Sid Meier's Civilization VI

Sid Meier's Civilization VI

Real Strategy (AI)
1,169 Comments
Fugandoats Jul 14 @ 5:34pm 
I've given the mod a go in Vanilla GS (no other AI mods enabled) and thought I'd try Prince difficulty as I usually play Emperor and thought it would be wise to try this on a lower difficulty first. However I've found throughout the game into the medieval era that the AI isn't only different to vanilla, it seems to be somewhat disabled entirely? They aren't building districts or attempting to advance at all. It doesn't seem like an issue that would resolve from simply upping the difficulty, I'm wondering if it's malfunctioning somehow? I can't see any errors or anything.
Molten Ice Jun 25 @ 2:31am 
@rilquermascarenhas nothing to do with this mod, I've noticed that barbarian clans mode doesn't even work with vanilla AI. In general I don't think the AI knows how to handle this mode at all, so this mod would probably not have the ability to be able to change that.

@TikaTops try adding late game AI https://steamcommunity.com/sharedfiles/filedetails/?id=2939752243 on top of this mod, and bump up the difficulty to higher than deity if it's not doing what you're after.

@Infixo, I just wanted to say I love this mod and use it on all my games, thank you for making it and I hope you keep maintaining it!
rilquermascarenhas Jun 14 @ 8:25pm 
Has anyone played this with Barbarians Clan mode and seen any issues?
TikaTops May 19 @ 2:46pm 
Thanks a lot for getting back to me. What I'm trying to achieve is for the AI to build larger armies and actually use them if it sees it has the advantage. Just off the top of your head, how would you recommend tweaking these parameters to get the effect I'm aiming for without throwing the game balance off too much? I'm playing with vanilla rules, no DLC.
infixo  [author] May 19 @ 1:40pm 
@tikatops It won't break the mod, just your game could be unbalanced.
infixo  [author] May 19 @ 1:40pm 
@tikatops As you are aware, there several dozens of parameters in the mod, and I wrote it a few years back, so I don't remember all the details nowadays. Those param you mention are used to decide if Conquest strategy should be activated. In general, those changes should cause to activate it more often, especially for weaker civs. So, in a way civs might become more aggressive and abandon other victories like science or culture. However, it is NOT automatic. If you expect wars to be declared asap then NO, it does not work like this. Conquest strategy means that civ will start building more military units, put more focus on science, value more foreign cities, denounce more, etc. The war itself is decided by the game engine and those conditions cannot be modded.
TikaTops May 19 @ 1:01pm 
I'm trying to make the AI more aggressive. I have no idea about programming, but ChatGPT suggested I change these parameters in the mod to make the AI more aggressive. Will this have the effect I'm looking for, or will it cause the mod to break?

('RST_CONQUEST_POWER_RATIO_MULTIPLIER', 150),
('RST_CONQUEST_POWER_RATIO_LOG_MULTIPLIER', 150),
('RST_CONQUEST_AT_WAR_PRIORITY', 50),
('RST_STRATEGY_MINIMUM_PRIORITY', 10),
('RST_GUESS_SCALER_CONQUEST', 120),
infixo  [author] May 11 @ 2:32am 
@LePuss In 2019 when the mod was released, AI+ was very popular and virtually the only AI mod worth its name.
LePuss May 10 @ 6:08pm 
A weird need to have to mention another AI mod like im suppose to know what it means. "inevitable question" lmao :steamfacepalm:
Mor Apr 4 @ 8:29am 
Is it only my AI that runs around without attacking cities if they have walls built in them?From a certain point on, when everyone has walls, AI can't capture cities, and it doesn't attack.I play on 7 and 8 difficulty levels.
MOSOY Mar 1 @ 2:55am 
afo;
Gerwulf Feb 24 @ 11:19am 
Does this mod remove "AI Combat Bonus" on higher difficulties? It is not immersive to me that there are 2 identical units and the Ai's one is always stronger.

