Sid Meier's Civilization VI

Sid Meier's Civilization VI

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RomanHoliday's AI Rework (RHAI)
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1.136 MB
Aug 13, 2023 @ 1:05pm
Mar 12, 2024 @ 6:42am
48 Change Notes ( view )
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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 and Full Changelog Available in the Discord!! (took 8 months+ of experimenting and testing to make!, It will be finally released when I am happy it is better than v3 in absolutely every way / compatibility without lots of DLC)
Help support the development of the mod and gain early access to the very latest AI test versions and features (and extra AI setup customisation and dev notes) on Patreon! https://www.patreon.com/romanholiday
Thanks to the legend and genius @Slothoth!! for solving all the UI work in v4!!

Current Release RHAI 3.2.8. (v4 Beta in 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 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!! :) I have spent over 2 years 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
    https://linktr.ee/roman_holiday

  • Gandhi is dying to meet you!! ;)
Popular Discussions View All (5)
8
Feb 26 @ 4:38am
game crash after update
Tryptofun
3
Jul 18 @ 3:00pm
AI Endless wars
ttk
2
Nov 22, 2023 @ 11:39am
Could you upload this mod somewhere else as well?
TERATOGEN { Ofu! }
571 Comments
Aug 10 @ 5:22am 
Seems to crash if you have BBG BBM mods, won't be able to lunch any game, same with V4.4
Aug 9 @ 7:42am 
Hi, this mod does not seem to be working form me. idk what to do, but i really like the concept behind this mod, can u tell me how to fix it, thanks!
Jul 26 @ 4:35am 
Jul 25 @ 9:37pm 
I turned off early game aggression and had Korea declare war on me 5 turns after meeting them on like turn 30. Instantly just wrecked my second city with 3 warriors.
Jul 25 @ 4:06am 
RH: load completed start initizialization
RH: Creating Version and inserting into TopPane.RightContents
Runtime Error: bad argument #3 to 'kEntry.m_pfnThunk' (function expected, got nil)
stack traceback:
[C]: in function 'kEntry.m_pfnThunk'
E:\SteamLibrary\steamapps\workshop\content\289070\3019772473\core\Strategies\RH.lua:32: in function 'Init'
[C]: in function 'func'
[C]: in function '(anonymous)'
Jul 24 @ 10:36am 
yeah my dad beats deity easily so this should keep him handled for while
Jul 24 @ 12:28am 
hen i reload game save, Lua.log Reprots, can the Bug repaired?
InGame: Loading InGame UI - F:/SteamLibrary/steamapps/workshop/content/289070/3019772473/core/Strategies/RH
Runtime Error: bad argument #1 to 'func' (function expected, got nil)
stack traceback:
[C]: in function 'func'
F:\SteamLibrary\steamapps\workshop\content\289070\3019772473\core\Strategies\RH.lua:52: in function '(main chunk)'
[C]: in function '(anonymous)'
Lua callstack:
Error loading file where=, file=F:\SteamLibrary\steamapps\workshop\content\289070\3019772473\core\Strategies\RH.lua
Jul 23 @ 1:49am 
When will the next update for the mod arrive?
Jul 21 @ 9:15am 
ıs this work with better balanced game
RomanHoliday  [author]
Jul 21 @ 8:04am 
@bensonz Sad times lol :(