Looks very promising and I hope at sometime we will get to try what you have created. As I'm inexperienced in the mod creation side, is it possible with the current tools to create an AI that can use these new mechanics?
One of the reasons I've started this gameplay implementation is to have a (relatively) simple environnement (before cities and territories make it a lot more complex) in which I could try to answer that very question.
In the current state of the tools, you can tweak the AI behavior for existing mechanisms, but you can't really change neither the AI nor the mechanism.
On the other hand, a new mechanism, that's something else, what I can do for the human player (pressing a button to spawn an unit if some conditions are meet for example), I can make the AI do it too.
I don't plan to have a complex AI in my mod, I will rely on the default AI when I can, but I'd like to completely remove the current diplomatic AI (and diplomatic gameplay) that can't be modded and write my own from scratch.
And I'll start with inter-tribes relations.
Nothing coded on the diplomatic side yet, but I've started a framework to handle decisions with this gameplay.
For example, the AI currently weight and apply the following decisions in a central village:
"Defense":
- try to spawn a melee unit if the central village is undefended
- try to spawn a ranged unit over the melee unit if its health drop below 50% (ranged and melee stacks in my mod)
- try to spawn additional units if there are more enemy units in the range of the central village than it has
"Offense":
- try to spawn a skirmisher unit if there isn't enough active
"Homeland":
- try to repair pillaged villages in range
All this using the same rules as the human player.
I'm not sure yet if I'll try to code the Settler/City gameplay for the AI Civilizations, as it's more complex of course, and civ6 Lua is fast, but not fast enough for everything going on in the mod already, and also because one of the goal here is to implement True Starting Dates, with the tribes doing a "soft-reservation" of a Civilization Starting Position until its spawning date, which would of course be very variable if the AI was using this mechanism before being able to spawn a city. The possibility of the tribe loosing the position will already be an important factor for a Civ to spawn or not.
I've already decided that I'll use asymmetrical gameplay for the human vs AI anyway, my design is to have the AI providing a interesting background for the player to develop its Empire and reach various goals, with Rise and Fall of other Empires around him.