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civ6-real-strategy's Issues

AI not prioritizing researching nanotechnology when going for science victory

Countless times I have experienced the AI already having researched smart materials and clearly wanting to go for a science victory but not researching nanotechnology for some reason. Eventually they will research it and sometimes they research it fast, but it can vary by a lot (sometimes they even researched future tech multiple times before finally deciding to go for it).
That's why they get stuck at this victory step so often. I know you've already added the tech to favored science victory techs, but it just doesn't work.

Early game focus

[from Steam workshop]
Raphael 21 Jan, 2019 @ 3:26pm 
Is it really a good thing to make the AI focus that early on one victory condition? Even if it can change that according to the circumstances, that means the AI might go 100% science now, then meets another civilization that is better in science, and it goes 100% culture, then it meets the next one and changes again and so on... so basically making 180 degrees turns more often than on vanilla. I don't think this is really efficient for winning and my two full games so far with this mod were acutally too easy. War is really strange on this; Montezuma e.g. in my last game had more than double military strenght than the second placed civ and still he didn't declare wars on anyone, instead he (and everyone else) watched me peacefully claim science victory.
[1/2]

Units - pseudo yields

Observations.

  1. UNIT_ROCK_BAND and UNIT_NATURALIST are PSEUDOYIELD_UNIT_RELIGIOUS.
  2. Only UNIT_SCOUT is PSEUDOYIELD_UNIT_EXPLORER.
  3. Great People are defined also in GreatPersonClasses. Which one is actually used? What happens if we put also the same defs into Units?
  4. Not a single unit is defined as PSEUDOYIELD_UNIT_COMBAT.

Mod review: AI Booster and Small attack Booster

AI Booster: https://steamcommunity.com/sharedfiles/filedetails/?id=2382497774
Small attack Booster: https://steamcommunity.com/workshop/filedetails/?id=1702701865

aadaak 11 May, 2021 @ 8:29pm 
Will this mod be compatible with the AI booster mod (the main thing this mod does that might conflict with RS is double the AI standing army unit number desire). Will Real Strategy overrule this effect, or will the AI still build a bigger military due to the mod.

Small one is just one file. Changes.
OpTeamRequirements : increase MaxNumber by +1 in city attack forces, Ranged to simple, Siege for normal
AiOperationDefs: attack walled city, MustHaveUnits 8 vs. 10, MinOddsOfSuccess 0.5 vs. 0.6
AiOperationDefs: wartime attack walled city, MustHaveUnits 5 vs. 6, MinOddsOfSuccess 0.3 vs 0.4
Comments:
"warmonger AIs build a many more units with these changes"
"Testing now :) Wow... I am sweating at the sight of AI hordes now"
"This is the "AI Boost Unit Count and Aggressiveness" mod. Works like a charm. "
That is actually very interesing. I was increasing MinOddsOfSuccess to make sure AI would actually have a chance but maybe that was a wrong thinking?

AI Booster has much more changes
AI has higher desire to build and keep larger standing army (Ground, Navy, Air and Nuclear Weapons)

Settling cities

[from Steam workshop]
Kaitax 3 Oct, 2020 @ 3:15am 
I've been testing this AI for a while, and I must say, it works mostly quite fine.
There's two GLARING issues though.

  1. The AI tends to settle his cities without a care about housing.
    Possably they value resources over housing? I dont know for sure. But that's what It feels like.
    I often see the AI place cities between a luxury and 1-2 other resources, but with no freshwater, saltwater, or even access to a possible aquaduct tile (not that I see the AI build aquaducts a lot).
    Please fix this. Cause those cities are just so terrible.

Competitions

[from Steam workshop]

Blue🌀 13 May, 2022 @ 10:04am 
For some reason the AI no longer tries to win the diplomatic competitions like giving money to other civs who experienced natural disasters. They will still join the competition, they just won't do anything to attempt to win them

Great People wandering around

[from Steam workshop]
warhammerfrpgm 2 Mar, 2019 @ 10:39pm 
@Infixo do you have any way to make the AI actually retire great people. you can't steal great works later if the AI doesn't retire the great person now. seems strange that they would even consider sacrificing a great person. I have capture great people enabled so when they do that i take their great people. those great people then lose their abilities when i steal them. so it is only really useful in neutralizing a great person, not getting the benefits myself.
I guess I also want to know your thoughts on this as it is kind of important to me since i love earning and seeing great people. the AI spends all their gold or faith despite that i am out progressing them for a bunch and then they make them do stupid stuff like scout. I want to alter that behavior. sort of like if they generate a great person they must retire ones that generate great works as long as they have a spot for said great work.

