Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Late Game AI
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26 Feb, 2023 @ 10:58pm
17 Oct, 2023 @ 4:06am
39 Change Notes ( view )
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Late Game AI

Description
Adjusts the bonuses the AI gets over the course of the game.

IMPORTANT:
1. This mod was designed for use in combination with Infixo's Real Strategy mod. It also works fine without it or with other mods like AI+ or Roman Holidays AI mod, but I designed and tested this mod for Real Strategy.

DO NOT disable science or culture victory when playing with Real Strategy or the AI will start doing weird things. Also, if you deactivate domination victory with Real Strategy, you can have a real peaceful sim battle against the Ai where everyone will go for science or culture with no wars.

2. Although I have nerfed the AI's early game, the buffs I gave to their military and their mid/late game make the difficulties a lot harder. In addition to that, I have also made sure that the AI actually wins science/culture victories at reasonable turn counts (when using Real Strategy). Start one difficulty lower than you are used to or you might be in for a rough surprise.

3. Be careful of mods that can affect the AI because they might get out of control with imbalanced features. I tested only for base game and BBG civs. I have made some adjustments for game modes but haven't tested these as much.

Introduction
Late Game AI changes the bonuses the AI gets per difficulty to achieve a more player-like game progression (weaker early, a lot stronger late). It does this by adding stat/yield modifiers that scale with game/player era and difficulty.
The AI will be very able to compete in the later stages of the game and will consistently threaten culture and science victories. Thus the difficulties Prince to Deity will be much harder.

Now also adds two extra difficulties above Deity (Pro and Insane) and options to adjust AI bonus starting units.

For people like me who think it's sad that the AI just falls off a cliff later into the game and just want them to scale better, but also for people who are looking for a challenge after getting bored of unmodded Deity.

This mod is a re-release of an existing mod because of technical issues with Steam Workshop Uploader that prevents the old version from being updated.

Difficulties
Even though I am confident that I have a difficulty for everyone, a big point of this mod was to create the hardest difficulties yet seen that don't focus on early game bullying.
Like I said earlier, start at least one difficulty lower than you are used to because the difficulties are a lot harder.
If you are just looking for an AI that has a better late game, I recommend playing on King, Emperor or Immortal.
Prince and King are both suited for inexperienced players and for casual play.
Emperor will require a decent gameplan but should still allow messing around, while Immortal and Deity will be challenging.
Pro is for REALLY good players and Insane is should be a challenge for even the best of players.

If it just feels like the AI is cheating, you would be right, but just lower the difficulty and see if it feels better. I tried to give a challenge for every level and type of player, so if you set the difficulty too high the games get very unforgiving and losing might seem inevitable.

I've also removed the difficulties below Prince to make it obvious that they are not supported by this mod.

Description
Late Game AI includes extensive changes and additions to all AI stat scalings in an effort to diversify AI Strengths (for example nerfing many early stats and removing bonus starting warriors but buffing other areas like food and amenities later). So even though the mod's name is Late Game AI (because the late game is the main selling point in my opinion), I have also made several changes to rebalance the early game and cover up general weaknesses the AI has.
The AI also gets a lot of buffs to improve their military. No more warrior corps.

The AI scaling was designed to simulate player progress: Lower science/culture/production in the early/mid game, but really gets going later on.

The only change to the human player I have made is buffing player tourism depending on difficulty to compensate for the high culture output of the AI.

I have posted the full list of changes in a discussion in the discussions tab here on this mod page.

This mod does not work for Vanilla and R&F.

