Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Real Strategy (AI)
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0.521 MB
Jan 6, 2019 @ 3:22pm
Jun 26, 2021 @ 6:07pm
19 Change Notes ( view )

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Real Strategy (AI)

Description
New version 2.0 as of 27.06 - Updated for New Frontier Pass.

Different approach to make the AI better, a mixture of Lua "thinking" and tuning of AiLists.

CivFanatics[forums.civfanatics.com] GitHub[github.com]

Before you start
- Real Strategy (RST) works with vanilla, Rise and Fall, Gathering Storm and all DLCs, in any configuration. However, please note that it is balanced for Gathering Storm.
- The mod's flag "affects save files" is set to FALSE. You can enable / disable it whenever you want. However, it stores its own data in a save-file, so after a reload a civ can continue its behavior uninterrupted.
- It is NOT compatible with AI+. You will most likely get DB errors with both mods enabled.
- It is also NOT recommended to mix it with other AI-altering mods - they technically might work together, but you will most likely get weird results.
- If you want to play Multi Player or use it with iOS - see the notes below.
- Do NOT use with Scenarios as they usually have their own rules for AI.

Overview of the key features
Detailed description[forums.civfanatics.com]
- AI uses more sophisticated approach to decide what victory to pursue. This is the core part of the mod programmed in Lua. It evaluates the current situation, and assess what other are doing. Basically these are concepts and ideas used in Civ5 re-programmed to be used in Civ6.
- Each Victory Strategy is revised and enhanced accordingly. Diplomatic Victory is also supported.
- Anti-Strategies to better handle disabled victory-conditions have been created.
- New approach to Naval strategies. A civ will determine based on revealed tiles (during exploration) in what situation it is: Pangea, Default, Coastal, Island and tune its behavior accordingly.
- Each Leader, Policy, Wonders, and few other things have flavors assigned to indicate what type of game we are playing.
- The leaders' behavior (AiLists) have been enhanced. Not changed - (practically) all original entries are there. Errors are fixed and many more are added to help leaders pursue their goals.
- Few supporting strategies have been implemented, mostly to help manage military and wars. Very simple ones, this area will be improved in the future. Basically Peace/War behavior, Catching up behavior when we start lagging in military (weak civs are always first to be killed), Science or Culture and an emergency Defense when a strong civ attacks us.
- Time strategies - revised and updated.
- Simple tweaks to Tactics and Operations systems. Some fiddling with behavior trees. Mostly to make AI better at sieges (they use Rams, etc.) and general war preparation.
- AI uses Bombers extensively, and Nukes cites too.
- Missing start biases added for civs depending on geo-location.
- A bit revised Settling params. AI chooses better spots (a bit, the system is too simple to achieve any grand results).
- Scripts for better GWAM handling (temporarily disabled).
- Last, but not least. No cheating policy is in effect. The "thinking" part uses only information that is also available to the human player, e.g. it doesn't know anything about another civ until it's met. This mod doesn't give AI anything for free (no units, no boosts, yields, etc.)

If you want to check yourself how the AI works with the mod, on the CivFanatics forum I posted[forums.civfanatics.com] a simple tool for that (FireTuner panel).
Important. In case of issues or errors please also post Lua.log - it contains crucial information needed for analysis and tuning.

More information on the mod homepage on CivFanatics.[forums.civfanatics.com]

I really prefer to have discussions on CivFanatics.

Multi Player note
This mod can be used in MP. The support was added 2 months ago and I have not received any reports about de-sync issues. The most problematic function - random numbers - has been changed into a function from the game engine that works in MP. There are 3 options (RST_Params.sql) that you can choose to use / test:
- 0 - random numbers are not used at all.
- 1 - for Single Player only, uses math.random.
- 2 - for Multi Player & SP, uses Game.GetRandNum - this is the default option.

iOS note
I think all platforms have now the same base game and all expansions (?), so the mod should work on all of them with no issues. However, I am not able to test it on iOS, as I only have the base game there.
The latest version dedicated for only vanilla game is 1.4 and can be downloaded from CivFanatics.