Btw. not sure how it was in vanilla but with this mode Ai make stupid trades like I have traded 1 luxury for 2 luxury + some gold per turn.. who would do that? They are quite strong in the game, probably didn't needed it that much.
MIG_29_Fulcrum Feb 10 @ 4:10pm 
Is it possible to make City State AI always keep a ranged unit in the city center/encampment zone?
Diamour Feb 8 @ 4:06pm 
is the mod working in hotseat?
JackCandem Jan 4 @ 10:04am 
@Flyingfrenchnz according to the Post here [forums.civfanatics.com] in theory it is compatible but it has not been updated to take into account any changes made by BBG
Flyingfrenchnz Dec 27, 2024 @ 3:57pm 
How well does this mod work in conjunction with BBG? That changes a lot of the bonuses of different civs, so I could see it causing issues
CherryTree Dec 2, 2024 @ 9:03am 
The AI doesn't seem to want to repair its cities, even 100 turns after a nuke
ChrisMartin Nov 17, 2024 @ 9:05am 
That tells me that this mod made it difficult for you, as intended.
You have to use other mods to limit the number of units a civ can have.
Bluesky95 Nov 17, 2024 @ 8:44am 
how tp fix ai unit spam? emergencymdeclared on me then all of europe swarm england and im toast i 5 tums. they had 3k mil score with unlimited troop
Simon Sullivan Nov 14, 2024 @ 2:35am 
I'm going to give this a go with Late Game AI on King and see how it goes. I'm after something that allows me to experiment and try different things, but with enough twists and the occasional "oh sh*t" moment to spice things up
Esteba Nov 5, 2024 @ 11:59am 
Thanks for your work on this mod!

I have to say that my main concern with the standard AI does not really seem to be fixed: The AI leaders still settle in spots that make it easy for me to obtain their cities through cultural influence, or sometimes by military. Getting one or even multiple "free" cities in the early game gives me a massive advantage leading to me dominating the mid-game.

For me, this was also the main reason I was able to beat the standard AI on Deity difficulty.

I played on King difficulty so that the AI starts with 1 settler each, too, and was hoping that this mod would make the game more challenging. From the mod description, there should not be a big difference between the difficulties regarding the general approach of the AI, correct?
Tavernicus Sep 27, 2024 @ 7:05am 
I see some definite improvements, but overall I still completely won the game by medieval era as the AI stopped trying seemingly. I built most wonders, had 5-10x the military power of my competitors, and got most of the great people. I don't know, mostly I saw some improvements in actual combat AI and city placement, but other than that I am not sure.
SIGINT Sep 13, 2024 @ 6:18pm 
I absolutely love this mod! I actually have to think and react instead of just outscale. Single player is a blast now.

I have one gripe though, which is that the AI never seems to build anti-air, so they always get rolled by planes. Might just be my games, though.

Overall though it's a huge improvement. I can see them focusing on specific victories and building up lots of military. Exactly what I wanted.
juniorqqpp Sep 10, 2024 @ 3:41pm 
is this mod or RomanHoliday's mod better?
Duke of Bosnia Aug 28, 2024 @ 3:30am 
You have single handedly made this game playable for me in single player, AI is actually very smart now, massive props.
Davios.X Aug 7, 2024 @ 2:48am 
Does it work with Deity++ mod?
Flactine Jul 23, 2024 @ 4:14am 
Game always crash, and Lua.log's last word is "RealStrategy: WARNING: GetGenericPriorities policy POLICY_CULTURAL_EXCHANGE not defined in Priorities"
Litcube Jul 4, 2024 @ 5:56am 
Is there a way to decrease the standing army of city states? The spam is overwhelming.
ChrisMartin Jun 20, 2024 @ 1:51am 
And in my latest game, I was aggressive against the strongest AI, and 3 other Civs (all in friendship for the last 2 eras) turned on my and I had 4 AI against me.
Acacia Jun 19, 2024 @ 10:59pm 
Just completely wiped out America with no resistance using this mod, and my army is still quadruple the strength of any other civ. During me taking every single city from America (probably at LEAST 50 turns) and knocking them out of the game, not a single other civ on my continent (or at all) decided to increase their armies strength, or take any action to protect themselves, despite the obvious threat. In my experience so far, this doesn't work. IDK how people are talking about how this makes the AI a threat, it doesn't. I felt brain dead taking all those cities. Very disappointed
Obb Jun 19, 2024 @ 9:20am 
I see lol Thanks for the view !
« You can't turn a donkey into a racehorse » as we say here, if they’re a bit broken from the start, it can be hard to improve, indeed… That’s a real shame !
Well, didn’t they end up releasing previous civ data once the new one got out ?
ChrisMartin Jun 19, 2024 @ 9:05am 
The Civ6 AI aren't good at all to build anything, even vanilla assets.
To fix this, Firaxis need to release the source code, so modders can make true changes to the AI.
Obb Jun 19, 2024 @ 8:49am 
Can I make wonder more attractive to AIs ?
I'm a bit scared, looking at the code I get the feeling that they’re added one by one =/
I added several wonders to my game, but I’m almost alone to build them ! ^^
Dark MAGA Jun 19, 2024 @ 7:39am 
Best mod for solo playing.
Noodle Jun 4, 2024 @ 5:03am 
does the AI have a strategy if i only allow a score victory?
The Overseer May 28, 2024 @ 9:35am 
For people who don't read the changelog: This mod does not change start biases anymore
daulet3 May 20, 2024 @ 8:28am 
I use Configure Map Size.
The map size is quite large 128*80.
And yes? there are many civilizations - 60 of them.
Time - Middle Ages.
I fight enough, otherwise it’s not interesting. )
But as I said, there are no places.

