RHQ Artificially Intelligent AI Mod

RHQ Artificially Intelligent AI Mod RHQ AI Mod 2.10

<Affinities>
<Row Affinity="AFFINITY_FRIENDLY" HostilityChance="0" NeutralityChance="0"/>
<Row Affinity="AFFINITY_NEUTRAL" HostilityChance="80" NeutralityChance="100"/>
<Row Affinity="AFFINITY_HOSTILE" HostilityChance="80" NeutralityChance="100"/>
</Affinities>

I dont know if its in percentages but i can easily see the correlation. So only 20% chance for non friendly not being hostile?
Yes I have seen that XML code shown before on here (days or weeks ago?) and the answer I heard was that's intentional from Firaxis devs. Basically their intent is only 1 in 3 wont' be hostile to you ('friendly'). But instead of making the other 2/3 always hostile they left a little opening , 20% if you're lucky they wont be hostile. (agree it's a weird implementation to do it two-tier like that, maybe they changed their mind during coding or something)
 
I'm still sitting here testing, the most consistent thing I see is what drives who to war is the grievances. And the AI tends to piss the other AIs off with larger grievances more so than the player.
 
I'm still sitting here testing, the most consistent thing I see is what drives who to war is the grievances. And the AI tends to piss the other AIs off with larger grievances more so than the player.
Are you referring to the bug you found or just AI diplomacy in general?

I never had a game with no war so curious what that bug is you found in base behavior tree

( I am lucky it didn’t happen to me but now I’m paranoid lol)
 
From testing, the issue seems to be at least partially caused by a hidden grievances stat that isn't tied to relationship. The strat I'd been using of testing if AI would war me was to constantly denounce and sanction them, but what actually seems to piss the AI off is to forward settle them as much as possible, win suzerain races, get revealed spying on them, and having touching borders. I need to test this out more tomorrow, but it seems that the AI will prioritise attacking the civ with the most grievances towards it, and if you play passively you'll generally be left alone by them, even if they hate you.
Thanks for the explanation - that sounds more like designed behavior vs. a bug though, unless I'm missing something? The logic that goes into determining who AI should attack - as long as there's some logic there and the AI executes it, isn't that good?

- AI not attacking the 'right' party (attacking other AI, not human) = designed behavior

- Zero AI waging war in certain games from start to finish that some reported - this would be a bug, right? (I have not seen it thus curious)

P.S. I'm just curious, it's not that important to explain if too complex, thanks for fixing/testing! :)
 
Did anyone noticed that often enemy AI units stand on an IP without dispersing them?

This happens also in no-modded game, guess it's an AI bug? Expecially when this happen with the barbaric-crisi with the spawn of many aggressive IP
 
Did anyone noticed that often enemy AI units stand on an IP without dispersing them?

This happens also in no-modded game, guess it's an AI bug? Expecially when this happen with the barbaric-crisi with the spawn of many aggressive IP
I noticed that too but I when put a scout I saw they tend to wait 1-2 turns that disperse.
 
From testing, the issue seems to be at least partially caused by a hidden grievances stat that isn't tied to relationship. The strat I'd been using of testing if AI would war me was to constantly denounce and sanction them, but what actually seems to piss the AI off is to forward settle them as much as possible, win suzerain races, get revealed spying on them, and having touching borders. I need to test this out more tomorrow, but it seems that the AI will prioritise attacking the civ with the most grievances towards it, and if you play passively you'll generally be left alone by them, even if they hate you.
This is the person who has put in a ton of effort and energy to help sort this exceedingly difficult issue out.

From the evidence, my argument is it is two things causing it.

1. A bug that I am still trying to understand all the details on.
2. Greivences.

This is an explanation of issue 2.

Issue 1 I am still trying to understand. The testing we did was with a special version of the mod that attempts to avoid what I believe is issue 1.

And there are a few other testers, and they are getting early dows against themselves in the mod sometimes with the change I have made to issue 1, although again, issue 2 still is involved as well.

Both are vanilla game issues. Both are made worse by changes in the AI to make them better at the game.

But more work needs to be done.
 
notque updated RHQ Artificially Intelligent AI Mod with a new update entry:

RHQ AI Mod 2.01

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RHQ 2.01 Patch Notes
------------------------

RHQ v2.01 (by AndyNemmity and RomanHoliday)

Fixed the mod on Steam Deck, because Steam Deck is silly and likes lower case characters.

Made an adjustment to operations which now allows the AI to perform more city attack operations.

Adjusted Naval City Attacks in antiquity to get them to occur more often.


-----------------------------------

INSTRUCTIONS

If you have any previous version of the AI mod in your mods...

Read the rest of this update entry...
 
notque updated RHQ Artificially Intelligent AI Mod with a new update entry:

RHQ AI Mod 2.02

------------------------
RHQ 2.02 Patch Notes
------------------------

Another war increase before bed. I hope you see war.

-----------------------------------

INSTRUCTIONS

If you have any previous version of the AI mod in your mods directory you MUST delete it.

RHQ, Or Artificially Intelligent, they must be deleted. This is the only AI mod that can be in the mods folder.

Delete any other folders before copying this folder into the mod directory.

Hopefully we will have Steam Workshop...

Read the rest of this update entry...
 
Please note, we are changing the AI Leader's Civilization preferences to improve their ability in the game.

