Sid Meier's Civilization VI

Sid Meier's Civilization VI

RomanHoliday's AI Rework (RHAI)
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?
Gimmicks 8 月 31 日 上午 10:28 
Does this mod work well with Better balanced game? I can see BBS in multiplayer package but not sure about BBG.
pauloel7 8 月 20 日 下午 2:42 
Errors as in two, that I could find. Second reported such error, related to RH_AI follows:
Runtime Error: bad argument #3 to 'kEntry.m_pfnThunk' (function expected, got nil)
stack traceback:
[C]: in function 'kEntry.m_pfnThunk'
C:\Program Files (x86)\Steam\steamapps\workshop\content\289070\3019772473\core\Strategies\RH.lua:32: in function 'Init'
[C]: in function 'func'
[C]: in function '(anonymous)'
pauloel7 8 月 20 日 下午 2:39 
Also Lua.log report errors - please advise? Example of such reports below:
InGame: Loading InGame UI - C:/Program Files (x86)/Steam/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'
C:\Program Files (x86)\Steam\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=C:\Program Files (x86)\Steam\steamapps\workshop\content\289070\3019772473\core\Strategies\RH.lua
pauloel7 8 月 17 日 下午 2:26 
Yeah, but changing core/Other/Misc.sql line 173 to "INSERT OR IGNORE INTO RequirementArguments (RequirementId, Name, Value) VALUES" did not fix the issue.
Please help?
pauloel7 8 月 17 日 下午 2:12 
Database.log: "[3104555.809] [Gameplay] ERROR: no such column: false"
Modding.log: "[3104555.808] UpdateDatabase - Loading core/Other/Misc.sql"
...line 173: INSERT OR IGNORE OR IGNORE INTO RequirementArguments (RequirementId, Name, Value) VALUES
pepi 8 月 10 日 下午 2:53 
And Steel and Thunder: Unique Units.
pepi 8 月 10 日 下午 2:52 
Is this mod compatible with the Steel and Thunder unit expansion mods, meaning the AI can use the new units and assign proper value to them?
TheMan 8 月 7 日 下午 8:48 
seems to not load anymore
ricardopxavier 8 月 5 日 上午 2:53 
Hi, another strange thing happened...i was taking advantage of barbarians attacking a civ and i promptly joined in and was about to take their capital while they had like 5 units just standing not far doing nothing just border watching some city state. Their civ was about to colapse and they didnt budge :/
aieeegrunt 8 月 4 日 上午 6:24 
@SweetMango

You can add mods you can find on the workshop to do all of the things you are asking for
ricardopxavier 8 月 3 日 上午 3:16 
Hi, just came back to the game after a few years and am using your mod. Just started and the strangest thing happens...i am at war with england and i send a lone settler away from their area thinking there would be no troops there and bam an english scout, oh well win some loose some but No the scout just passes be my lone settler twice and goes on his merry way :/ .The settler was an english capture dont know if that bugs out the AI but should i not be 1 settler short ?? On another situation a settler of mine was imediatily captured but a city state i got into war with due to alliegiances so all good here :) Thank for your work :)
Genshin Impregnate 7 月 14 日 上午 11:47 
Here's my proposed solution for each of these problems.

