Sid Meier's Civilization VI

Sid Meier's Civilization VI

556 个评价
RomanHoliday's AI Rework (RHAI)
16
11
2
9
4
3
3
4
3
3
2
   
奖励
收藏
已收藏
取消收藏
文件大小
发表于
更新日期
1.136 MB
2023 年 8 月 13 日 下午 1:05
2024 年 3 月 12 日 上午 6:42
48 项改动说明 ( 查看 )
您需要 DLC 才能使用该物品。

订阅以下载
RomanHoliday's AI Rework (RHAI)

在 RomanHoliday 的 2 个合集中
RomanHoliday's - A Few Mods that Combo Well
4 件物品
RomanHoliday's Multiplayer Essentials
28 件物品
描述
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://psteamcommunity.yuanyoumao.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://psteamcommunity.yuanyoumao.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!! ;)
热门讨论 查看全部(4)
6
2024 年 9 月 24 日 下午 5:15
game crash after update
Tryptofun
2
3 月 7 日 上午 10:31
AI Endless wars
ttk
2
2023 年 11 月 22 日 上午 11:39
Could you upload this mod somewhere else as well?
TERATOGEN { Ofu! }
500 条留言
Virus 10 月 4 日 下午 4:30 
The AI never repairs any damaged improvements, and is unable to take back "barbarian" settlers, even if they are left completely alone.
KingKickAss 9 月 28 日 下午 5:12 
Thank you so much for all your hard work on this, its breathed live back into Civ 6 for me. I recently came back to play this, left the mod running, and actually saw the AI utilize bombers which was really exciting.

I do have a question though, does your AI take into account win conditions being enabled/disabled? Like if I turn off religious victory, are AIs still going to focus on faith generation and spreading their faith everywhere?
AzoorFox 9 月 27 日 下午 7:06 
UPDATE WHEN?????????????
MasterCMar 9 月 27 日 上午 8:21 
Anarchy loops are an issue in v4.39
RomanHoliday  [作者] 9 月 23 日 上午 10:09 
@McDibbler Make sure you have the required DLC? There have been no new game updates since the mod was last updated as far as I am aware
McDibbler 9 月 23 日 上午 5:56 
no longer works.. fails to load on startup even when it is the only mod.
XNV 9 月 22 日 上午 10:42 
got this mode. but now instead of strong deity civs on other continets, those civs are destroyed by barbarians... i thought this was to make those civs better ?
slinx 9 月 16 日 上午 6:00 
and all the other mods I'm using lol
slinx 9 月 16 日 上午 6:00 
Somehow this runs with real strategy
dragon_6167 9 月 10 日 下午 9:22 
Is this mod still bring worked on and updated?