Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Game Balancing (For A Better AI)
   
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Type: Mod
Mod: Gameplay
File Size
Posted
Updated
42.853 KB
4 Jan, 2018 @ 10:48am
27 Feb, 2019 @ 4:13pm
3 Change Notes ( view )

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Game Balancing (For A Better AI)

In 1 collection by Tiramisu
Recommended Gameplay & AI Improvements
11 items
Description
Short description
The main purpose of this mod is the improvement of the AI by tweakening some gameplay mechanics. It also contains game balancings to nerf big empires, because ICS is often used by human players.
This mod does not change any AI behaviour and it does not add any cheats for the AI (except of increasing the combat strength of city state units). In general this modification grants more benefits to the AI than to human players.
This mod is most suitable for advanced players who play on higher game difficulties, but other players may find this mod useful as well.


Main Changes
  • Nerfed ranged units: Their ranged and melee Combat Strength is now decreased by 10 (except of Slingers and Horse Archers) and they also gain less experience from ranged attacks, because ranged units are overpowered and they are less efficiently used by the AI than by human players. Ranged units still remain strong enough, even if they are used by the AI.
  • Nerfed Siege units: -15 bombard and melee Combat Strength, makes sure that cities are not sieged down too quickly by human players. However, Siege Units now have +15 Strength when defending. In addition their maintanance and production cost is increased, because most AI Civs do not build many Siege Units.
  • Warmonger mali are significantly reduced by about 50% in average, i.e. the AI has less fear to declare wars in later eras. It also reduces the war weariness, which helps the AI to not loose too much amenities during wars.
  • The required experience points for new unit promotions is now doubled. As the AI looses units much more frequently than the HI, it does not benefit from the strong high level promotions as much as human players. In order to reduce this discrepancy, units now will not get their promotions too early. However, your melee combats are now rewarded with more combat experience, especially when you initiate a fight.
  • Because of the high unit losses of the AI in wars, the war weariness for loosing units is now reduced by 66%. However, war weariness for combats in foreign land is increased by 50% in order to punish big warmongering empires a little bit more.
  • Combat Units now heal about 50% less HP per turn. I.e. in cities they heal 10 HP, in friendly territory 8 HP, in neutral territory 5 HP and in enemy territory 3 HP per turn. The AI uses the heal command not as good as human players, so this change punishes the HI much more. It also makes it harder for the HI on high difficulties to resist big AI armies, because you will now have to worry much more about your wounded units. This makes wars more challenging.
  • Cities heal 50% HPs less per turn to help the AI conquering Cities.
  • Other healings like healings by support units are also reduced significantly. Your religious units can heal as much HPs per turn as the tripled amount of faith yield of the adjacent holy city district. The AI cannot handle healing religious units, so this mostly hurts the HI.
  • Builders cannot be captured any more, they just die. So human players cannot become too powerful by simply stealing unprotected AI builders.
  • Captured Settler retreat to a nearby friendly City just like Great Persons. Settlers are too valuable to loose, so I made this change, because the AI makes too many stupid moves with their Settlers.
  • On the other hand Settlers have now only 1 tile visibility range, so it still makes sense to give them an escort and spot nearby enemies, if you want to make sure that they do not reach their destination too late.
  • City State Units now gain +10 combat strength when being in a range of two tiles from any city center. If they are only 1 tile away they even gain +15 Combat Strength. So they can protect their own capital city better, but they also can attack enemy Cities much better, which makes them more valuable as allies. City States can still be captured even by the AI, because Major Civs get lots of Units on high difficulties, but now it will take much longer.
  • Astrology now costs as much science as Bronze Working and it prerequisites the Irrigation Tech. So if the AI has a high desire for founding a religion then it has to research two non-religious techs first that are useful for building up their empire. It also prevents that the AI builds Holy Sites or Stonehenge too early, which means that they can invest their early production in more useful things.
    This change also makes it easier for human players to found a religion themself without neglecting other important things too much.

Anti-ICS Changes:
  • All luxury resources provide amenities for only 3 cities instead of 4 in order to hurt big empires.
  • Capital Cities gain +5 Amenities in the Palace, i.e. if you have 4 Cities then the 3 Amenities of a luxury resource do not have to be distributed to your Capital City at first. If you start to have much more than 4 Cities then you might get Amenity Problems in your Empire.
  • The first Population in every City already causes negative Amenity.
  • In addition negative amenities have more severe effects for city yield modifiers.
  • All major civs get a research modifier that is decreasing the research output in cities with increasing amount of cities.
  • All major civs get a Great Person Points modifier that is decreasing the GP Points output in cities with increasing amount of cities.