1. Remove free units on settlement.
2. Removing free units should allow you to be able to defend yourself and build your own infrastructure to fight back. So it should be fine as is.
3. Add more weight to leader relationship agenda bonuses/penalties and less "first impression" offset.
4. Currently the combat bonus for the AI is universally +1 for each difficulty above Prince and +1 after Medieval era. I don't know if it's possible to change these values but if possible they should scale better as the game goes on. I think universally +1 for King/Emperor, +2 for Immortal/Deity and then repeat for every 2 eras afterward (Medieval/Industrial/Atomic/Future) should be fine.
5. This is only problematic post-Medieval so it should be fine as is.
Genshin Impregnate 7 月 14 日 上午 11:46 
Fifth, I do not have concrete proof but I think the AI gets extra era score bonus for free. I was fighting my Maori neighbor who were 3 tech/civic eras behind and they still managed to get a golden age despite not having built any wonders or earn any GP. This wouldn't be a problem if you never manage to lose your golden age streak, but if you hit a dark or normal age once you will be immensely behind because of the loyalty pressure alone (yes the AI has really high pop without infrastructure).
Genshin Impregnate 7 月 14 日 上午 11:46 
Third, as has been previously mentioned, the at peace AI civ will never accept joint war because they never liked you in the first place. The only AI leader I have been able to befriend is Wilhelmina with 2-3 early trade routes sent to her. I'm usually playing on standard diplomacy offset but every game feels like playing on high offset. At the same time every non-neighbor civs are really friendly to you regardless of what you do on low offset.


Fourth, when you are winning the late game (post-renaissance eras) still feel really easy. I believe the difficulty should scale up in the late game instead of an impossible to play early game due to limited unit availability.
Genshin Impregnate 7 月 14 日 上午 11:46 
It's very enjoyable until my 10th deity run. Here's my list of personal issue with this mod:

First, the AI declares surprise war 90% of the time and just flood your cities with units. This wouldn't be a problem with only their extra production but they get free units on new settlement (scaled with their tech) and free universal combat bonus make them really hard to get rid of. (great general of your own only offset the combat bonus)

Second, the AI never accept peace until you've pushed back and surrounded their cities which would take an era or two coupled with your own civ uniques to push them back. While they're falling behind greatly in both science and culture because they've been spamming units non-stop, the other "peaceful" AI civs get to enjoy free sim city and collect all the GPs.
DangerRanger 7 月 14 日 上午 10:01 
The AI declares surprise wars often and then refuses to make peace for more than three eras, if at all, even when they're decisively losing. They also join military emergencies constantly, even for countries they hate.
=SAS= Hafkl 7 月 14 日 上午 4:50 
the ai absolutely refuses to make peace with this mod, thats fairly annoying
Lunamy 6 月 26 日 下午 10:18 
Is the AI in this mod aware of Enabled/Disabled Victory conditions?
SeekerOfMiracle 6 月 7 日 上午 7:59 
I don`t know why some ai sivilzations settling with no water resourses) and stopping to do anythong after medival just stacking at that era not talking even about trying to acheave any victory condition
sqjkl 5 月 29 日 上午 2:39 
如果和黄金时代一起使用显示模组冲突的话,把黄金时代政策那个修改取消掉就能兼容了
OneMoTurn 5 月 23 日 下午 6:08 
anyone know the fix for the ai just spamming a ton of units with this mod ?
Guthix 5 月 4 日 下午 2:03 
it doesnt seem to working for me. I have the take your time mod on which slows tech and culture but should that be messing up the ai to just stay vanilla?
fuzion2100 4 月 26 日 下午 6:45 
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 4 月 20 日 下午 2:21 
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  [作者] 4 月 16 日 上午 6:07 
@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. 4 月 15 日 下午 4:16 
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  [作者] 4 月 15 日 上午 7:56 
@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 4 月 9 日 下午 2:08 
I gonna give it a try. I'd like to try v4 beta, but the Discord link is dead!
RomanHoliday  [作者] 3 月 29 日 上午 10:03 
@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  [作者] 3 月 29 日 上午 9:59 
@Sid Yes, decently well
Sid 3 月 28 日 下午 8:07 
Does anyone know if this works with the BBG (Better Balanced Game) mod?
Gunchap Red 3 月 18 日 下午 5:04 
@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 3 月 13 日 下午 1:35 
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 3 月 11 日 上午 10:11 
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 3 月 10 日 下午 7:14 
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 3 月 10 日 下午 6:29 
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 3 月 9 日 下午 1:25 
@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 3 月 9 日 下午 12:18 
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 3 月 1 日 上午 12:33 
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 2 月 24 日 上午 11:11 
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.