What's a mod to limit the unit number?
infixo  [author] May 18, 2024 @ 11:13am 
@daulet3 There can be many reasons why AIs produce many units. Examples. There is an aggressive AI that produces units by itself, and since AIs rarely start wars, then its power grows. However, other AIs tries to keep up so they produce units too.
Or maybe you simply have too many aggressive AIs.
Or maybe the game is too peaceful and units accumulate.
Or maybe is a byproduct of Late Game AI - I understand you ARE in late game and many people complain that AI is too weak at the end. Perhaps try to wage some wars?
ChrisMartin May 18, 2024 @ 8:21am 
Not in this mod. Go to war.
Or use a mod to limit the unit number for all players.
daulet3 May 18, 2024 @ 5:37am 
Thank you for your work in developing such an interesting mod.
In my game, I have difficulties with the movement of troops, since all countries produce so many units that they do not fit on their territory. And there are no empty seats.
Is it possible to somehow correct this?
I also use the mod "Late Game AI".
mrp8196 Mar 16, 2024 @ 11:44pm 
religion can create units . the flood barrier is a heck of lot easier with religion. I get 13 faith on trade each. Does this affect the ai to build cities and districts? Like stick cities on iron deposits and geo fissure. Does this mod make the ai nuke happy?
DYNIA Mar 13, 2024 @ 3:04pm 
hey got a question about mod:

will it works when I play victory condition only score and rest is turned off ?

I hate religion and other victory conditions expect war one
CycMarques Mar 13, 2024 @ 1:10pm 
Mod makes Deity AI so bad they can't even handle barbarians. Saw Rome lose multiple towns to barbarians on Deity and I just had to uninstall the mod in disbelief. No other game play altering mods were used, only UI enhancement mods.
Cutha Feb 29, 2024 @ 3:16pm 
Thanks for the mod. I'm not sure if its an issue or not but I've been hunting down desync issues with my mod pack and apparently using pairs instead of ipairs is unsafe in MP. I noticed that although you changed some routines to use ipairs there are still lots of pairs being used and frankly I don't know when it wouldn't need to be changed so sorry if I'm way off base.

We are getting desyncs often enough in our new game that we should be able to troubleshoot easy enough by disabling this mod.
infixo  [author] Feb 23, 2024 @ 12:51pm 
@stroiko Initial version, before Gathering Storm, took me almost 3 months to make... Then there were several updates.
I was in fact researching the trades, but no to avail. I couldn't find a param or setting that would allow to somehow tweak trades :(
NicoVPC83 Feb 21, 2024 @ 1:22pm 
Hi @Infixo, Thanks for your mod, I can't even imagine how much time and effort took.

I have a semi related question: do you think is possible to mod how AI values trades? I would like to them value "Open borders" a lot more, but not sure if that is moddable.
Nookie Feb 19, 2024 @ 8:57am 
would that work with Harmony in Diversity ?
paparazzi Feb 3, 2024 @ 7:34am 
its work in multiplayer?
joemontana5d Feb 2, 2024 @ 5:46pm 
can i disable any victory types with this mod?