Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Aggressive AI Traits 2
   
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Type: Mod
Mod: Leaders
File Size
Posted
Updated
4.553 KB
23 Feb, 2023 @ 11:30pm
27 Apr, 2023 @ 5:33pm
2 Change Notes ( view )

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Aggressive AI Traits 2

Description
Adds some of the most "aggressive" traits to ALL Ai civs.. for those of us who want to play Domination games or need more combat.

This also gives the non-agenda-type traits to the player, since the player doesn't have agendas

again, ALL civs get these traits, the AI and the player.

One can open the .xml with Notepad++ and comment out/remove the traits they don't want.

If anyone is having an issue, you can try disabling most the traits, except 1 or 2 and see if that helps. It shouldn't conflict much, since it doesn't change any of the traits, just gives them to all Civs in addition to their own traits. Even mods that change the traits shouldn't affect this.

If you were to only use 1 or 2, I would recommend "Gifts for TLATOANI" and Aggressive Military.


Below is the list of traits added:

"TRAIT_LEADER_TO_WORLDS_END"
<!-- ALEXANDER's trait. Cities are never war-weary and military units are completely healed when they capture a city with a Wonder. -->

"TRAIT_LEADER_GIFTS_FOR_TLATOANI"
<!-- MONTEZUMA's trait. Improved Luxury resources provide an Amenity Amenity to 2 extra cities. Military units receive +1 Strength Combat Strength for each different improved or obtained Luxury.
(this is a great one for the AI, it encourages expansion, and improves combat strength so they aren't easily steamrolled. it makes them want luxuries more, and spices up trading, and helps them with War weariness with extra amenities) (this is the best 'Domination' leader trait in the game, IMO. makes others not even necessary. -->

TRAIT_LEADER_AGGRESSIVE_MILITARY -- Agenda type
<!-- @STuRoK iirc 'aggressive military' trait specifically modifies their weights on unit production, but doesn't actually force warfare or conflict in diplomacy. That's why it pairs best with the aggressive agendas, but those impact the backend of the AI decision trees which I can't really speak to. -Dude211212 -->

TRAIT_LEADER_ARTHASHASTRA
<!-- INDIAN. Can declare a War of Territorial Expansion with 'Military Training', instead of 'Mobilization'. Gives increased Combat Strength and Moves for all units for the next 10 turns. -->

TRAIT_LEADER_FALL_BABYLON
<!-- CYRUS, persia. Increased Movement for all units for the next 10 turns after declaring a Surprise War. Surprise Wars count as Formal Wars for warmongering and war-weariness. Occupied cities have no penalties to their yields. -->

TRAIT_LEADER_CAESAR
<!-- CEASAR. Gains 200 Gold Gold after conquering a city for the first time, and 100 Gold Gold after destroying a Barbarian Outpost. Both amounts become 500 Gold Gold after researching Steel. (Amount based on Standard speed.) -->

"AGENDA_MAURYA_EMPIRE" --- Agenda
<!-- Dislikes civilizations that have cities close to his borders, and will try to conquer them. Likes civilizations that are not his neighbors. -->

TRAIT_CIVILIZATION_AMAZON --- (NOT Everyone, Just to AZTECS)
<!-- Brazil's trait added to Aztecs. gives bonuses to settling in Jungles, where the Aztecs inhabit too. (Above^ everyone else gets Monetezuma's trait, if enabled, so evens out.) IMO every civ should get these kind of natural habitat bonuses, but only some do. Aggressive civs probably could do with a development boost) -->

<!-- TRAIT_LEADER_EXPANSIONIST --> (NOT ACTIVE)
<!-- IMO not necessary. Especially if you use Montezuma's Gift for Tlatoani, which encourages some expansion to get more luxuries, which I think is good for the game. -->

TRAIT_LEADER_ADVENTURES_ENKIDU
( NOT ACTIVE, but can be "uncommented" inside the xml.)
<!-- GILGAMESH. May declare war on any civilizations at war with an ally without incurring Warmonger penalties. Sumerian and allied units share pillage rewards and combat experience when at war with a common ally and five tiles of each other. Earn Alliance Points every turn Sumeria and an Ally are at war with the same Civ. -->


( I recommend using an AI mod like "LateGame AI" to make the game more challenging all the way through. Altho I had make some changes to it because I don't like it making early game somewhat easier)

Thanks to Dude211212 for his original work that led to this.
16 Comments
STuRoK  [author] 18 Aug, 2024 @ 1:23pm 
No, it doesn't seem to. It gives them the agendas, but I don't see them using the abilities.
It does give the player the benefit of each leader ability though. So use this how you will. It's easy to open the file and remove ones you don't want to use also
Omni 18 Aug, 2024 @ 6:03am 
I'm a bit confused. This doesn't give every leader the "Leader Abilities", correct? Just the trait that affects how they behave? So Gifts for Tlatoani doesn't provide the double amenities, it just makes the AI want amenities like Montezuma does, is that correct?
Darío 1 Dec, 2023 @ 8:44am 
thanks, thanks, thanks, thanks!!!!
STuRoK  [author] 29 Jul, 2023 @ 5:41pm 
awesome :steamthumbsup:
Spartak 29 Jul, 2023 @ 3:03am 
Ohh now it may work properly, as i only play hotseat mode =) thank you Sturok!
STuRoK  [author] 28 Jul, 2023 @ 2:10pm 
@Garbanzo, sorry I didn't reply sooner. If you open up the .modinfo file in :\SteamLibrary\steamapps\workshop\content\289070\2938029938
paste the 2 lower lines right under the savedgames line inside the properties.
<AffectsSavedGames>1</AffectsSavedGames>
<SupportsMultiplayer>1</SupportsMultiplayer>
<SupportsHotSeat>1</SupportsHotSeat>

@Spartak, nope. this doesn't change anything else and nothing would cause that here. Maybe an Ai mod you're using or just coincidence
Garbanzo 15 Jun, 2023 @ 2:24am 
Does this mod work on MP? Friends and I don't see it in the mods list.
STuRoK  [author] 9 Jun, 2023 @ 12:12am 
Ok, glad it's working for you
kimmj1994 8 Jun, 2023 @ 1:03am 
I solved the problem. I make new xml file and copy your xml. And mode works very nice. Thank you.
kimmj1994 8 Jun, 2023 @ 12:44am 
I just tried the that and nothing changed. When I create a new game and save the configuration, I see Aggressive AI Traits 2 in additional content. And after I start the game, I press esc and see the Mods in use, I don't see this mod. That's my problem. I don't know why but this mod doesn't apply to in-game at all.