Sid Meier's Civilization VI

Sid Meier's Civilization VI

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FortifAI
   
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Type: Mod
Mod: AI, Gameplay
File Size
Posted
Updated
94.417 KB
15 Mar, 2019 @ 2:24pm
26 May, 2020 @ 12:43pm
5 Change Notes ( view )

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FortifAI

Description
FortifAI

This mod gives all AI-cities much stronger defense and offense capabilities to counter player snowballing to a high degree.

Features
The intention of this mod is to reduce the snowballing on the domination-victory and give a reasonable incentive to try other victories because domination, with this mod, can quiet be stressful XD

This mod does not change any *strategic* AI behavior, which means it should work great with AI-behavior mods.
The playstyle with this mod gets a lot more "asymmetrical" against the AI, since it is game-difficulty independent, which results in a more challenging game even on lower difficulties if a true domination-victory is a thing for you ;)

To summarize it somewhat:
- AI gets free defense buildings depending on eras and population
- AI gets a fortify-against-humanity-trait which helps cities in healing defenses and garrison (lay siege to reduce!)
- AI gets occasionally free promotions/units depending on relative strength and if on offense or defense
- AI gets eco-boost depending on relative strength and if on offense or defense and if losing units
- AI gets units heal buffs if human attacks with ranged attacks, can be countered by using melee units adjacent
- AI gets a damage boost against human city defenses, dangerous if the gets to siege a human players city
- No possibility of winning against AI with "kind-of-domination-victory" if domination victory is disabled! (If a AI is the last living civ, it cities gets invincible)
- AI will forget on a slower rate your aggressiveness!
- Overall AI-Toughness is configurable in the mods config-file
- Overall scalability via config-file

All this only kicks in on AI vs. Human or vice versa, AI vs. AI is not modified.
Having some AI allies is more of a help then ever!

If you're a player who don't like asymmetrical gameplay, this mod is _not_ for you.

What's next?
- No new features planned right now

Known issues
- None right now :)

Game-versions & Localizations
Works with Basegame, R&F and GS.
Currently localized for EN and DE

Every feedback and bug-report is welcome!
Special thanks to Gedemon from civfanatics and Tully's annex city-state mod for giving examples on modding cross-ui-gamescript after GS-Update!
Also very special thanks to Sparrow for the Cheat Menu Panel! Helps a lot while modding!

Want to support?
Rate or Donate!
Support is welcome, but not necessary!
[www.paypal.com]

Maybe you will also enjoy my other mods:
- "Gift It To Me" - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1683750352
- "At A Glance UI" - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1683762658
- "Still A Useful Material" - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2106687881
Popular Discussions View All (1)
11
31 Mar, 2019 @ 10:42am
Glad It is back
Galindus
15 Comments
steelwarrior77 29 Aug, 2021 @ 12:00pm 
Sadly it does not seem to work with NFP - could you update it? I love this mod!
ZeaL 19 Nov, 2020 @ 10:58am 
Thanks for your mod. How does a person change the amount of science, culture and cash an AI player gets. They are usually like 4 times higher then me and I can not compete with there high tech advantage. I tried the scalability, but that did't help! ????
Tigranes 9 Jul, 2020 @ 10:16am 
Do you know why would this mod suppress Sukrikat's Simple UI adjustments QoL mod? You do not change anything with the city panel itself, or do you?
Fampat  [author] 15 May, 2020 @ 4:51am 
hey @Casworon
this is "kinda" already present.

If you have disabled domination victory, the last AI´s cities are immune to damage (the way its implementable by mods), by that i mean it heals instantly all damage.

Adding loyalty-immunity might be a thing, need to think about it and to check what might be possible with the given tools.
Avalen 15 May, 2020 @ 4:36am 
In terms of new content. One thing which i think would really change the game. Is it possible to make the last city of every civ immune to conquer, And have the last city have fixed max loyalty so it can never be loyalty flipped. So civ's can never be completely defeated?

There are lot's of mechanics designed to weaken conquest that just stop working when you completely wipe a civ out. Such as conquered city loyalty being lower because of grievances with the original owner, negative diplomatic favor income due to having grievances etc. Both of these mechanics stop when you completely wipe out the civ you have grievances with. So it massively encourages rather than disencourages completely wiping somone out. Which always felt strange to me.
Avalen 14 May, 2020 @ 9:22am 
Oh excellent! That's great to hear
Fampat  [author] 14 May, 2020 @ 7:40am 
Just as a side-note, i will most likely continue this mod shortly, but only this mod, the others of mine not
Fampat  [author] 14 May, 2020 @ 6:07am 
Avalen 13 May, 2020 @ 1:35pm 
Hei. Since it's looking like the DLL for Civ VI isn't going to be coming anytime soon. If at all. Is it okay if i take a look at the code for this mod? I thought it worked quite well and i wouldn't mind bringing it back to life considering some more Civ content is coming
Janook 5 Jun, 2019 @ 6:03pm 
Great mod, thanks for making the game challenging again.
I'm experiencing a bug when attacking enemy Encampments. The mod keeps restoring a little bit of foritification health. After bombarding it down to zero, I attacked with a melee unit to take the tile, and the fortification restored 3 HP and spawned a unit. The enemy unit and my unit are now both stacked on the same tile, which is an encampment with 3 fortification HP.