Nil value in RefreshNavalData

[from Steam workshop]
Frinckles 23 May, 2021 @ 10:00pm 
Awesome mod. Needs to be fixed for MP and possibly single player. The cause for de-syncs seems to have something to do with naval travel. In SP I'll get a CTD while navigating the world or when the game wants me to do something with a Galley.
Runtime Error: Lua\RealStrategy.lua:1919: attempt to index a nil value
stack traceback:
\Lua\RealStrategy.lua:1919: in function 'RefreshNavalData'
\Lua\RealStrategy.lua:1945: in function 'ActiveStrategyNaval'
Lua callstack:
PlotInfo: PlotInfo::OnCitySelectionChanged 0 131073 0 0 0 false false
PlotInfo: PlotInfo::OnCitySelectionChanged 0 131073 16 13 0 true false
PlotInfo: PlotInfo::OnCitySelectionChanged 0 131073 0 0 0 false false
PlotInfo: PlotInfo::OnCitySelectionChanged 0 196610 17 18 0 true false
The de-syncs may have something to do with the AI getting what a human player would normally perceive as a CTD by moving ships. Could test by disabling that module or playing a map with no water .Anyway, thanks for your hard work on the mod.

===
@Frinckles TYVM. You are the first to actually provide a useful info. I looked into this error from line 1919 and it seems that RST is trying to read data for a non-existent player, probably killed. I will look into this more soon. Could be an easy fix.

===
ChrisMartin 17 Jul, 2021 @ 10:34pm 
I get this in my Lua.log several times:
Lua callstack:
Runtime Error: D:\Steam\steamapps\workshop\content\289070\1617282434\Lua\RealStrategy.lua:1919: attempt to index a nil value
stack traceback:
D:\Steam\steamapps\workshop\content\289070\1617282434\Lua\RealStrategy.lua:1919: in function 'RefreshNavalData'
D:\Steam\steamapps\workshop\content\289070\1617282434\Lua\RealStrategy.lua:1945: in function 'ActiveStrategyNaval'
Could it be some hick-ups with Barb-Mode?

===
ts227 [has Sid Meier's Civilization VI] 1 Jan, 2022 @ 9:51pm 
@infixio Game crashed when leaving a match. The log suggests it's a bug in this mod:
RealStrategy.lua:1919: attempt to index a nil value
RealStrategy.lua:1919: in function RefreshNavalData
RealStrategy.lua:1945: in function ActiveStrategyNaval
This was in a match with AutoPlay, but it seems to happen in normal matches as well.

Investigating PSEUDOYIELD_CITY

Plot co far...
PSEUDOYIELD_CITY_* - City Valuation. Used in evaluation the operations. I determined that:
Bias value is always a percentage and it is bottom-capped at -95%.
BASE and ORIGINAL_CAPITAL - just plainly add the value modified by bias_percentage
POPULATION formula: Value += floor(CityPop/5) * (base * (1+bias_percentage)) - notice that it changes every 5 pop
DEFENSES - it subtracts the value depending on city's Defense Strength, Value -= base * (city_defense+11)/37 * (1+bias_percentage)
also, this applies only when city_def >25 if city has walls, and >20 if city has no walls;
if def is less than that, a standard factor is applied which is not affected by pseudo value at all
DEFENDING_UNITS - it subtracts the value depending on how many units are defending the city; I couldn't determined an exact formula for that, just hints:
it seems to account for units within Range 3, garrisoned unit is treated differently
the stronger the units, the more is subtracted
basically 2-3 units around decrease the valuation quite signifcantly, 4-5 almost make it 0 I noticed that in later eras, due to huge increase in City's Defense, many cities have value simply 0. This could be one of reasons why wars disappear in time.

