Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Feb 2, 2021 @ 1:56pm
May 15, 2022 @ 1:56pm
9 Change Notes ( view )

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AI Booster

In 1 collection by R.E.D
Difficulty and Time Line Balance
20 items
Description
A couple of boosts to the AI. Used for Emperor and Above.

Grand Strategy Changes

AI has higher desire to build and keep larger standing army.

More base gold for AI and less maintenance in later era so help the AI with he upkeep of a larger army.

Slight Bonus to AI war weariness (AI gets 20% less in modern on Emperor difficulty)
Immortal or higher give AI 15% less from medieval, 30% less industrial and 50% less in modern or later.

Increase AI build priorities for Settlers.

Militaristic and Expansive AIs get more War Agendas (Large Standing Army etc)

(NEW) Removed specialist slots for faith buildings, AI was stacking them full and wasting citizens. This helps a lot
with AI growth as initial districts is not stacked with citizens.

Tactical Changes

AI is more aggressive when at war to attack cities.


Details

The AI gets a 2 gold boost for city center in classical and then additional 2 gold boost in medieval (To pay for the increase in AI units below).

Slight ERA bonus for science for AI in late game per city. +1% per handicap starting in Renaissance, giving 1% plus for King, +2% in Emperor and so on. Each next era gives an additional 2% per difficulty level. Resulting in Industrial for king is +3%. Final bonus in Info era will be +1%+2%+2%+2%+2% = 9% on king.
For Immortal its +3%+6%+6%+6%+6% = 27% in the info era.

Slight ERA bonus for culture for AI for king its +1%+1%+1%+1%+1% = 5% for king, immortal its 3%+3%+3%+3%+3% = 15% in info era.

A small boost to food starting in Medieval and ending in Industrial +1%+2%+1% on king, and +3%+6%+3% on immortal.

Gold boost in Classical to Renaissance 2%+2%+2% total of 6% for king, and +6%+6%+6% total of 18% for Immortal.

Unit maintenance is adjusted for AI to help with maintenance of all its new standing units, this only kicks in on Emperor and Immortal difficulty. On Emperor the AI get 1 gold maintenance discount in Modern age. On Immortal the AI gets one additional discount in maintenance in medieval and then one more in industrial for a total in industrial of a discount of 3 golds per unit. Cannon for example will now cost AI 2 gold instead of 5 on immortal or deity.

Amenity Handicap for the AI, the AI now gets a free amenity on emperor in the modern era. Then for immortal an additional free amenity in medieval and industrial age for a total of 3 free amenities.

Boosted default chance of producing settler.

Removed the science over focus bug also removed preference for culture districts in classical age, kept science preference as is.

Finally the AI standing army unit numbers desires have been boosted.

Increased AI max operations and higher priority to attack cities.

I would recommend (Real Tech Tree, and remove science and culture city states to slow down the game progression.
I also uses a mod that slows down later eras as well. I also using a mod that increase road speed a tiny bit, my less gold mod and extra AI builder charges. I find that now I don't face palm as often when I look at the AIs territory.


133 Comments
R.E.D  [author] Jun 24, 2024 @ 2:11pm 
Been stuck playing Vox Populii on Civ5. Damn wish we could mod like that on Civ6, the AI is so much fun to play against. Hard but fun. Great balances armies / navies. I hope they release the code at some point so we can add the vox army/navy AI to civ6. Until then I will hold off playing Civ 6 again.

In case your still around arr0w, my games are fine so not sure why they dont build cities in your, maybe difficulty?. I generally play on Emperor or Immortal.
arr0w Feb 23, 2024 @ 5:51am 
almost perfect mod / the armies are much bigger, harder to conquer. One big bug - many of the civs dont built new cities (they have only 1 and they just keep making more units)
R.E.D  [author] Oct 23, 2023 @ 2:27pm 
Sadly we have little control over what the AI build or how they move, still no way for modders to change it besides maybe custom scripts which would be hacky. I am using a mod that increases movement for roads and build road automatically with improvements, this allows the AI more moves which helps a little.
她掏出了我想掏的 Sep 26, 2023 @ 5:40am 
Also is there any improvement to the ai movement in this mod, because I found that the ai seems to move further than expected, I'm not sure if this mod working on it and which coding changing it, thanks!
她掏出了我想掏的 Sep 25, 2023 @ 10:29am 
Very nice mod, In my game AI keeps building siege units in war instead of build units which can Occupy city such as infantry,warrior. do you know which part of coding may reduce AI tendency to build siege units?
R.E.D  [author] Sep 12, 2023 @ 1:22pm 
Been away playing other games, mine say may. The main one affecting priority of building units is the PSEUDOYIELD_UNIT_COMBAT, to high handicaps the AI in with to many units. But sure lower it 0.1 or 0.2 if you want less units.
Bobby Sep 5, 2023 @ 12:18am 
Which number do I change in the file "AIBoosterCore" If I want to lower the AI's army number a little bit?
Spartak Aug 9, 2023 @ 11:29pm 
the Last update note reads:

"Doubled pseudo yield for spies.

Added War-Weariness bonus to AI.

AI on emperor will now get 20% less war weariness from modern age.

AI on immortal and up will now get 15% less war wariness from medieval
Increases to 30% less in Industrial and 50% total in Modern age."
Spartak Aug 9, 2023 @ 11:25pm 
I'm sorry but steam is saying the last update was in 03/15/2022, where is the new version RED?
R.E.D  [author] Aug 7, 2023 @ 7:21pm 
Its hard to change exact behavior as that's in the code, we can only give the AI some more units and fix some build issues right now.