Sid Meier's Civilization VI

Sid Meier's Civilization VI

RomanHoliday's AI Rework (RHAI)
468 Comments
fuzion2100 Apr 26 @ 6:45pm 
does sooth sayer disasters work with this mod to improve land. i have apocalypses mode selected. my fires in rain forest did not improve the values.
Vector Apr 20 @ 2:21pm 
It worked after I used an incognito tab in my browser! Maybe I have a browser plugin issue somewhere. We gonna check out v4 next time we play.
We had a blast with v3 though! We fully finished one game with zero desyncs on a big map, tried another two and the AI always worked great and the game was 100% stable!
Today we got our first desync crysis, but it happened on a huge map with +2 AI over the normal limit (mod) on turn 424 with more than a hundred of cities build and Mongols and Congo AI's huge armies wondering around the map so I have no hard feelings about it. Without your mod we usually get first desyncs before turn 120 on big maps and around turn 60 on huge maps, so I think your mod actually makes the game more stable than vanilla civ, lol.
RomanHoliday  [author] Apr 16 @ 6:07am 
@FedeExp. You can only have one downloaded at a time unfortunately as they both use the same mod id. Hope that solves the issue!
FedeExp. Apr 15 @ 4:16pm 
Why when the mod is active(v3 or v4 beta) in the match creation the game keep saying "there was an error loading the contents of a mod"? I have installed only RHAI v3 and v4 (only one at a time is active) as mod in the game. It's just impossible to start a match until i disable it.
RomanHoliday  [author] Apr 15 @ 7:56am 
@Vector Hmm try this alternative discord link if you would like to join https://discord.gg/QTZgj5z3Rp . I have just tested the original link and still works great for me
Vector Apr 9 @ 2:08pm 
I gonna give it a try. I'd like to try v4 beta, but the Discord link is dead!
RomanHoliday  [author] Mar 29 @ 10:03am 
@JG2400 Yes the mod does do that (sets to 15 turns standard speed min war duration, 10 online speed) to prevent the AI from being exploited before it has the chance to attack a player in a war. (If the AI hasn't had a chance to attack / eliminate enemy troops it will often make peace very easily, if you steal an AI settler early on this makes it potentially a lot more punishing as the leader can attack back and will not just make white peace after 10 turns)
RomanHoliday  [author] Mar 29 @ 9:59am 
@Sid Yes, decently well
Sid Mar 28 @ 8:07pm 
Does anyone know if this works with the BBG (Better Balanced Game) mod?
Gunchap Red Mar 18 @ 5:04pm 
@JG2400 Pretty sure it’s this mod, I get the same effect. Only that it also has it stuck at 21 turns for a long time at times.
JG2400 Mar 13 @ 1:35pm 
Is it the default behavior that the mod sets the turns before you can negotiate peace to 30 turns (Marathon pace)? Or might there be another mod in my subscriptions messing with things?

I tried to tweak war/peace time to 20 turns using DIPLOMACY_WAR_MIN_TURNS(or PEACE, I am keeping them equal) in the file Ops.sql.
Default of the mod was 15, so I assumed that 15*2 = 30 and shifted to 10. This gave me 25. So I then assumed 15+15=30 and tried 5 (5+15=20). This gave me 15.

Setting the variable to the following gives me:
5: 15 (+10?)
7: 14 (*2?)
8: 16 (*2?)
10: 25 (+15?)
15: 30 (*2?)

Would you know why the number acts like this?
w+m1 business Mar 11 @ 10:11am 
I play with steam version, is there any particular reason why every AI takes Great engineer points wildcard? I understand Limes, Serfdom and other cards they always take but why this one? Diplo and Domination civs (and to some extent even Cultural) don't really benefit from great engineers, no?

