Sid Meier's Civilization VI

Sid Meier's Civilization VI

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RomanHoliday's AI Rework (RHAI)
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13 Aug, 2023 @ 1:05pm
12 Mar, 2024 @ 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 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)
Accelerate 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 @Slothoth!! for taking the initiative and 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://steamproxy.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://steamproxy.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 (4)
2
7 Mar @ 10:31am
AI Endless wars
ttk
6
24 Sep, 2024 @ 5:15pm
game crash after update
Tryptofun
2
22 Nov, 2023 @ 11:39am
Could you upload this mod somewhere else as well?
TERATOGEN { Ofu! }
479 Comments
Jivil 14 Jul @ 11:47am 
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.
Jivil 14 Jul @ 11:46am 
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).
Jivil 14 Jul @ 11:46am 
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.
Jivil 14 Jul @ 11:46am 
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 14 Jul @ 10:01am 
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 14 Jul @ 4:50am 
the ai absolutely refuses to make peace with this mod, thats fairly annoying
Lunamy 26 Jun @ 10:18pm 
Is the AI in this mod aware of Enabled/Disabled Victory conditions?
SeekerOfMiracle 7 Jun @ 7:59am 
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 29 May @ 2:39am 
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 23 May @ 6:08pm 
anyone know the fix for the ai just spamming a ton of units with this mod ?