RHQ Artificially Intelligent AI Mod

RHQ Artificially Intelligent AI Mod RHQ AI Mod 2.10

Firaxis 25/3 update is near - will there be update of RHQ AI before that?
No need to hurry - I'm just asking...

I'm not sure. It's possible. The best I can give.

We have many important changes setup in the beta. But the more and more we do, the more testing is required. 3/25 will likely not have anything that impactful for us, so it's not a particularly interesting date.
 
I'm not sure. It's possible. The best I can give.

We have many important changes setup in the beta. But the more and more we do, the more testing is required. 3/25 will likely not have anything that impactful for us, so it's not a particularly interesting date.
Any concern their AI settling changes may clash with or undo your changes?

  • Scouting and Settling improvements for AI, including less aggressive “forward” settling by AI
 
Any concern their AI settling changes may clash with or undo your changes?

  • Scouting and Settling improvements for AI, including less aggressive “forward” settling by AI
It depends entirely on what is dll changes, and what is setting changes. It is entirely unknown until it is released.

However, I have learned since working on Civ 4 ai modding, that what it says in the patch notes, is not exactly what will happen in literal code.

So I just don't assume anything, I will see it when it's released, look at the diff, view the changes in autoplays, and then have my mind made up on what has actually changed.
 
They have said it's a feature that will come later :)
Sweet, and imagine if the AI actually “knew” it had a memento and changed its play style to synergize. Not familiar with mementos but eg if its a combat bonus then there is higher weight / probability on that AI playing aggressive.

Am I being greedy or dare to dream :)
 
If that gets added, it should be kept optional, IMO. Not every player uses memetos (I'm among those, as I don't like the concept) and then it would be in fact an AI bonus...something that this mod is not about, as the intention is purely to make the AI play better.
I am not adding it. There is a mod that already does it. You can install and use that if you wish.

Although, I believe it should 100% happen, I just can't make that decision. Only Firaxis can. This is an AI mod, not a change the game mod.
 
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I am not adding it. There is a mod that already does it. You can install and use that if you wish.

Although, I believe it should 100% happen, I just can't make that decision. Only Firaxis can. This is an AI mod, not a change the game mod.
Does anyone have a link to this mod? I cant find it under the download section.
 
Yeah, the challenge for the AI is in a single operation, if the units get too large, it struggles to make it to the location around obstacles.

I agree and see that the ai keeps way too many units back. I've been trying to get them to create new operations that are smaller to attack with multiple smaller groups to get around obstacles.

It's just a bit of a challenge with all the specifics. Still more work to do.
 
The ideal state is that Deity is so hard that you have a <50% chance to win a game. That’s normally how the top difficulty level in a game works except for the Civ franchise where they always leave Deity “fairly beatable”.

If say 2 years from now Deity AI becomes so good at utilizing all its bonuses effectively to victory, Deity level for a skilled player becomes “hardly winnable unless using mementos etc” then we are talking about reducing bonuses. Then we will all be celebrating trust me! 🎉
 
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Yes the modern age definitely needs work. We are just getting started with that but are super excited for the possibilities. Out of interest would you say that the culture victory would be easiest / quickest for the AI to achieve or do you think science (or any other)?
Yes culture for sure. Because the game is so streamlined now the playbook is simple, and it's very easy for AI to do if they are dominating in gold and production. Science & culture are just enablers for that victory.

1. Buy explorers, collect artifacts (I collected all 15 by T41 - would have been fewer if more AI were competing closely)
2. Build world's fair in highest production city (I finished in 8 turns with all the marble and legacy point boosts, this part is relatively easier)

They don't even need to beeline Hegemony because once it's researched, artifacts are unlocked for everyone! It's so easy seriously - with enough gold and production the AI should be able to pull this off sooner than the human OR at least make it difficult by getting their share of artifacts.

Edit: I also did the math:

- 2 Exp artifacts per continent, 2 * 4 = 8
- 4 Ant artifacts per continent, 4 * 4 = 16
= 8 + 16 = 24 total for grabs
+4 artifacts from first research up for grabs
+5 guaranteed artifacts from 5 wonders
= 24 + 4 + 5 = 33 potential artifacts, min 5 guaranteed
(excluding future civic)

Need 15 to win so the AI just need to get their piece of the pie to or at least deny the human this quick victory.

(Also that last 'future civic' artifact also helps AI because w/ Deity 80% bonus, if their culture is sky high, even if they can't collect many artifacts from the 33, they can hit repeated future civic to make it up and win)

I have so much hope for this, it's very doable given the system design.
 
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I feel like I've always been the first to get an explorer out, I'm guessing because the AI is building explorers instead of buying them. If I'm going for culture I generally will purchase 2 explorers as soon as I can, in 2 different continents. If the AI could at least do that, it would make the culture victory race much more competitive.
I saw many AI explorers walking around at same time I was collecting, a few even beat me as you can see in screenshot. (Augustus and Charlie took a few) But the quantity wasn’t enough to provide a challenge.

Either that and/or AI needs better explorer management , eg not waste too many turns waiting around when dig site is taken and go to next one right away.

Yes now they upped the cost, explorers cost 1600 gold + 1600 for each subsequent one 1600+3200+4800+ … so producing them takes ages (400 hammers + 400 + …) , right way is to purchase and good point hope the AI isn’t queuing them up instead takes 30+ turns! That’s why i emphasized “purchase” in my post above. That’s something for our modders to check in modern age.

I collected 15 with 6 or 7 explorers. So if the Deity AI with their gold 80% bonus can purchase 5 or so they can have a good shot. The thing is maybe some of them did purchase but didn’t use effectively ? Need to watch
 
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Hiya,

I tried to play v2.03 on the steam deck but get booted back to the menu when trying to start / load a game. I get an error message saying "Content Configuration Validation Failed."

I reverted to v2.02 and the game loaded fine (and I did isolate the issue to just this mod of the 3 I use), so maybe it has something to do with the 'lowercaps' issue for Steam Deck that you called out in 2.01?

Thanks for all your work on this!
Yeah, I think it accidentally got reverted. I have it fixed in the beta version. I am just working on things before release.
 
Yes and just watched Ed Beach’s patch preview on the live stream. Full list comes out tomorrow but related to the point above:

- modern age costs increased to slow it down
- exploration age era progression meter slowed
- AI has “much stronger focus on keeping their settlements closer together” >> answer from a dev during live q&a
 
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Settling is massively improved in patch 1.1.1 due to an issue i've talked about at length.

The AI's scouting was so bad, it didn't even know the settle locations around it.

Now, before where the AI was completely in the dark, it now has full 100% knowledge of it's space around itself at turn 15 on quick speed.

MASSIVE improvement.
 
I should mention, the AI mod continues to work, and there are no conflicts or updates required that I see so far.

You should be entirely great to start a game. I will continue the work to understand what if any adjustments can be made.

I do need to add the new natural wonder for example in settle plot evaluations.
 
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