RHQ Artificially Intelligent AI Mod

RHQ Artificially Intelligent AI Mod RHQ AI Mod 2.07

I have a prerelease version that could use some testing. If you would be willing to test just in antiquity to get a feel and give your thoughts, that'd be good.

There are many other age changes, but testing antiquity gives the fastest bang for your buck in testing.

I like the way it autoplays, but autoplays alone don't tell me everything, and I need a vibe check.

You will have to delete the previous mod from your mods folder, and run this one.

Edit: Replaced with a new version based on feedback so far.
I've updated the prerelease version with feedback from the last round of input.
 
Feedback from 1st release: (caveat, I've played 2 games of Antiquity up to turn 50-Standard Speed/Size Fractal).

1. IP galleys don't seem to attack towns. Even when having a sizable advantage ie. 2 galleys vs undefended town.
2. IP units seem to avoid attacking capital.
3. IP commanders stand in place after supporting units have been defeated. They should at least retreat towards other units or issuing IP settlement.

Will test 2nd release now.

Where is the updated 2nd release? Examining the ai.modinfo file available through CivFanatics Download function upper right shows a different header than the ai.modinfo file from the RHQ AI Mod.zip file embedded/attached in this tread.
He updated the attachment in his message, if you scroll up (not the file in 'downloads' in upper right, which is the released live version)

Download upper right = live version
His attachment = prerelease test version
 
Feedback from 1st release: (caveat, I've played 2 games of Antiquity up to turn 50-Standard Speed/Size Fractal).

1. IP galleys don't seem to attack towns. Even when having a sizable advantage ie. 2 galleys vs undefended town.
2. IP units seem to avoid attacking capital.
3. IP commanders stand in place after supporting units have been defeated. They should at least retreat towards other units or issuing IP settlement.

Will test 2nd release now.

Where is the updated 2nd release? Examining the ai.modinfo file available through CivFanatics Download function upper right shows a different header than the ai.modinfo file from the RHQ AI Mod.zip file embedded/attached in this tread.

The version in the thread is literally just a test version. It wouldn't be in the download function until after I get it sorted with the feedback, and release it.

This is the prerelease version in the thread.
 
Does anyone know what the effect is if you start a game with the AI mod, and then disable it half way through? I did that with 1.10 the last couple of days and when I got half way through the Exploration Age and nobody had declared war on anyone else, I went back to the default.

But we still didn't have any wars declared...until literally the very end after I'd launched a satellite. Then all of a sudden Augustus and Napoleon deckared war on me.
It will work just fine if it allows you to even do it. I don't think it does, but it might.

War is addressed in the prerelease version. It's an overcorrection. When it's ready, I will release it officially.
 
prerelase v2:
I play on sovereign difficulty, and Amina went to hostile and then DoW me turn 33 - that is scary as she has +5 and then another +5 strength bonus.
She captured my fresh new 2nd settlement with 3 warriors, I had only 2 warriors there to defend.
Now in turn 42 I defend Rome with three warriors and and archer (which i got from a goody hut) and my legatus...
(I have a new 2nd settlement - will Amina find it?)
That's great to hear. People asked for war, we are trying to deliver you war.
 
I will have version 3 of the prerelease up soon. All this feedback is vital to just make small little tweaks to make things nice.

I want the vibe to feel good when I release it fully.
 
Looks pretty great. I played 100 turns on standard speed deity. Didnt engage in war myself due to pretty safe position, but AI is going to war frequently, expands fast and have great yield. Every unit moves nothing gets stuck. I played the second version so I even watched IP galleys attacking AI town successfully. Ill try tomorrow maybe as napoleon to provoke wars on me so I can judge better the improvements to combat.
Great job!
 
I have a prerelease version that could use some testing. If you would be willing to test just in antiquity to get a feel and give your thoughts, that'd be good.

There are many other age changes, but testing antiquity gives the fastest bang for your buck in testing.

I like the way it autoplays, but autoplays alone don't tell me everything, and I need a vibe check.

You will have to delete the previous mod from your mods folder, and run this one.

Edit: Replaced with a new version based on feedback so far.

Edit 2: Version 3 of the prerelease with more fixes from feedback.
Version 3 of the prerelease if you have time to test and provide feedback before the real release
 
Yes here is the draft patch notes:

Draft Patch Notes: RHQ v2.0 (by Notque and RomanHoliday) - Releasing Very Shortly - (Test Version available)
Victories:
  • New per age strategy improvements for all 3 eras (biggest improvement in Antiquity and Exploration)
  • AI will now pursue multi victory conditions at once in the antiquity and exploration eras for a large improvement in victory performance
  • Overall improved victory scoring and focus (including better merchant focus, great works, expansion for military victory, wonder building, all the conditions needed for treasure fleets)
  • Better scoring for all unique constructables
Operations:
  • A new special aggression system that will activate when certain conditions are met (e.g. aggressive civ, running aggressive strategy due to high military score and captured cities) - This tunes the ais aggressiveness, operations and diplomacy accordingly
  • Improved AI Naval ability in the antiquity era
  • Improved AI ability to clear aggressive independent people through new tactics
  • Many tweaks and improvements to operations including settling
Other:
  • Even more consistent settling thanks to Notque
  • Improved AI diplomacy (especially for military civs)
  • Improved AI Civ choices for obviously super strong combos (otherwise will be historical)
  • Loads of other minor tweaks and improvements
Wow this is very impressive, totally blows my expectations, especially at this stage in the game! (hardly one month into release!).

