sacrifice them in one last attack, both reasonable strategies that keep me on my toes every time I press next turn).

That’s the point, with the ultimate goal of turning down their bonuses because they don’t need them
 
That would be success, yes. But they can't all be runaways, right? Some of the AIs will have to be victims of them (either by attacking foolishly or being too passive), and you need some sort of imbalance for that.
That imbalance is naturally occurring in a lot of different ways. I don't need to inject that.

If I work to make all of them successful, the rest is up to the game design to support it. That isn't my problem or concern.

They've made a board game. I'm trying to get the AI to play is successfully.
 
It has v2 now, but it seems that closing + restarting the game fixed it. Thanks anyway, I'll be sure to check this if it happens again :)
Yeah, there are bigger threads on the topic.

I think something might be broken in the mod setup, or misunderstood, or not giving us the right errors.

But we're all grasping at straws, none of us know what's going on there.
 
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