Also, I love how much aggressive are Cultural civs with archeologists, I once declared war on Pericles (who was way ahead in terms of culture but behind in science and military) and the first thing he did was sending like 5 archeologists to my land, absolute gigaAI
Moll Dubh Mar 10 @ 7:14pm 
some avaliation of the enemy force and production of units to counter or according the terrain would be very good too. For example, their navy is most of time lacking, even if all their cities are in the coast, wich renders the ai undefended against a fleet. Even when the most effective option for war would be building a strong fleet rather than a land army, unless is a naval civ, they will hardly build a fleet. Or when they are sieging a city, sometimes they simply have no melee units for its capture. Improving this behavior would increse neatly the ai capabilities.
Moll Dubh Mar 10 @ 6:29pm 
Ai is sensible better, but there still space for improvement:
- all avaliable space to settle shall be settled. Ai ends with multiple cities in absolute useless places, instead of producing better options. In fact, often I see the ai with 3 or more settlers sitting on their borders because there's simply no more space anywhere to settle. And yet, it keeps producing settlers.
- bad enemy strenght avaliation: ai often declares war when in total disadvantage. It would be interesting if the ai build up their strenghs before suiciding itself in impossible wars. I saw this feature on the Unciv (a fan-made civilization v for mobile) where upon declaring war, the ai would gain some units to make up for this lack of power awareness and war preparation, could be interesting for making up civs lacking army. Perhaps in form of a project that convert population in units? Could be good as desesperate measures for civs that want to fight till the end.
GeekManDoo Mar 9 @ 1:25pm 
@Matchlock Samurai @ Gunchap Red You might try Version 4.37 Beta. You can get it by joining RomanHoliday's Discord server. See his note above for the link.
Matchlock Samurai Mar 9 @ 12:18pm 
I'd love and recommend this mod so heartily if the AI ever accepted peace. It looks like every Civ has become Gorgo where even if they have been completely crushed they will not accept peace. Major gripe and it becomes exhausting to play after 30+ turns of non stop war.
Gunchap Red Mar 1 @ 12:33am 
I have a serious major issue with this mod where the AI absolutely refuses to ever surrender. I’ve literally had the AI declare war on me, get completely and utterly militarily defeated, lose all of their units and almost all of their cities, including their capital, and they still refuse to surrender.

The AI literally no chance of ever winning the war and surviving, and still refuses to surrender when I ask it to stop. The only way I could ever ends any wars the AI declares on me is to eradicate them. Can you fix this?
Gerwulf Feb 24 @ 11:11am 
Does this mod disable "AI Combat Bonus" on higher difficulties? It is not immersive to me when there are 2 identical units but theirs is always strongest.
RomanHoliday  [author] Feb 23 @ 7:06am 
@Axneth Ironswift Thank you very much!! Yeah I really like both games but aggressive AI that takes advantage of its bonus' always makes any civ game more dynamic and interesting!
RomanHoliday  [author] Feb 23 @ 7:03am 
@SstarLit56 Barb unit production not changed by this mod at all. You just got very unlucky lol
SstarLit56 Feb 22 @ 3:57pm 
barbarians have made 2 more since, its turm 31 ;~;
SstarLit56 Feb 22 @ 3:50pm 
barbarians seem way more ridiculous on prince, they produced multiple horseback units very quickly, standard speed by turn 29 i killed 3 horsemen and a horse archer from a camp
GeekManDoo Feb 20 @ 5:39pm 
@Tuonela You can get access to v4 by joining RH Discord server. See the link at the top of the description above.
Tuonela Feb 20 @ 3:18pm 
Is this mod the same as "RomanHoliday's AI Rework v4 Discord Beta!!!" ? I see here "RomanHoliday's AI Rework (RHAI)" with v3 but for v4 I had to use chrome browser login steam there and subscribe. I have no idea what is happening. I cannot find v4 by using search bar in steam workshop.
Axneth Ironswift Feb 18 @ 10:31am 
I was looking into getting back into 6 after the bonfire that is 7, I appreciate the work done here! My biggest issue with 6 was AI just becoming passive over certain actions.
LexsDragon ::) Feb 17 @ 9:42am 
Should I change my prefered difficulty while using this mod?
RomanHoliday  [author] Feb 13 @ 5:10am 
@ThinkingNut Yes it will be. Enjoy your game!!
RomanHoliday  [author] Feb 13 @ 5:09am 
@SMOKE Needs just Gathering Storm to run (there are extra AI files in there and the included rise and fall that I need)
RomanHoliday  [author] Feb 13 @ 5:08am 
@Noonien Should do yes :steamthumbsup:
RomanHoliday  [author] Feb 13 @ 5:06am 
@Oranos Thank you so much, legendary comment!! You are very welcome
Oranos Feb 13 @ 1:27am 
You saved Civ. Bravo sir. I've been playing since the 90's and V-BE's AI engine was hands down the best. I've had it nuke its own cities to clear my troops for a space part and daisy chain carriers across an ocean just to get a nuke on my homeland. VI is a great game but you can only play so much against a brain-dead AI, (except Poundmaker for some reason). So, we went back to V and BE. We waited for VII and it totally crapped the bed - but the itch was still there. I saw your video and tested this out over past week. This is better than V Deity. This is amazing. I just got totally routed 2x and I'm here for it. The AI's hate you for existing and only trade bc they have to - just like V and reality. There's no gaming trades and other nonsense. They halted my Aztec rush and were prepared for my Roman Legions. I just had India D-Day my ass. Well done. They should have hired you instead of virtue signaling and delivering another brain dead installment. A hundred thanks.
Noonien Feb 12 @ 3:55am 
Does it also work with Hotseat games ?
SMOKE Feb 2 @ 12:04pm 
not working with vanilla(
ThinkingNut Jan 26 @ 10:13pm 
Hello! This is an excellent mod. May I ask if it is compatible with Jam's Difficulty Mod?
ttk Jan 18 @ 6:55am 
Can AI make peace with other AI? In my game Korea and Ottomans were fighting whole game, but they didnt have a border line lol
meow Nov 15, 2024 @ 10:24am 
is there anything that can be done about the AI spamming the everloving fuck out of siege units and then just not using them?

