Sid Meier's Civilization VI

Sid Meier's Civilization VI

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[OBSOLETE] AI Strategy Conditions Fix
   
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Type: Mod
Mod: AI
File Size
Posted
Updated
770.000 B
Mar 17, 2018 @ 3:09am
Mar 24, 2018 @ 2:22am
2 Change Notes ( view )

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[OBSOLETE] AI Strategy Conditions Fix

Description
Another bug with Medieval Strategy fixed with this mod: "MedievalSettlements" added to Strategy_Priorities.
This bug was NOT addressed with recent official Spring Update!

With this, AI should be more efficient with settling new cities in Medieval and later Eras.

-----------------------------------------
CORE ERROR [fixed with Spring update]:

There is an error in game code where AI Strategy Medieval Changes requires wrong era condition - Classical instead of Medieval era.
For this error AI never "realizes" it is actually in Medieval era! Medieval era never "comes" to AI (with regards to strategy priorities).


Notably all other AI strategies in game database are correctly set to require relevant to era condition: Classical Strategy requires Classical era, Modern Strategy requires Modern era and so on.
Only Medieval Strategy set to require Classical era.
Therefore it looks like obvious another coding error from game developers.

In practice it means that AI's yields and building priorities are again skewed like with well known YEILDS error. Just more dramatically. For example AI desire for food is inflated more than 160% during Classical era. Then in contrary Medieval era "in AI strategic perspective" is non-existent at all.
For more detailed explanation check Discussion "How strategic AI works" below.

This mod addresses this issue and properly sets Medieval Strategy condition to Medieval era.

Both these errors were fixed in another my mod More Strategy released back in December 2017.
http://steamcommunity.com/sharedfiles/filedetails/?id=1226610353
With these corrections AI performance was notably improved.
Therefore More Strategy users do not need this fix.


Popular Discussions View All (1)
0
Mar 17, 2018 @ 8:40am
How strategic AI works
FearSunn
37 Comments
FearSunn  [author] May 22, 2022 @ 2:07am 
This mod is no longer needed. It is marked as Obsolete. Please unsubscribe, then I'll be able to delete it from workshop.
AUSTRIA STRONK May 20, 2022 @ 5:34pm 
Is this mod still valid?
Moyocoya Feb 18, 2019 @ 8:33pm 
Thank you very much for this information.

Do you know what becomes of Air Power AI Fix, Annoyances Mod, Garrison Fix and Medieval fix ? Did the bug you fixed have been took into account by Firaxis and removed ?
FearSunn  [author] Feb 18, 2019 @ 9:25am 
ListType MedievalSettlements is completely removed from updated game database. Therefore I conclude AI settlement behavior is substantially reworked (to the best or to the bad) and this mod no longer valid. I am marking it as obsolete now.
Royal Raven Feb 18, 2019 @ 8:47am 
If it is, the mod is going to need this since, GS added in mod incompatibly flagging:

You probably need to add this code in the <Properties> area in .modinfo, so the mod doesn't get flagged as incompatible:
<CompatibleVersions>1.2,2.0</CompatibleVersions>

I believe the 1.2 in the code means it is backwards compatible. I notice some mods just have 2.0, but a lot have the 1.2,2.0. I assume to be backwards compatible for players who don't have GS.
:)
NoShotz Feb 18, 2019 @ 8:29am 
I too have this question.
Ithz Feb 17, 2019 @ 10:05pm 
is this still valid?
JaysonV Feb 15, 2019 @ 9:07pm 
What is this guy even talking about above??
Jessy2299 Feb 14, 2019 @ 4:25pm 
No been fix a while ago
RaY92 Feb 14, 2019 @ 6:03am 
Is this still valid?