For a preview of the mod, you can watch videos/livestreams on Sir Ducks Lancelot's channel (he usually plays with it): https://www.youtube.com/@SirDucksLancelot

I also have a download link on civfanatics: https://forums.civfanatics.com/resources/late-game-ai.30043/

I made this mod by merging and tweaking many other mods with a similar idea and by adding my own ideas later.
People whose mods/code I used: lornard/Gabriel, JNR, RushSecond, schwarzpol, Kaige Lindberg, MyopicCat, Fuzzle

Special Thanks to Fuzzle for letting me use his icons from Deity++ and to Platypus, Somnax and Sir Ducks Lancelot (and Daethern I guess) for giving me extensive feedback on discord for the higher difficulties.
Also a big thanks to Infixo for making Real Strategy, my mod wouldn't be nearly as good without it.
Popular Discussions View All (4)
33
18 Sep, 2023 @ 11:03am
PINNED: Bug Reports
Phyrax
2
7 Nov, 2023 @ 3:30pm
AI doesn't fight back
TERATOGEN { Ofu! }
2
12 Jun, 2023 @ 1:52pm
PRO > relations @ -9 ?
STuRoK
214 Comments
rilquermascarenhas 18 Jul @ 9:27am 
Hello, there, love this mod, but I had a couple questions about dramatic ages, does the intensity of golden and dark ages change according to the new difficulty levels? Does this mod affect loyalty pressure from Free Cities or the percentage of cities lost per Dark Age?

I have been trying to use a mod that decreases pressure from free cities and the number of cities lost in Dark Ages; I edited the file manually, changing those values per difficulty level, but it seems not to be working and I was wondering if it could be related to the difficulty changes of this mod.
Phyrax  [author] 14 Jun @ 11:38am 
Sorry for the late anwer. I have no idea why this would conflict with TSL maps and I also remember playing quite a lot of modded TSL maps myself without problems
wayyanzhi 24 Mar @ 3:34am 
This mod conflicts with many TSL maps. Can this be fixed?
Simon Sullivan 14 Nov, 2024 @ 2:33am 
I'm keen to try it out. I'm only casual, playing on King, and it gets too easy to steamroll
AtomHeartSon 4 Oct, 2024 @ 1:50pm 
mod conflicts with "Another smooth difficulty mod", be advised (should have been obvious for me, but i wasted a lot of time before finding culprit of my mod conflict)
流沙 25 Aug, 2024 @ 7:45am 
Hello, can we slow down the speed at which AI begins to gain faith? It's really sad that there isn't a good start to the Wanshen Palace. Another small suggestion is to continue increasing the AI's ability to send troops instead of piling up combat power-
Nandybear 24 Aug, 2024 @ 2:54pm 
Yeah found it, added whole section. I know the game is weird about traits - some stuff in the game once it's in it's in, so no changing of files will affect it. Don't suppose you know if that extends to traitmodifiers ? I know traits are the big one that you can't really change once a game gets going, but you can mess with some of the modifiers around em, just not sure on traitmodifiers especially.

I can of course just test it, but getting an answer from someone who might know for certain is always good.

I'll remove it for now, see how it goes. I have a trainer that can zero out their gold, it's been useful when they build up to 500k because they have 20k/turn now lol but thinking maybe just let it play. We've JUST hit air power capability and there's a lot of denouncing going on so war is coming..
Nandybear 24 Aug, 2024 @ 2:46pm 
Oh. So it's my own doing Quelle fecking suprise! lmao. At the time I was trying to get them more gold to get in line with the unit cost scaling I implemented, but it meant they just bought billions of ranged units (as they had no resources). So I made it so they have no resource costs and tied it to an early tech so it's forced on em but now they have so much gold they're basically spamming out whatever units are most powerful and have 10k-level armies. Which is fun, but gets tedious, especially when they get air units and they make the US look like North Korea

Reet time to fiddle with the scaling (because they still need SOME money - I've paid 100k for a carrier). Maybe if I set it so it starts when the scaling starts in industrial, and lower it a bit.

Anywho sorry bud, my memory is atrocious. I'm making 20 changes of my own per game I can barely remember them, never mind what I do to other people's mods. My turn times could be measured with a calendar come late game
Phyrax  [author] 24 Aug, 2024 @ 12:54pm 
Yes, I tried to balance it for all speeds
Leidendes Tuix 24 Aug, 2024 @ 12:36pm 
Does this also work for Marathon Speed?