Tall vs. wide gameplay

[from Steam workshop]
Raphael 21 Jan, 2019 @ 3:26pm 
I think to really increase the challenge (compared to vanilla) the AI should concentrate on improving their power base in all regards, be it playing tall or playing wide (which bring on more wars for peaceful civs as long as they are "productive wars"). And it should be able to focus on several victory conditions (when it makes sense), so it can adapt when meeting new civs or when things just change for some reasons (e.g. other civ wins major war and suddenly leads in science) without having to completely start from scratch.
After all that's how I play, too. I never focus on only one victory condition, I build my empire through pragmatic decisions (war when it makes sense etc.) and then in late game I make a decision. And it usually works.
What's your experience? [2/2]

Check on Neighbours for balancing military

This is an original idea for supporting strategies.
[from Steam workshop]
theoutcasthermit 29 Apr, 2021 @ 10:24pm 
I think AI should only consider its neighbors' military strength for building an army, civs at the other end of the world seem irrelevant. A player would also behave like that unless they pursue domination victory
theoutcasthermit 29 Apr, 2021 @ 10:25pm 
And just neighbors they are not allied with or they would potentially go to war against, either defensive or offensive. Like an arms race

Multiplayer Desync

Played many hours of multiplayer with various friends, decided the AI was too easy and installed the mod on both of our games yesterday. During play (new game, made it to about turn 100) we are starting to get multiplayer desync every turn during 'end turn'. Tried restarting the clients and reconnecting, didn't resolve any issues. Not sure if it is 100% related to this mod, but this is the only thing that changed between our previous games and the one that is having the desync issues.

GDRs not attacking cities with ranged attacks

AI surrounds cities with GDRs but either never attacks or slams them into walls with melee attacks, even though they have the siege laser promotion. This leads to very boring late game wars because even if you lose your entire army to GDR or get flanked, you usually don't lose any cities.

I tried giving them UNITTYPE_SIEGE and removing various other types using UnitAiInfos but nothing worked for me. There's probably nothing you can do to fix this; I'm just putting this out here just in case.

AI not going for a religion

[from Steam workshop]
Germanic 30 Apr, 2022 @ 5:37am 
Been having a few games where no AI goes for religion at all

===
Siren System 7 Oct, 2022 @ 10:22pm 
Btw this mod mainly works for me BUT the AI seems to ignore making a decent amount of religious units.

YieldSensitivities - what does it do?

YieldSensitivities
ClassicalSensitivity YIELD_SCIENCE 1 10
CultureSensitivity YIELD_CULTURE 1 25
MedievalSensitivity YIELD_CULTURE 1 10
ModernSensitivity YIELD_CULTURE 1 10
ModernSensitivity YIELD_SCIENCE 1 10
ScienceSensitivity YIELD_SCIENCE 1 25

Mod review: Naturalist and other Units AI Fix

Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=2614427677

SilverFoxG made some interesting tweaks.

Removed RANGED tag from Siege units.
DELETE FROM UnitAiInfos
WHERE AiType = 'UNITTYPE_RANGED' AND UnitType IN (SELECT UnitType FROM Units WHERE PromotionClass = 'PROMOTION_CLASS_SIEGE');

Added UnitAI_Build tag to all units that can well actually build things.
('UNIT_NATURALIST', 'UNITAI_BUILD'),
('UNIT_MAORI_TOA', 'UNITAI_BUILD'),
('UNIT_CANADA_MOUNTIE', 'UNITAI_BUILD'),
('UNIT_PORTUGUESE_NAU', 'UNITAI_BUILD'),

Fixed Warrior Monk - ok

Added bombers to SiegeAll
('UNIT_BOMBER', 'UNITTYPE_SIEGE_ALL'),
('UNIT_JET_BOMBER', 'UNITTYPE_SIEGE_ALL');

Use of scripted AI ops

[from Steam workshop]
START the MAGIC HOUR 17 Jun, 2020 @ 7:29am 
I suggest you can use "pPlayer:GetAi_Military():StartScriptedOperationWithTargetAndRally" in lua to launch a already defined xml Operation. So the control can be more powerful. (detail in the "mine mod", but I don't know if this is compatible with latest version.

====

@luvleswd If you will try to use this function in a normal game, then a) have to implement manual unit management to produce and assign units to this op, otherwise you will break other ongoing ops b) be disconnected from other ops, as there is no way to coordinate with normal ongoing ops. Thank you, but no.

Catapult paralysis - is it still an issue?

[reddit] https://www.reddit.com/r/civ/comments/ceg0q1/potential_ai_oversight_catapult_paralysis/
[from Steam workshop]
mokkymouse 19 Jul, 2019 @ 3:40am 
i encountered something, not sure if its the mod causing it.
The tactical AI had 4 catapults within range of a city i just captured from them. But they just kept shuffling the units around the city and not directly targeting the city.
Easy pickings for my archer

===
Falseblood 7 Dec, 2022 @ 3:08am 
The AI only seems builds siege units. I've just seen waves and waves of catapults being patrolled around for some reason

SIEGE_SUPPORT blocking operations

Attack force requires 1 unit of SIEGE_SUPPORT (see OpTeamReqs). I've seen ops with 9 units (!) waiting for a Medic 😕
Another example: 8 units ready (5x machine guns, 1 rock art, 2 modern at) and they are recruiting AntiAir gun 💩

AI not upgrading Governments

[from Steam workshop]
zedBeast 16 Jul, 2022 @ 11:05pm 
@Infixo I see. Any chance it could change that in the future (or is there a related mod)? I've always found it to be unbearably stupid for the AI to be in the modern era and yet for it be using "Classic Republic" or something dumb like that haha.

