RHQ Artificially Intelligent AI Mod

RHQ Artificially Intelligent AI Mod RHQ AI Mod 2.10

There are a couple reasonable behavior tree changes.

But overall, that's about it. So I have a list of work to do later today. I need to add the new natural wonder. I need to reset all the settling to Firaxis's new scaling that is similar to ours, and make changes off of that to stay consistent.

Nothing will impact using the mod, the mod will work just fine and reasonably without it, but I will go through that process later today.
 
Thanks notque and Roman for letting us know so quickly that the mod is good. So impressed yet not surprised they adopted so many of your changes!!

Biggest impact on my games, been exploiting this to the max = Naval Units can no longer IP Villages while a Unit is defending the Village. 👏 Goodbye to all that free 100 culture 100 science 100 gold 100 production … gotta get more creative now 🤣
(Though admit it was amusing to pull the rug from under and watch them stand there not knowing what happened for the next 100 turns..)

Excited about :
  • standard maps
  • AI commanders getting 2x XP on Deity, choosing better promos
  • AI scouting and settling changes
 
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Thanks notque and Roman for letting us know so quickly that the mod is good. So impressed yet not surprised they adopted so many of your changes!!

Biggest impact on my games, been exploiting this to the max = Naval Units can no longer IP Villages while a Unit is defending the Village. 👏

Excited about :
  • standard maps
  • AI commanders getting 2x XP on Deity, choosing better promos
  • AI settling changes
Yeah, I have to get some of my real job done. I will go through the list of stuff I need to do after work.

I will also have more information on DLL sorts of changes when I can do that. I will have to see it from autoplays. My little bit of work so far on it is promising.
 
Base Game AI looks very solid so far - I took it too easy at the start (Khmer are not that great though, this is Immortal), had endless trouble with some nasty coastal IPs and didn't manage any culture at all..
Franklins Greeks just started a solid, well prepared attack with a tight frontline.
Gades was not always Greek, too.

View attachment 726791
Also playing Khmer , only one I hadn’t tried yet coz they seem the weakest , we shall see.

Love the standard starting position continents + map, it’s like a civ 6 map. All AI settling really good so far , best I have seen. I even had to block a AI settler with some tricks in first 25 turns
 
notque updated RHQ Artificially Intelligent AI Mod with a new update entry:

RHQ AI Mod 2.04 (by AndyNemmity and RomanHoliday)

------------------------
RHQ 2.04 Patch Notes
------------------------

Fix settling regression in Firaxis patch 1.1.1

Attempts to improve naval combat from AI in antiquity

Building priority rework for the AI

Victory Improvements

Unique Quarters improvements for AI

More leader priority changes

Diplomacy changes dropping grievances from settles from 10 tiles to 6 tiles near a city

Grievance adjustments for the AI based on Diplomatic actions in game.

Many more settling changes.

And a...

Read the rest of this update entry...
 
I get an error code when I try to launch a game with 2.04.
It works fine with 2.03.

I have attached the database.log
Do you have the Ada Loveless DLC?

Looks like we may have to have another solution for DLC there. I will release a new version with this solved.
 
I have really been liking the updates, especially seeing the AI prioritize building more aircraft! So, quick question do you know if there's even any AI coding to use aircraft carriers? Because I have been able to force the game to spawn aircraft carriers with the AI but all they do is just move them around never putting aircraft on them. In fact watching the autoplay, it feels like the AI only builds aerodromes and no Squadron Commanders.

Another question have you seen the AI use nuclear weapons? Like can you tell if they are coded to use them if they are available.
 
FYI I have all the DLCs and just updated to 2.04, game loads fine and can even continue save from 2.03
 
I'm wondering this too.
I tried explaining it last night to people, and it became a very complex conversation because people don't understand what the options do.

So I'm sort of just trying to avoid that again as I have a very busy day.

Essentially there was an addition to settling which is good. There was also a removal of something in settling.

The mod was not settling as well anymore... I tested if I added back what was removed if it would be solved. It was.

So I just added back the row in the database.

Edit: Here is the row if you're interested, but I am not going to get into a detailed discussion about it's impacts.