It will conflict with any other mods that try to change it. I am not sure what to do about that.
 
One thing I've noticed, not specific to this mod but in civ7 in general, is that sometimes the AI does DoW on me but doesn't send any troops. Then I'll get the notification that they took out my city-state. I've held a long suspicion that the biggest reason the AI declares on you is that they want to take over a city-state you have suzerained. This would actually make sense that this mod makes the problem worse, as the AI is a lot better at gobbling up IPs themselves.

It also explains why I see a total lack of DoWs, because I tend to prefer dispersing IPs for the early rewards, and when I do suzerain, I exclusively do it with far-flung island IPs because it trigger to affect the dissapearing IP bug less. To those who do see a lot of war: do you frequently Suzerain IPs that are near other AI players?
I want to help solve this no DoW phenomena you saw yet my experience has been wildly different. I am having such epic battles and GoT backstabbing / plotting fun in every single game, that I want you all to experience this! :)

I played 6 antiquity games on deity with this mod, no other mods, all standard settings. Had wars AI-AI and AI-human in every single one.

I didn't frequently suze nearby CS no - don't think that's a major factor. Times when I had a CS suze, the AI went for it only when it was convenient - close to them, less defended than me.

I frequently disperse IP that they are befriending and that does piss them off.

The biggest factor that causes war in my games is the polarization of AIs that I believe is by design (which I like). Alliances and cliques tend to form quickly and take shape by ~T70. Then all it needs is 1 war to break out between 2 parties and drags down the whole continent .

Even after AI's peace out, they stay hostile to each other, even into the next age. Once 2 parties had a war I never saw their relationship pick up again in later ages, due to this design. Then it is like war... ceasefire.. war again.. repeat. As a human it IS possible to mend the relationship from -90 but risky (lots of inf investment, reconcile).

Anyway, my point being that due to this design there's been always lots of hate and war. I hope you get in your next game! :)
 
I am starting to get feedback the latest versions have too much war.

I'm happy to turn it down based on feedback, but it's important for me for you to feel war after I spent so many hours to troubleshoot and fix the lack of DoWs.

So I'm responsive to your opinions. But hopefully you can respect that we will have to dial that in after finally getting it working nicely.
 
My test games at immortal difficulty are going very well and is feeling like an actual civ game. Hats off to the modders and hopefully the Civ7 team is not suffering from "not invented here" syndrome and pays attention! The AI is enough of a threat where I feel my decisions matter. Some of the threads are questioning how aggressive the AI should be and in their defense we are using AI declaring war as a short hand. I don't think anyone wants every AI opponent to immediately DOW. Some random thoughts:
  • A game is defined as something that has the ability to be lost. Sad we have to define this but in the world of casual "games" here we are.
  • A game can be defined as a set of interesting choices. What defines an interesting choice? The choice should matter and have consequences or opportunity costs.
  • If you lose the game you should be able to think through the set of choices that led to the lost and isolate the "bad" choices that led to that loss. That is why too much RNG can ruin a game.
The AI needs to act as a pressure so that bad choices lead to game loss of some sort. Otherwise if just randomly clicking building and settling choices has the same effect as a well though out strategy why bother? For example I tend to lose my games due to ignoring military and influence and thus not having a strong enough military to dissuade or handle a war. If the AI never declares war then the choice to not build military makes sense, so the goal is not for the AI to be throwing their bodies at the player but to make the player pause and think "do I build this wonder instead of an army? what happens if I do?"
I agree.

But to be clear, I just fixed a major bug. I now need feedback after that point to really dial in where things sit.

I know what I think I need to do... which is ease up a bit on it. But I also need people to feel it's working right now.
 
I'm going to go ahead and add the change to calm things down a little bit in development and autoplay it, so i'm ready to implement it.

Hopefully it increasing interesting decisions, and allows leaders and civs to drive some of the war chaos, not everyone.
 
I will be autoplaying the development version for a bit this morning on Twitch

 
I agree.

But to be clear, I just fixed a major bug. I now need feedback after that point to really dial in where things sit.

I know what I think I need to do... which is ease up a bit on it. But I also need people to feel it's working right now.

Yay so you fixed that bug and it's already handled in 2.02? :) What about the grievances finding?
 
I’m twitch streaming so I can talk about it on stream if you are there.

Now you can cast autoplays, they are so fun to watch
 
I am starting to get feedback the latest versions have too much war.

I'm happy to turn it down based on feedback, but it's important for me for you to feel war after I spent so many hours to troubleshoot and fix the lack of DoWs.

So I'm responsive to your opinions. But hopefully you can respect that we will have to dial that in after finally getting it working nicely.
Notque -- one thing that would be the ultimate once you get to a more stabilized version of the mod:

On game load (or game create) -- the ability to have user sliders that allow for:

"more war <-------------> less war"
"more IP aggression <-----------------> less IP aggression" (not just war but in denouncing, rejecting diplomatic measures, etc.)
"more emphasis on leader traits <--------------> less emphasis on leader traits" (or at least ramping up such traits -- and I think it should go beyond military as well)
"less AI 'mistakes' <---------------------> more AI 'mistakes"
"more AI city capture <-----------------> less AI city capture"

etc.

Again, something for much later -- and possibly also sliders on AI starting bonuses in the end. To your other point, it would be nice that the AI plays in such a way that they don't need the super crazy bonuses.
 
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