===
Red Earth 10 Sep, 2022 @ 4:46am 
So, can anything be done about AIs reluctance towards using tier 2 governments? Some will use monarchy or theocracy, but many won't upgrade, and I don't even remember if I've ever seen a merchant republic. I just had a game with civs in the information age of civics still using tier 1 governments. I really wanna find how to change this.

===
@redearth No parameters directly affecting government scoring are exposed for modding. You could try to tweak the features of each government to make sure that higher tiers are scored higher. Just an idea, not sure if it would work. However, there was a time when AI chose Fascism all the time. It was caused by an error in a policy attached to Fascism that was scored absurdly high. When you removed the policy - the AI started to choose various govs.

AI passive in wars

[from Steam workshop]

dherorunner 20 Mar, 2022 @ 6:10am 
I think the reason why AI is very passive in wars is that the parameter ,MinOddsOfSuccess is too high.It needs 0.7 to go to war when Ai has walls.

Taking over weak free cities

The AI sometimes declares war against a CS far away from its borders. Captures it and loses its loyalty. First of all, it'd be great for that city not to become a free city but goes back to being a CS, but if that's not possible, can you at least make AI, especially neighboring civs, take it or liberate it? The same could apply to any other free city that remains free for 2000 years and the AI never bothers with capturing or liberating it, no matter how weak the HP and walls of that city are.

Minors - city builds

Wide topic about minors and what they build. I did some analysis regarding valuation.
First some core info.

  1. Minors get -50% to production but they have boosts for the following things: Builders and Military Units (+200%), Harbors (+500%), Walls (+200%). They also have virtually free unit upgrades. By default they are forbidden to build any district.
  2. Each specific Type gets +500% for districts of its "type" (e.g. Scientific minors get boost for Campuses, etc). Also, each type is allowed to build its district type.

Observations from Vanilla game (default behavior)

  1. They do build walls and other stuff.
  2. Walls sometimes are delayed by 20-30 turns because other items have higher valuations.
  3. When there is nothing to build, they start running projects.
  4. Combat units have pretty low valuations and they are not prioritized often.
  5. The mix is more or less balanced for: ranged, melee, cav and anti-cav.

Valuations

  1. Districts have very high, 200+ very early, reaching 500+ @ T100 and 1000+ later. This probably due to high PseudoYield.
  2. Buildings are rather medium, in ranges 50-100; some are high like Shrine and Temple (why?); however City Center builds are low priority.
  3. Walls are 50-100, Castles 300-500, Star Fort 500+ so very high, they do prioritize them.
  4. Builders are high, 100+ early, 150-200 later.
  5. Traders are also high, 150+. Each Minor builds 1 trader. BUT they don't get boost here, so it takes them a lot of time.
  6. Combat units. Are pretty low. Archers ~40, Warriors ~30, Pikemen ~40, Pike & Shot ~50.
  7. [Edit] Projects ~35-50.

[Edit2] Test setting. 4 civs, 8 minors, Continents, Quick speed, 200 turns, Prince.


Summary

  1. Make a separate file for minors for better readability and maintenance.
  2. Boost Granary (by 50%). Lower Districts (by 70%). Lower traders and builders (by 25%). Boost units (by 50%).
  3. Projects - see next point how to make minimize them.
  4. Increase value of combat units over time (time strategy), also with builder so they will keep using them. This way combat units should be still more valuable than projects. Probably every 2 eras by +50% should be enough.

Lots of Encampments

[from Steam workshop]
Juvenile 24 Aug, 2020 @ 12:14pm 
for conquering victory: ai loves building military area, for most of the time they build military area first in a new city even when there's not much threat or adjacent countries or players to conquer. They dont really like to build commercial or industry to develop faster, which makes later game simple.
And they dont build academy or theater at all, so they just got stuck and develop very slow. Besides, they dont like to expand, they build new cities very slow even when there is still many good positions.