-- This fixed settles.. this is important. No idea why it was removed...
INSERT OR IGNORE INTO AiFavoredItems (ListType, Item, Value, Favored, TooltipString)
VALUES
('Default Settlement Plot Evaluations', 'Nearest Friendly City', 5, 1, 'LOC_SETTLEMENT_RECOMMENDATION_NEAREST_CITY');
 
Thanks notque.

I really empathize with not wanting to spend too much time explaining the minutiae of changes that nobody fully understands.

I don’t know a perfect system for patch notes in your situation but I will say that sometimes less is more haha. I feel like seeing “settling regression” begged for elaboration

Given that games are somewhat non deterministic anyway. Maybe just put a disclaimer at the top of patch notes saying that subtle AI behavior changes are impossible to fully explain? Or just don’t say anything when it’s not super obvious what’s changing :P

I mean... it's not impossible for me to explain. But it's challenging.

So, we don't have access to the DLL. So almost anything I say can be potentially wrong, because we cannot see a large part of the code base. The majority of it.

But here is what I believe happened.

They introduced a new setting for staying away from an enemy city in settling.

They then had 2 settings for friendly city. A favored positive, and an unfavored negative.

I believe they were supposed to remove the row for the unfavored negative when adding the enemy city in settling.

But instead they removed the favored one, which introduced worse settling.

But I don't know. I don't know how favored works. I don't know what these functions are called with. I am only guessing from experience using them, and gut feel.

So it's both impossible, and possible for me to explain. If your desire is for me to explain what I think, knowing it will potentially be very wrong, I can do it.

If your desire is for me to tell you exactly how it works, I cannot.

Without source code, I can do the best I can.
 
It’s difficult to say things about the game a lot of times because games go very differently.

The range of games that occur due to a variety of circumstances is much larger in this version to me.

For example how many IPs are aggressive. How often the ai calls IP raids which dramatically changes the game. That is what really spawns a lot of units from IPs.

So I can’t even really trust a single autoplay. I have to see a lot to see variations.

I mostly look at the ai mod as that’s what I’m responsible for, but I ran 10 of the base after the patch.

I am confident from the autoplays and the code changes the AI in base game settles better. But better is relative.

I think the AI mod is dramatically better at it. That’s just my judgement from viewing it and translating what humans seem to want out of it.

As well as what is best for the AI’s success in the game as an individual player.

But it’s difficult to communicate that well. The best way to see it is autoplays🤔

If you saw the autoplays between the two, it would immediately become obvious.

Maybe I could take more screenshots to show the difference
 
Would it be possible to have a version of the Mod that only changes the settlement logic?
I think the best way to make that happen is to have mod options to turn on different pieces.

I have started to structure the mod to support doing this.

I currently do not understand which if any of the mod options mods I should use, how to use them, etc.

It's on the list of things for me to do, but obviously the priority is the mod works well for people.
 
Playing v2.05 - I have big Antiquity age war vs Augustus Rome
View attachment 727155
Is that right hand side banner giving you “classified” info like military power, total gold, pop, influence? It’s not cheating? 😉 (assumed it was a design decision not to reveal everything to player?)

Or does AI have access to those totals already (in addition to per turn yields), so it’s justified to make it symmetrical?
 
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I'm still playing with 2.03 -- but wanted to highlight my current game.

Simply put -- this mod is completely awesome. I entered the modern age and in the space of 10 turns, had 4 of the 8 AI declare war on me.

In the 4 wars, I have 6 theatres/fronts -- in one I am on the offensive, in one I am reclaiming a settlement that Napoleon snatched from me, and in the other 4 I am on complete defense. What is impressive is that 2 of the AI have multi-front theatres against me.

I've honestly not had this amount of challenge since Civ 2 -- even Civ 4 and Civ 5 (with the Community Patch) -- I would not see multi-front maneuvers from the AI.

Now, I will win this -- but am having to really produce defensive units like crazy to fight off the enemies.

Oh, I am on Sovereign -- not deity.

Thank you both for all of your work to make this game a true challenge.
 
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