Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Real Strategy (AI)
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1.074 MB
6 Jan, 2019 @ 3:22pm
5 Aug, 2023 @ 3:29pm
23 Change Notes ( view )

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Real Strategy (AI)

Description
New version 2.3.1 as of 6.08 - AI should build Walls.

The mod is currently being updated. I will try to address suggestions and fix problems reported since v2.0. Contributions in various forms are welcomed. Please contact me via GitHub.

Different approach to make the AI better, a mixture of Lua "thinking" and tuning of AiLists.

CivFanatics[forums.civfanatics.com] GitHub[github.com]

Before you start
- Real Strategy (RST) works with vanilla, Rise and Fall, Gathering Storm and all DLCs, in any configuration. However, please note that it is balanced for Gathering Storm.
- Do NOT use with Scenarios as they usually have their own rules for AI.
- The mod's flag "affects save files" is set to FALSE. You can enable / disable it whenever you want. However, it stores its own data in a save-file, so after a reload a civ can continue its behavior uninterrupted.
- It is NOT compatible with AI+. You will most likely get DB errors with both mods enabled.
- It is also NOT recommended to mix it with other AI-altering mods - they technically might work together, but you will most likely get weird results.
- Game Modes that change AI behavior will not align well - like Barbarian Clans or Zombies. Game Modes with only new content added should work ok - like Tech Shuffle, Monopolies and Corporations, Secret Societies, Heroes and Legends.

Overview of the key features
Detailed description[forums.civfanatics.com]
- AI uses more sophisticated approach to decide what victory to pursue. This is the core part of the mod programmed in Lua. It evaluates the current situation, and assess what other are doing. Basically these are concepts and ideas used in Civ5 re-programmed to be used in Civ6.
- Each Victory Strategy is revised and enhanced accordingly. Diplomatic Victory is also supported.
- Anti-Strategies to better handle disabled victory-conditions have been created.
- New approach to Naval strategies. A civ will determine based on revealed tiles (during exploration) in what situation it is: Pangea, Default, Coastal, Island and tune its behavior accordingly.
- Each Leader, Policy, Wonders, and few other things have flavors assigned to indicate what type of game we are playing.
- The leaders' behavior (AiLists) have been enhanced. Not changed - (practically) all original entries are there. Errors are fixed and many more are added to help leaders pursue their goals.
- Few supporting strategies have been implemented, mostly to help manage military and wars. Very simple ones, this area will be improved in the future. Basically Peace/War behavior, Catching up behavior when we start lagging in military (weak civs are always first to be killed), Science or Culture and an emergency Defense when a strong civ attacks us.
- Time strategies - revised and updated.
- Simple tweaks to Tactics and Operations systems. Some fiddling with behavior trees. Mostly to make AI better at sieges (they use Rams, etc.) and general war preparation.
- AI uses Bombers extensively, and Nukes cites too.
- Missing start biases added for civs depending on geo-location.
- A bit revised Settling params. AI chooses better spots (a bit, the system is too simple to achieve any grand results).
- Scripts for better GWAM handling (temporarily disabled).
- Last, but not least. No cheating policy is in effect. The "thinking" part uses only information that is also available to the human player, e.g. it doesn't know anything about another civ until it's met. This mod doesn't give AI anything for free (no units, no boosts, yields, etc.)

If you want to check yourself how the AI works with the mod, on the CivFanatics forum I posted[forums.civfanatics.com] a simple tool for that (FireTuner panel).
Important. In case of issues or errors please also post Lua.log - it contains crucial information needed for analysis and tuning.

More information on the mod homepage on CivFanatics.[forums.civfanatics.com]

I really prefer to have discussions on CivFanatics.

Multi Player note
This mod can be used in MP. The support was added 2 months ago and I have not received any reports about de-sync issues. The most problematic function - random numbers - has been changed into a function from the game engine that works in MP. There are 3 options (RST_Params.sql) that you can choose to use / test:
- 0 - random numbers are not used at all.
- 1 - for Single Player only, uses math.random.
- 2 - for Multi Player & SP, uses Game.GetRandNum - this is the default option.

iOS note
I think all platforms have now the same base game and all expansions (?), so the mod should work on all of them with no issues. However, I am not able to test it on iOS, as I only have the base game there.
The latest version dedicated for only vanilla game is 1.4 and can be downloaded from CivFanatics.

