RHQ Artificially Intelligent AI Mod

RHQ Artificially Intelligent AI Mod RHQ AI Mod 2.10

Make science not war

I had Conf in my games twice and both times he had an army. And because he techs so much they were 1-2 tiers above me on deity so I never dared to attack his cities but just naval skirmishes at the colonies at exploration
 
notque updated RHQ Artificially Intelligent AI Mod with a new update entry:

RHQ Artificially Intelligent AI Mod

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RHQ 2.0 Patch Notes
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RHQ v2.0 (by AndyNemmity and RomanHoliday)

Settling:
- Settle Natural Wonders, including DLC wonders.
- Settle closer to themselves, and slightly further away from enemy cities unless there are no available spots.

Victories:
- New per age strategy improvements
- AI will now pursue multi victory conditions at once in the antiquity and exploration eras for a large improvement in victory performance
- Overall improved...

Read the rest of this update entry...
 
Super weird, yeah if I had that experience I’d be reporting too..

I guess all this anecdotal evidence shows while there are no serious universal AI behavior bugs that affects every game, those odd situations exist (can happen but don’t know trigger) like no army Confu that we will need to gather data on…
 
Super weird, yeah if I had that experience I’d be reporting too..

I guess all this anecdotal evidence shows there are no serious universal AI behavior bugs that affects every game, but there can still be those odd situations like no army Confu that we will need to gather data on…
I've seen 50-75 auto plays from this segment of versions. If that happens, he got warred and attacked down to nothing.
 
I've seen 50-75 auto plays from this segment of versions. If that happens, he got warred and attacked down to nothing.
So the other AIs’ reaction makes sense but his choice not to build any units - we say that’s game design? Or maybe he lost them to IP.. the AI usually has piles of cash and can buy units so I haven’t seen that to be a problem in my games.. I kill 1 they buy 2
 
So the other AI’s reaction makes sense but his choice not to build any units - we say that’s game design? Or maybe he lost them to IP.. the AI usually has piles of cash and can buy units so I haven’t seen that to be a problem in my games.. I kill 1 they buy 2
I am not saying any of that. I am saying I've not seen that experience in any situation in 8*75 civs watching, the only time it would look like that situation is if they were beaten down heavily before that. They always build units. And a lot of them.

Unless we're talking lower difficulty. The mod is essentially built for higher difficulty. Lower difficulties are going to be a challenge for the AI in general. I have only seen a few autoplays on lower difficulties, because our user base mostly plays on the top 2 difficulties.

But it still is better at lower difficulty.
 
having tested the prerelease versions on immortal since yesterday, it's either due to some incredibly niche bug that hasn't been spotted in any autoplays or my test runs, or due to his army getting slaughtered by an IP or another civ.
In the 4-5 test runs I've done, every single leader in every single run had a standing army of 4+ units per city that was reasonably at risk of an enemy unit appearing
My experience is the same. And if they don't have units near the city, they immediately send them to the city if they have a large empire, and a lot of other operations going on.
 
Yeah agree, @SlightlyMad then perhaps provide more context to your game where Conf built zero units - difficulty, settings, what happened to him before, etc.. your screenshot says turn 237??

P.S. Also in general, I have found that the 'no units' is mush LESS of a phenomena in Civ 7 vs Civ 6 because units are cheaper by game design.. it's usually not quantity but AI's ability that needs improvement
 
deity/marathon/continents++ standard, no other gameplay mods, just ui mods and ynamp map mod.

He started up in the corner in the arctic, quickly founded a second city, and soon after that a third on an island a little ways away. That island city got razed by an independent, as as far as I can tell he just gave up and stopped playing the game at that point.
Interesting, yeah I'll let the modders sort that out :)

Or like you said maybe it's in the vanilla game Conf in some games doesn't feel like units... not the vibe
 
Ran a test of v3 last night. Only thing that I noticed which was really weird is that while the AI civs attacked independent powers, they wouldn’t actually disperse them. They just dropped the settlement to 0 hp and left it.
I've seen a lot of them dispersing independent powers, it happens every autoplay. They are very efficient at it in the mod.

Curious about that case. Hard to understand. They usually take 1 turn to do it after moving to it.
 
I’m streaming on twitch now auto playing v2.0

Edit - Watching a huge war right now
 
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Just started a new game on the latest (the official download), and so far so good! I did decide to enable "Taefin's more AI Cheats" since you seemed to be indicating that the more bonuses they have the more aggressive they'll be. Just barely getting started and the AI is expanding like CRAZY and already a war has broken out between two AI players.
Glad to hear your wishes for war have finally been granted :)
 
Just started a new game on the latest (the official download), and so far so good! I did decide to enable "Taefin's more AI Cheats" since you seemed to be indicating that the more bonuses they have the more aggressive they'll be. Just barely getting started and the AI is expanding like CRAZY and already a war has broken out between two AI players.
I’m telling you, everyone asked us for more war. We’re giving you more war. 😂
 
Just started a new game on the latest (the official download), and so far so good! I did decide to enable "Taefin's more AI Cheats" since you seemed to be indicating that the more bonuses they have the more aggressive they'll be. Just barely getting started and the AI is expanding like CRAZY and already a war has broken out between two AI players.
Okay im trying that right now. I wanna get absolutely smashed. Plzzzzzzz
 
Yeah, I will do more with protecting embarked units. It just all takes time.

We’ll have to look at pantheon. There are a lot of different things to try and get.
 
The real aggressors in this version seem to be the independents. It's actually pretty interesting, because it's a cure for forward-settling. So far only 25% into antiquity, I've seen 4 ai cities get razed by independents, but they were all settled much too far away. I think it makes the early game a lot more interesting, because even though the ai players are only declaring war on each other 1 or 2 times in the ancient era, it's still creating changing borders that adjust to the territory as some over-expand and get pushed back by the barbarians.

I wonder if this is the reason why I see a lot less war than others actually. Since I'm playing on marathon, the barbs have a lot more time to cause havoc and the ai players take much longer to build up their troops. I wouldn't even be surprised if there's a bug in the core game where the independents are producing units at the normal speed, and not an increased cost for marathon speed.

Either way, this version is feeling really great! I still see the AI furious at me and with an army at my borders, but never declaring war, but they're at least declaring on each other sometimes.
I have not tested on marathon
 
IPs are too aggressive and strong... AI civs and myself are barely able to keep 1-2 settlements going at 43% Antiquity on sovereign, an unmet player got defeated, most likely from IPs lol. IPs pumping massive waves, if you get attacked by 2 different IPs at once it's pretty much a wipe.
Yeah, but that's the base game. We haven't made IPs any more aggressive or any stronger.

We are building mostly for higher difficulties though, because that's the majority of the player base for an AI mod. I was doing extensive testing on lower difficulties, but it's hard to run so many autoplays, and do so much work, and test on every difficulty.

We do have the option for custom changes for difficulties. But again, that takes time.
 
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