Sid Meier's Civilization VI

Sid Meier's Civilization VI

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RomanHoliday's AI Rework (RHAI)
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Aug 13, 2023 @ 1:05pm
Mar 12 @ 6:42am
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RomanHoliday's AI Rework (RHAI)

In 2 collections by RomanHoliday
RomanHoliday's - A Few Mods that Combo Well
4 items
RomanHoliday's Multiplayer Essentials
28 items
Description
For AI feedback / discussion, beta versions, all patchnotes and a few incredibly difficult AI challenges, join the RH discord! https://discord.gg/cefaYthEX8

Version 4 Beta Now Available in the Discord!! (In addition to Ongoing Patch Notes)!
Accelerate the development of the mod and gain early access to v4 betas and v5 when it is available for early access (and extra AI setup customisation and dev notes) on Patreon! https://www.patreon.com/romanholiday
Aiming to have V4 officially released once it has reached the level of quality it needs (especially thanks to @Slothoth!!, currently undergoing frequent updates, is getting better / more reliable each month).

Current Release RHAI 3.2.8. (v3.2.9 & v4 Beta on Discord).
PS a like goes a long way to boosting steam visibility!! :)



This AI behaviour rework and enhancement makes the game and every leader significantly more challenging, unique and fun to play against (even more so relative to the vanilla AI in the mid to late game). Civ 6 is a fantastic game but the one thing holding it back is passive, mostly unambitious and predictable AI, especially in multiplayer games with friends. To write this mod, I have spent a long time improving my knowledge of all of the systems, strategies and operations that the civ 6 ai uses. Here is the end product, enjoy and be warned, the AI will not play the way you expect ;)



These are the most important areas where I've completely reworked or improved the AI strategies, internal strategies, database choices, operations and behaviour trees:
(extended info on discord due to max character count)

  • City assaults and then maintaining loyalty in cities after capture. There is a good chance some civs on the map will develop a multi-civ empire
  • Much improved and more extensive strategy for all of the major victory types, including Science, Religious, Domination and Culture. (The default victory strategies are very simple. Many new extra strategies now trigger on top of the enhanced existing ones when certain conditions are met. For example, the AI now goes all in (and builds more defences) if it is close to science or culture victory)
  • Far more individual personality/ behaviours for each leader, to play to their advantage (and their historical personality, with some random variation)
  • All leaders, but in particular militaristic, are far more aggressive when it is to their advantage. Attacks are made with considerably larger forces and often multiple cities at once, happen more quickly and are more likely to focus on a border city first or/and the settlement that is the least well defended. Defending units are also handled better, multiple tiers of walls are built when required and leaders maintain a larger standing army
  • A specific rewrite of a late game behaviour tree for a huge improvement! If Oppenheimer worked on this mod, he would definitely regret it's development
  • Overhauled settlement and expansion: The AI now claims unused land more quickly and chooses better city locations, especially for specific civilizations and eras. Militaristic civs prioritize forward settling and strategic resources, while leaders focus on resources tied to their bonuses, like the Maori with passable features. All civs prefer settling near strategic resources and natural wonders.
  • AI is much more effective in all other military aspects. Builds and makes use a large force of fighters, bombers and uses anti-air offensively and defensively in the late game. Including prioritising siege unit attacks on walled cities
  • Improved naval strategies and more effective naval invasions (as seen in some of the screenshots above)
  • AI improves many more tiles and prioritises important tiles first (such as strategic resources and luxuries). However in some cases it still does not improve all strategics properly in the late game (e.g. if a farm is already built on it) and so the AI is given a small amount of late game strategics at higher difficulties to make up for this.
  • Each leader is more unique at diplomacy and chooses their friendships wisely. Many leaders will often catch you off guard with surprise wars (the AIs life passion seems to be backstabbing me when i'm not expecting it in multiplayer games)
  • Works in both Singleplayer and is Desync free in Multiplayer (tested with friends)
  • Countless other improvements - Check the Discord for more information

Smaller Improvements Including: (more details on discord)
  • More intelligent trade deal and world congress decisions, such as potentially down-voting disaster requests and voting for motions that will help them in their best current victory type
  • GPP Situational Strategies
  • Pillaging / plundering other civilisations or bombing infrastructure if it is the best strategy to do so. Great for Viking Norway

Important Multiplayer Advice: To prevent desyncs, make sure to host the game on the person with the slowest processor (a useful tip for all multiplayer games, discovered by Spiffing Brit.)