Other Changes
  • The minimum turns for wars and peace treaties is 15 turns (instead of 10 turns) on standard speed. Due to my experience in many cases the winner of a war is decided after 15 turns. So if the AI is about to win, it will not make peace too early.
  • Less plunder amounts from some improvements like farms, stepwells or fishing boats, because plundering benefits human players more often than the AI.
  • Great Persons cannot be purchased with Gold any more. You can only use Faith for Great Persons, which makes religious strategies a little bit more valuable. Gold purchases for GPs are simply too overpowered and it mostly helped human players, because the AI usually does not have much Gold in their treasury.
  • The cost increase for apostles is is now 10 times higher. The AI does not purchase many apostles anyway. So this makes it harder for the HI to spread their religion and win religious combats by using many apostles.
  • Inquisitor now have only 1 instead of 3 spread charges, because I think that the AI does not use the extra spread charges as much as human players.
  • Late Game Units now have the ability to defend themself against air attacks. Units that already had this ability now have a stronger anti air strength. As the AI does not use aircrafts for attacking or intercepting in the current game version, this change only hurts human players if they use air units.
  • Gain only 33% Unit Upgrade discount from the professional army policy, because only human players know how to save their Gold for important Unit Upgrades, which can be a very powerful strategy.
  • Levying City State Units costs 20% more.
  • The Cost Increase for Settlers is now much higher to avoid rapid human City Spamming before getting the Early Empire Civic.


Mod Support
Language Support:
The current version only updates the texts for the changes of this mod in English. Other languages can have outdated info texts.
I will add more texts for English and other language versions.

Combatibility:
Since this mod does not change any AI behaviour you can use this mod with any AI mod. Actually I have not seen any mod that is not compatible with this mod.
Popular Discussions View All (1)
1
25 Mar, 2018 @ 1:34am
Patch Notes (For Modders)
Tiramisu
40 Comments
Arcadian 25 Aug, 2021 @ 8:58am 
On paper this looks like a tall play balance mod. But there are some really good changes, especially the "immortal" settlers. I had a game ruined because Alexander the Great couldn't get a single city up because of barbarians.
RankMayor 8 Feb, 2021 @ 6:43pm 
Was interesting to play with this mod, all in all, great job. There was one instants though that made me laugh. I had suzerain two neighboring city states. Australia declared war on me and got absolutely destroyed by these two. They even went to his cities an razed them haha. I hung back with one horse man and just cherry picked his capital, same happened with the other civ that declared war on me. I mean it was refreshing to see city states being more of a power to recognize, but this was ridiculous. The plus 10 attack damage is just too much. They also spawned units like there was no tomorrow. I was more worried about them then the other civs. Also, the apostles are too expensive. I just didn't buy them myself either, and the funny thing is nether did the A.I. I bought one just to test and took the get a relic promotion, ran all around the world to get myself killed and couldn't find a single enemy apostle. It eventually just got killed by a barb.
RomanHoliday 19 Apr, 2020 @ 5:11pm 
Hi, Tiramisu, I have examined many mods for civ 6 that adjust the balance/ gameplay over the years and this is by far the most thought out and balanced balance improvement mod I have ever seen. Hoping it doesn't desync multiplayer like alot of mods do lol. Cheers for making it.
elsamoure 11 Feb, 2020 @ 1:21pm 
after being further into u huge TSL Worldmap game as france i find this mod pretty amazing.
after conquering europe as france my science and culture dropped by -65% due to many cities(-15%extra due to low happyness), which i thought was way too much, well i sold them back to their previous owners and got back to -40% and happy citizens which is kinda acceptable.

this got me thinking, normally european powers are fucked due to cramped space, compared to african, asian or american superpowers who have all the room. now you can easily out research these big civs, conquer them, resell them and conquer the next poor civ. you surely cant win a domination victory that way, but that would be pretty boring anyways due to how many capitals youd need to conquer :D

but weakening the enemy, and giving yourself nice boosts while going for any other victory is good enough for me
Ingolenuru 6 Nov, 2019 @ 2:59am 
OMG!! I will absolutely never use this mod, BUT if I did it would be the only mod I ever used!! This is flat out the best thought out and executed mod for making the game challenging by eliminating AI stupidity as the main reason you win. Faysal is correct, you are most certainly awesome!
Faysal 27 Feb, 2019 @ 5:15pm 
This is AWESOME

Thank you so much for removing the restriction of research buildings

!!! you are awesome!
Tiramisu  [author] 27 Feb, 2019 @ 4:15pm 
So I have dropped the building limit and replaced it with research modifiers.
Tiramisu  [author] 27 Feb, 2019 @ 4:15pm 
UPDATE
- Added compatibility for version 2.0 (Gathering Storm).
- All major civs get a research modifier that is decreasing the research output in cities with increasing amount of cities.
- All major civs get a Great Person Points modifier that is decreasing the GP Points output in cities with increasing amount of cities.
- Removed restriction of research buildings per empire
- Changed the research modifiers for researches of the past/future eras.
- Doubled war weariness decay at peace time to avoid having long lasting war weariness in late eras.
- Fort and Roman Fort Improvements now grant +1 housing.
- Increased melee combat of scythian horse archers by +5.
coloredearth 27 Dec, 2018 @ 11:17pm 
I would also be very interested in the building limit being dropped in favor of a 'soft cap' feature being put in place as you mentioned.
coloredearth 27 Dec, 2018 @ 11:14pm 
Hi There, this mod sounds pretty cool. I noticed in the changes that only 3 cities get the benefit of 1 type of resource - does this affect the Aztecs unique ability (6 cities per luxury)?