And also maybe some way to stop the AI from EVER sending embarked units without a naval escort? If the AI isn't on my continent/island it can never win war because it just sends over unguarded units that can't dock or do anything and just litter the ocean with garbage.

I play on Marathon so "eh the AI is just useless and braindead until bombers and nukes" is NOT a viable solution.
Rabs Warren Nov 11, 2024 @ 5:27pm 
When we reached flight I saw several civs building aerodromes but none built any aircraft to stop my bombers (even with lots of oil), which was a shame. Maybe more weight needs to be placed on building aircraft in the modern era?

Huge improvement on the base game though and I feel it was somewhat more immersive than real strategy but of course I've only finished one game. The AI pivoted towards different victory conditions and was actually coming close to a science victory. I think even with this AI there still needs to be some cheating to get them really rolling. Is there a way to nerf walls or even just the player's walls so they can take them out with a few strikes? Maybe free upgrades for units once a resource is obtained? I think the diplomacy aspect is great but combat could use a bit of tuning. Going to keep using this on a few more games, thanks for all your hard work
Rabs Warren Nov 11, 2024 @ 5:27pm 
Ok I just finished a whole game on emperor and won a culture victory. AI was fairly aggressive early which was great to see. Ottomans declared war on multiple city states and ended up conquering two of them, which I've never seen before. They had an insanely large military (around 8800 strength at its peak) and never really stopped building units. They would continue building long out of date units like the field cannon and barbary corsair, Rome still had leigons running around in the atomic era. Units would often send their out of date units into my cities one by one and be obliterated. I think more weight still needs to be placed on building siege and melee units as the map was entirely covered in field cannons.
timothygoss0909 Nov 2, 2024 @ 4:07pm 
Only gameplay mod is Civilizations Expanded, which might explain an issue.
aieeegrunt Nov 2, 2024 @ 2:13pm 
Not seeing that issue here. What other mods do you have?
timothygoss0909 Nov 2, 2024 @ 10:14am 
Am I the only one having issues with any action or unit cycling to builders taking massively more time than any other unit? Turned this mod back on recently and can barely get through a turn because builders practically freeze the game.
RationalBeast Oct 27, 2024 @ 10:00am 
This mod makes the AI less competitive when it comes to building wonders. They keep getting settlers captured by barb and building more to get captured. I just snagged four of them all around the same camp.
💚Placeholder Name💙 Oct 25, 2024 @ 5:32pm 
Hi! A couple of things:

How well does this mod interact with longer game speeds, and Extended Eras by p0kihel?

I've noticed sometimes the AI just doesn't attack with ranged units, or sometimes doesn't build the full amount of districts in it's city and it makes lots of units, but this could be due to weird interactions with Extended eras since I'm also running that, but I've seen other comments talking about the AI freezing up and not taking free attacks with ranged units when it can
H.Humpel Oct 23, 2024 @ 9:32am 
Hi,
your mod has been translated by onyxum into German and the translation is now part of the German translations for Civilization VI mods mod pack.
We would be more than happy if you could refer to the language translation in your mod description.
fuzion2100 Oct 19, 2024 @ 11:25pm 
how do i get to the discord link from here?
Komodo Bebop Oct 13, 2024 @ 1:25am 
Does this mod work along with the No early Warmonger penalties mod? The mod in question makes it so you wont get a bunch of grievances when expanding via war. When i used RH for some reason it made the other mod not work and when i took over a capital of an AI the whole world hated me and all had -40 grievances against me? Does RH overlap with that mod or is there a way to have both working? In the meantime ive been using Real Strategy AI but ive been wanting to try RH for a while now.
HindeR Oct 8, 2024 @ 3:34am 
if it is possible to increase the priority for the construction of canals then it would be great. or not to build naval units on lakes. There are often many naval units in closed lakes.
Vulture Sep 30, 2024 @ 5:55am 
Is this broken by or will break mods that randomize techs, promotions, and governor powers? Specifically the mods by "Luke ✞ Jesus Saves ✞"
aieeegrunt Sep 25, 2024 @ 4:27pm 
I’ve noticed the Barbarians occasionally going passive for a turn as well, but they seem to resume being jerks the next turn
RationalBeast Sep 25, 2024 @ 7:21am 
why are the barbarians acting so confused? they just wander around random and don't even attack.