===

@Juvenile Encampments are considered a “military” district by the AI because they produce Great Generals. Vanilla AI gives them a huge priority because of that. RST counters that to some extent but it is not possible to eliminate this effect completely.

===

Reat 20 Jul, 2022 @ 2:31pm 
Excellent mod, although I find it makes the AI too defensive. What values would I need to tweak to reduce their encampment spam/non-aggressive strategies?

Beelining Great Scientists

[from Steam workshop]
Kaitax 3 Oct, 2020 @ 3:15am 
I've been testing this AI for a while, and I must say, it works mostly quite fine.
The AI LOVES to just B-Line great scientists with city projects.
while I understand that that's something that players might do a lot, and that it's actually quite strategically reasonable to try snipe some great scientists, it becomes more annoying to get great scientists, then it is to get the civ5 Great Library on diety difficulty....
Again. It makes sense that they try to grab scientists. But this is just rediculous.

Grievances

[from Steam workshop]

Junky 5 Jul, 2021 @ 3:12pm 
How would you set the value PSEUDOYIELD_DIPLOMATIC_GRIEVANCE in the pseudoYields if the civilisations are to place less value on grievances. Standard is: -0.5
Would it help if you lower it down to for example -10 ? What would you expect after doing this?

===

@junky I can only guess since there is no official docs for that. Usually pseudoyields have positive values that mean „it is good”. The more, the better. Greievences are bad, I’d expect an AI to rather avoid getting them, hence the negative value. Going by this logic, the values like -1 or -2 would mean „even worse, avoid more”.

===

Junky 6 Jul, 2021 @ 12:57am 
With a value of 0, I would expect that grievances would be basically ignored.
With a value greater than 0, I assume according to your theory that the AI would declare wars just to get higher values.

AIs not building Walls

Walls have very low score, they are built very late. At turn 150 only 20% cities have walls.
After fix: at turn 150 more than 50% cities have walls.

Are Spies working?

[from Steam workshop]
beesechurger 18 Mar, 2021 @ 4:03pm 
A lot of people seem to claim that this mod is now broken due to the updates, I haven't really noticed anything, but one thing I have noticed just now that kinda made me pissed off is that I can't remember the last time the AI leaders sent spies to my cities.. like.. it has not happened one single game for a loong time. I think this mod might be the culprit, anyone else encounter this?

Focus AI on border cities not inland capital

[from Steam workshop]
Eva-kun 19 Dec, 2022 @ 1:58pm 
Is there any way to make AI focus on nearby cities instead of going straight for capitals and lose the capitals to loyalty? Outside of city states, they tend to struggle to conquer nearby civ, even with the tech advantage. Only city states seem focus correctly and conquered. Once Ancient Era passes, AI struggles to dominate and should focus on cities near their borders.

===
Eva-kun 17 Jan @ 5:40am 
@zombie Slayer - It's an issue with the base game, too. They can focus down city states and effectively take them down, but they struggle with other civ cities. They'll focus the capital, even if it's surround by 8 cities. I wish AI setup attacks on neighboring cities they can hold and chip away at another civ, whether it's human or AI. More cities, mean more science and culture.
They only seem capable of setting up attacks on city states and capitals effectively. Mostly just city states though.

Buildings in Diplo Quarter ?

[from Steam workshop]
Xandinho 11 Sep, 2020 @ 6:00pm 
Using this mod, I noticed that AI is not building the buildings in the diplomatic quarter. I'd like to report this.

Compatibility with Extended Tech Tree mod

From Steam

I really enjoy what this mod does for the game, but it recently has become incompatible with Extended Techtree (and civics), are there any options I can toggle to create compatibility between them? I assume they both are trying to adjust how the AI picks techs. If there are no options, I guess I'll have to find another tech tree mod to help with the game pacing.

Sorry you update has caused a conflict with the Extended Tech Tree mod

Compatibility with BBG

One thing what needs to be improved, from my point of view:

Your mod is not compatible with Better Balanced Game
https://steamcommunity.com/sharedfiles/filedetails/?id=1368312893

Is there possibility to fix it?

======

The problem is that both mods change Start Biases for some civs and it causes DB constraints errors.

You have to comment out 2 lines in one of the mods.