Differences from AI+
Since this is going to be an inevitable question:
- AI+ adds a lot of strategies on top of existing ones. RST enhances existing programming. You can turn it on / off even for games in-progress (doesn't affect the save files).
- Victory conditions. AI+ uses existing conditions, no improvement here. RST uses a more sophisticated approach here (see here[forums.civfanatics.com] for details).
- Leaders. AI+ uses Traits as a way to give various civs more unique behavior. RST tunes each civ and leader separately to its preferred victories.
- Tactics. AI+ introduces its own behavior tress and overhauls this part. RST just tweaks few things here. However, I see the need to use more advanced (or better) behavior trees. This is for the future development.
- Difficulties. AI+ employs a bit different strategies on higher diffs, with focus on Deity. Mostly more aggressive and more military focus strategies. RST - no changes here. Imo, the Civ philosophy has been always that difficulties come from giving AI more bonuses. And I am ok with that. AI should be "smart" no matter what difficulty we are playing.
Personally, I consider AI+ to be a really good mod. I used it a source of (good) ideas and "tested" mechanics. Whatever gems are hidden there (and there are), I will most likely try to implement them in RST.

Troubleshooting
1. This mod does NOT attach itself to save files. So, you will not see it in the list of mods when browsing games.
2. Make sure the mod is actually running during the gameplay. Go to the Pause menu and check if it appears in the list of active mods.
3. Starting biases conflict. Courtesy of MykolaCZ:
For people who getting error when enable this mod.
It can be compatibility issue ( confirmed on "Better Balanced ..." at least).
You need to turn off one parameter in the file "RealStrategy_Params.sql"
File located: disk:\SteamLibrary\steamapps\workshop\content\289070\1617282434
String 22 in version 1.7
INSERT INTO GlobalParameters (Name, Value) VALUES ('RST_OPTION_BIASES', '1');
change to
INSERT INTO GlobalParameters (Name, Value) VALUES ('RST_OPTION_BIASES', '0');

Credits
- Delnar - FastPillage operation and BH tree from his mod "AI CleanUp". I am not sure if it is working, but I like the idea :) Jan 22nd: Didn't work but I think I fixed it.
Popular Discussions View All (7)
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1,168 Comments
Molten Ice 25 Jun @ 2:31am 
@rilquermascarenhas nothing to do with this mod, I've noticed that barbarian clans mode doesn't even work with vanilla AI. In general I don't think the AI knows how to handle this mode at all, so this mod would probably not have the ability to be able to change that.

@TikaTops try adding late game AI https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2939752243 on top of this mod, and bump up the difficulty to higher than deity if it's not doing what you're after.

@Infixo, I just wanted to say I love this mod and use it on all my games, thank you for making it and I hope you keep maintaining it!
rilquermascarenhas 14 Jun @ 8:25pm 
Has anyone played this with Barbarians Clan mode and seen any issues?
TikaTops 19 May @ 2:46pm 
Thanks a lot for getting back to me. What I'm trying to achieve is for the AI to build larger armies and actually use them if it sees it has the advantage. Just off the top of your head, how would you recommend tweaking these parameters to get the effect I'm aiming for without throwing the game balance off too much? I'm playing with vanilla rules, no DLC.
infixo  [author] 19 May @ 1:40pm 
@tikatops It won't break the mod, just your game could be unbalanced.
infixo  [author] 19 May @ 1:40pm 
@tikatops As you are aware, there several dozens of parameters in the mod, and I wrote it a few years back, so I don't remember all the details nowadays. Those param you mention are used to decide if Conquest strategy should be activated. In general, those changes should cause to activate it more often, especially for weaker civs. So, in a way civs might become more aggressive and abandon other victories like science or culture. However, it is NOT automatic. If you expect wars to be declared asap then NO, it does not work like this. Conquest strategy means that civ will start building more military units, put more focus on science, value more foreign cities, denounce more, etc. The war itself is decided by the game engine and those conditions cannot be modded.
TikaTops 19 May @ 1:01pm 
I'm trying to make the AI more aggressive. I have no idea about programming, but ChatGPT suggested I change these parameters in the mod to make the AI more aggressive. Will this have the effect I'm looking for, or will it cause the mod to break?

('RST_CONQUEST_POWER_RATIO_MULTIPLIER', 150),
('RST_CONQUEST_POWER_RATIO_LOG_MULTIPLIER', 150),
('RST_CONQUEST_AT_WAR_PRIORITY', 50),
('RST_STRATEGY_MINIMUM_PRIORITY', 10),
('RST_GUESS_SCALER_CONQUEST', 120),
infixo  [author] 11 May @ 2:32am 
@LePuss In 2019 when the mod was released, AI+ was very popular and virtually the only AI mod worth its name.
LePuss 10 May @ 6:08pm 
A weird need to have to mention another AI mod like im suppose to know what it means. "inevitable question" lmao :steamfacepalm:
Mor 4 Apr @ 8:29am 
Is it only my AI that runs around without attacking cities if they have walls built in them?From a certain point on, when everyone has walls, AI can't capture cities, and it doesn't attack.I play on 7 and 8 difficulty levels.