Additionally, the game may start, but RHAI is not compatible with other AI behaviour mods such as Real Strategy (a fantastic mod btw) or AI+. Using both mods at the same time will break the AI and lead to conflicting, likely incompetent behaviour. (Late Game AI Compatible)

Credit:
Infixo for the Naval Superiority replacement behaviour tree (probably the best and most dedicated civ modder there is) and for helping me understand the best ways to mod the AI so much more
Delnar for his custom pillage operation & documentation
Prometheus for giving fantastic feedback and for very useful multiplayer testing



Additional Info:
  • This is my best attempt at an AI mod using the available game systems, that makes the AI aggressive when it has an advantage, better at winning, more unique and works in multiplayer. Of course because we do not have access to the actual DLL files there are still a few aspects of the AI's behaviour we cannot improve as much. However, thank you very much to Firaxis for developing the game in a way that means there are still such a vast amount of game systems / database entries than can be accessed and improved or overhauled (such as the behaviour trees) despite this
  • Adds several game setup options including reducing AI starting warriors on higher difficulties by roughly 40%.
  • My Resource / Small Balance tweaks mod can help with AI management of WMD's/ Key Units by switching GDRs and Nuclear Subs to multiple oil per turn. As a result, the small chance the AI wastes all it's uranium is eliminated. https://steamcommunity.com/sharedfiles/filedetails/?id=3020200780. It also increases the cost of thermonukes and increases their range from 2 to 3 ;)
  • This mod also includes custom leader personalities for a few historical modded leaders (JFD's Soviet Union, Germany and Italy). More could be added on request. (Iceland in Progress)
  • Scapeh's Larger Mushrooms Clouds are great too ;)
    https://steamcommunity.com/sharedfiles/filedetails/?id=1889665014

  • This mod makes no changes to the AI's science, culture, faith, unit experience and production (extra food is still 0) from the game defaults at higher difficulties
  • The AI gets 0 free units or buildings other than some strategically placed anti-air guns in the Atomic Era (due to exceptionally low internal scoring, will disable if I find a method to fix internally)

  • Thank you very much for supporting the project!! :) In the past year, I have spent hundreds of hours coming up with new behaviour improvements and constantly testing them in the game. Any support in getting the AI to grand-master level is super appreciated!! https://www.patreon.com/romanholiday

  • Gandhi is dying to meet you!! ;)
Popular Discussions View All (3)
6
Sep 24 @ 5:15pm
game crash after update
Tryptofun
2
Nov 22, 2023 @ 11:39am
Could you upload this mod somewhere else as well?
TERATOGEN { Ofu! }
0
Nov 1 @ 3:22pm
Is it safe to remove midgame?
ElBumBum
430 Comments
timothygoss0909 Nov 2 @ 4:07pm 
Only gameplay mod is Civilizations Expanded, which might explain an issue.
aieeegrunt Nov 2 @ 2:13pm 
Not seeing that issue here. What other mods do you have?
timothygoss0909 Nov 2 @ 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 @ 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 @ 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 @ 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 @ 11:25pm 
how do i get to the discord link from here?
Komodo Bebop Oct 13 @ 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 @ 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 @ 5:55am 
Is this broken by or will break mods that randomize techs, promotions, and governor powers? Specifically the mods by "Luke ✞ Jesus Saves ✞"