BBG, file base.sql, lines 1081-1082
--INSERT INTO StartBiasTerrains (CivilizationType , TerrainType , Tier)
-- VALUES ('CIVILIZATION_JAPAN' , 'TERRAIN_COAST' , 2);

RST, file RealStrategy_Leaders.sql, lines 507-508
--INSERT INTO StartBiasTerrains (CivilizationType, TerrainType, Tier) VALUES
--('CIVILIZATION_JAPAN', 'TERRAIN_COAST', 2);

Edit. Should be fixed by #35

Base game only bug with ModernSensitivity

Thank you. Ok, I see the issue now. It is fixed already but the new version is not yet released. Until it is, pls. go to file "RealStrategy_Main.sql", line 745 should be:
('ModernSensitivity', 'YIELD_SCIENCE', 1, -15),
Please comment it out, i.e. add "--" at the begining like this:
--('ModernSensitivity', 'YIELD_SCIENCE', 1, -15),

AI ignoring strategic resource maintenance

Surely you know about this already, but it's just such a big problem, especially for GDR's. The AI just spams planes and GDR's until it can't anymore and it's having a huge deficit of aluminium/uranium per turn.

Luxury Deals buy/sell gap, what influences them

As expected, YIELD_GOLD affects the valuation. BUT: I tested:
PSEUDOYIELD_RESOURCE_LUXURY
PSEUDOYIELD_HAPPINESS
DIPLOMACY_MAXIMUM_LOPSIDED_DEAL_MODIFIER
DIPLOMACY_SIGNIFICANTLY_LOPSIDED_DEAL
GOLD_PURCHASE_MULTIPLIER
AI_BASE_LUXURY_VALUE
AI_DISCOUNT_RATE
And none of it affects the valuation. That's very disappointing.

Settling in Loyalty pressure areas

[from Steam workshop]

LAEL MATAX9 1 Mar, 2022 @ 10:22am 
I've noticed that the AI ​​keeps taking its settlers away from their empire, and building new cities in places of low loyalty. Has anyone else seen this problem?

===
Zangonoid 12 Mar, 2022 @ 8:32pm 
@Lael MATAX9 I have noticed that as well. I forwarded settled slightly and the AI non-stop started sending settlers to low loyalty areas.

===
@Infixo Nope, i'm not rushing my first 3 settlers into -20 loyalty range of an enemy capitol. I had one game where Wilhimena did this and I loyalty swapped all of them and stole at least as many setters. I had another game where I spawned by a natural wonder, and both neighboring civs marched all their starting settlers to 4 tiles outside my capitol before I could even chop a settler in.

===
LexsDragon 30 Sep, 2022 @ 11:02pm 
AI settling is broken, they settle 30 tiles away from their capital near my capital

===
Kornstalx 14 Oct, 2022 @ 9:32pm 
I absolutely adore this mod but the AI settling logic is suicidal. I've played way too many games where allies will happily march a half dozen settlers across my tall empire only to settle right outside my borders. Last game I got 5 free cities before Renaissance this way.
Aggressive placement is great early game, but that logic needs to go away at some point.
Begrudgingly uninstalled until I can find a way to remedy this myself.

===
Kornstalx 16 Oct, 2022 @ 9:51am 
Anyone else looking to dial-down the AI settler "free city for me" spam, go to the mod's folder and open RealStrategy_Main.sql . Scroll all the way to the bottom and comment out (or just delete) lines 1108 and 1109 ("UPDATE AiFavoredItems..."). Leave the rest of that section though as that part keeps the AI aggressive with building settlers, just not spamming them 30 tiles away.

===
This also happens in vanilla. See here: https://forums.civfanatics.com/threads/ai-cant-handle-loyalty.680668/

Improving strategics over existing farms

[from Steam workshop]

aaaaa~~~~~ 30 Jan, 2022 @ 5:28am 
there are phenomena that ai never improve strategic resources when the strategic resource has been improved to farm.
This leads to AI lacking strategic resources to wage war

Simplify time strategies

They are a bit too complex atm. Less changes, only the ones really needed. Try to revert them when not needed.

Goals for each era:

  • ANC - try to get a religion, don't get killed
  • CLA - science & culture
  • MED - expand cities, bigger armies
  • REN - explore world
  • IND - production
  • MOD - bigger armies
  • ATO - air forces, nukes
  • INF - air forces, peace, nukes

Changes:

  • Reduce usage of great people pseudos, leave only Prophet
  • Remove pseudo improvement
  • Make sure that core yields don't stray for more than 15%

Vanilla game @ Modern Era:

  • Admiral & General +100 (ind&mod)
  • Scientist & Engineer +150
  • GWAMs +50, Prophet -100
  • Gold +75, food +55 (cla&med), science +45
  • Prod +20 only in MED

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