Differences from AI+
Since this is going to be an inevitable question:
- AI+ adds a lot of strategies on top of existing ones. RST enhances existing programming. You can turn it on / off even for games in-progress (doesn't affect the save files).
- Victory conditions. AI+ uses existing conditions, no improvement here. RST uses a more sophisticated approach here (see here[forums.civfanatics.com] for details).
- Leaders. AI+ uses Traits as a way to give various civs more unique behavior. RST tunes each civ and leader separately to its preferred victories.
- Tactics. AI+ introduces its own behavior tress and overhauls this part. RST just tweaks few things here. However, I see the need to use more advanced (or better) behavior trees. This is for the future development.
- Difficulties. AI+ employs a bit different strategies on higher diffs, with focus on Deity. Mostly more aggressive and more military focus strategies. RST - no changes here. Imo, the Civ philosophy has been always that difficulties come from giving AI more bonuses. And I am ok with that. AI should be "smart" no matter what difficulty we are playing.
Personally, I consider AI+ to be a really good mod. I used it a source of (good) ideas and "tested" mechanics. Whatever gems are hidden there (and there are), I will most likely try to implement them in RST.

Troubleshooting
1. This mod does NOT attach itself to save files. So, you will not see it in the list of mods when browsing games.
2. Make sure the mod is actually running during the gameplay. Go to the Pause menu and check if it appears in the list of active mods.
3. Starting biases conflict. Courtesy of MykolaCZ:
For people who getting error when enable this mod.
It can be compatibility issue ( confirmed on "Better Balanced ..." at least).
You need to turn off one parameter in the file "RealStrategy_Params.sql"
File located: disk:\SteamLibrary\steamapps\workshop\content\289070\1617282434
String 22 in version 1.7
INSERT INTO GlobalParameters (Name, Value) VALUES ('RST_OPTION_BIASES', '1');
change to
INSERT INTO GlobalParameters (Name, Value) VALUES ('RST_OPTION_BIASES', '0');

Credits
- Delnar - FastPillage operation and BH tree from his mod "AI CleanUp". I am not sure if it is working, but I like the idea :) Jan 22nd: Didn't work but I think I fixed it.
Popular Discussions View All (5)
95
Aug 8 @ 8:47am
PINNED: Please report issues here.
infixo
4
Sep 17, 2019 @ 4:17am
CIVITAS CityStates [OBSOLETE]
infixo
2
Jun 17, 2020 @ 3:04pm
Neighbour civ never gets a second civ.
yacomain
< >
839 Comments
1337 7 hours ago 
Hi, thanks for the mod! I've got a question: does the mod still work after reloading a game in MP session? Because it is not listed in Pause as you wrote in Troubleshoot section.
Tried changing parameter "Affects save files", it appears as active mod after reloading a MP game. Should only host (me) change this parameter or every other player should also do that change? Thanks!
Abracadabralicious 19 hours ago 
How does the AI deal with a game where I disable all (or mostly all except Score) victory conditions? It says that it attempts to form anti-strategies in accordance to which victory conditions are available so I'm wondering if that would hamstring the AI or not.
GrooGrux Aug 2 @ 5:05pm 
Trying AI mods. they all seem to forward settle as a first priority. On deity its no fun.
josgre987 Jul 22 @ 9:53pm 
I noticed the AI not improving their land/luxuries, is this from the mod? Ottomans had 5 chocolate in their capital and only 1 was improved. it was odd.
Reat Jul 20 @ 5:31am 
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?
infixo  [author] Jul 19 @ 11:22am 
@vinnie Unfortunately not everything can be modded :( Anyway, I am glad that you like the mod :)
Vinnie Jul 19 @ 9:16am 
@infixo oh k,i c. i thought it would be some priority line at codes that you could instruct me to fix. But thats the real immersion block of being playing with AI :( Oh poor us, when does robots gonna be alive, uh? hehe. Anyways your mod made them be more alive so that will fairly do. still hating persia and their war preparation tho x))
infixo  [author] Jul 19 @ 6:36am 
@vinnie AI had / has problems with improving resources since the dawn of time... In my my mod I tried to put more emphasis on happiness for some Civs hoping that they would start improving luxes but I didn't see any big improvements.
Vinnie Jul 19 @ 4:51am 
Thanks to this mod imma gonna hate Persia and their surprise wars forever. But theres something strange about AI ive noticed, they have been refusing to develop their luxury resources, i mean when they focus on a smart civ development they just forget about that happiness factor and such. Also i always go for their extra luxury produces and latelly theres none like ever ;-; so they keep asking to take mine for a lot of gold
zedBeast Jul 16 @ 2:05pm 
@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.

Another question: will it work with Monopolies and Corporations just fine (at least, not any worse than the standard AI)?