The community is lucky to have you :)

Gonna have to ditch my existing game once again, this 2.0 beta sounds way too tempting. Gonna test it now
 
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This is sounding great and im looking forward to starting a new game on official release!

@RomanHoliday —one ask — earlier in the thread several folks were concerned about whether the mod was loading or not loading on save games.

Could you add something in the top bar (or elsewhere) similar to your Mod for Civ 6 where you have the RH v3 or v4 shown on screen. Something visible (like the version number) that makes it clear that the mod in fact loaded.

What I did on an earlier version that I am playing is that I merged the AI mod with a mod that removes the 2k logo — so when loading a save game if the 2k logo was gone I knew the AI mod in fact loaded.

This is clearly a minor item compared to all of the work both of you are doing. But something that will help the community know that the mod has in fact loaded from saved games.

Great job and keep up the awesome work!!!
 
That's the ironic thing about forward settling - especially when it leads to early trading, and trading leads to wonderful friendships.
It's not a dumb strat by the AI in itself, in fact the mechanics encourage it. (Getting around your whole empire and settling there is dumb, ofc)
It’s a tough balance. Trying to do what I can. It seems varied which is reasonable
 
Tried a new game with the latest beta v4, it feels very similar to 1.10. I think the forward-settling is better, the AIs mostly expanded in sensible ways (with the exception of Egypt who seems to be broken and settle in crazy locations every game). I did DOW on Hatshepsut very early on because she put two undefended cities deep into my empire. I was able to take them easily as she didn't ever send a single unit to defend them. I played out the rest of antiquity in total peace, even though almost everyone was furious with me for most of it. Hatshepsut marched a large army to my borders a short time after our war ended, but she never declared on me. None of the AI players ever declared war on each other. So all told there were no wars declared by the AI at all, and one war declaration by me.

edit: deity/marathon/continents++, played as Ibn/Aksum, no other gameplay mods (just UI).
Weird. I am seeing AI wars in auto play. Maybe I regressed something in the 4 version. Hrm.
 
One other thing I have noticed which makes it a joke to siege cities is that they almost never have ranged units behind the walls! I have a feeling it's because they are programmed to have melee up front (and in this case that's at the wall spot) but it seems like the AI likes to just sit there and heal with a bunch of melee inside the walls instead of pelting me with arrows the whole time.
I found that is very AI dependant - some AI have so many ranged behind walls they overflow onto lakes lol. Whoever has flaming arrows loves to spam them.
 
In my experience, Egypt has generally been settling islands or peninsula off the coast, with no navigable rivers. It's often on the exact opposite side of the continent, almost like there's a distance calculation that's been inadvertently flipped and instead of favoring close settles they're actually assigning a better score the further it is away. I will say though, the spots tend to be very resource-rich, but there are always as good or better spots closer to their borders.
I understand there's also value assigned to different continents (even shows up on settler lens sometimes) for strategic/victory purposes and that's coded into AI (rightfully so) , and Hatty probably has a higher bias (my speculation).

That's all good but correct way to implement would be IMO their first 1-2 towns should be closer to capital before going all out onto other continents and such... in other words only turn on that distant settlements hunger after you establish some core

Some simple logic like "if total # of settlements <=3, nullify or heavily discount the 'other continents' bias/value"
 
What's weird is, I promise I see war in the autoplays. I've turned it up even more in v5.

I am watching multiple wars right now in game on v5.
 
I don't know where to get those updates, I've just been using the 1.10 downloaded from this page. It very well may be due to the player. I typically try and find one or two allies and do neutral or negative things with the others. The weird part is however, that even if they hate me they only war if we're VERY close. Usually. I've played vs AI only 5-10 hexes away from my border who were at -90 all game long and never declared on me.
I am attaching prerelease versions in this thread to test before I release on the download page.
 
Yeah it's very strange that it seems consistently war is frequent in auto-play but non-existent in games with a human player. It really seems to me that there must be something the human is doing? Maybe the AI assigns too much importance to trade routes or something? Or possibly just some bug the AI is hitting that breaks war declarations, which is only present against humans (this could still explain why ai-ai war doesn't happen in sp games, if the bug causes them to all get stuck).
Played 6 games with this mod on deity (various version) and every single game wars happened both AI-AI and AI-human (they declared). Can’t explain what some are reporting about lack of wars (settings, play style?) but what I did notice is:
  • AI does value trade deals and
  • They won’t war if you’re stronger
  • They are more likely to declare when they have an ally - this is a big factor and sometimes instantaneous - as soon as AI gets ally , declares war then pulls in the whole continent (because AI loves allying). This happened in at least half my games so it is a pattern. It makes sense, they feel more emboldened even if their ally is at war with you on paper only.
 
I do tend to emphasize a strong military early on above all else, so it's possible that they are hesitant to declare on me, but they generally seem to have more units than me regardless because of the production bonuses deity ai gets. It also doesn't explain why they don't declare on each other. I don't tend to see them ever allying with each other btw.
And they are allying often from all other feedback i get, and what i see.

That's where this gets really tough.
 
I mean, some of this is game design. The AI has to accept you calming them down, and other things. They don't ever make a decision otherwise. I don't see any way to change that.
 
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