Sid Meier's Civilization VI

Sid Meier's Civilization VI

Late Game AI
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Update: 17 Mar, 2023 @ 12:58pm

Added bonus starting settlers back in after complaints about AI being too weak early. (I kind of agree though)
Option to turn them off added back.

Update: 15 Mar, 2023 @ 7:55am

Lots of changes in this update:

1. No more options to choose different variants of starting units for the AI. The AI now only gets some scouts on the higher difficulties, no more settlers. I never liked the AI getting bonus settlers and I'm finally getting rid of it. Added growth modifier until Medieval Era as compensation.

2. Insane difficulty nerfed by a lot. Some players can consistently beat Pro, and the gap to Insane was just too big to give them a reasonable challenge. Insane is still way too hard for most people, so I don't think this will bother many.

3. Free eurekas/inspirations per era, less science/culture. This will make the AI yields look more realistic without lowering the difficulty.

4. Another tourism rework. Not much to say about this one; I changed the formula because culture victory wasn't threatening enough on the higher difficulties. AI rockbands buffed.

5. Difficulty combat strength bonus now halfed until medieval era, after that default. After that, the AI will get diplomatic visibility at Scorched Earth (min. Deity difficulty) and Rapid Deployment (min. Emperor difficulty) to simulate it using spies with listening posts.

6. Further adjustments to Real Strategy to make it work better with the mod, support the new leaders and change preferred strategies of existing leaders to play a bit more into their strengths.

Smaller changes:

-discount on religious units removed for now, will add defensive religious strength later
-free strategic resources now mostly only after the AI researched the tech for it instead of reaching a reasonable era (before, AI with high culture could get e.g. uranium/aluminium way too early)
-nerfed AI district projects because getting great people felt too hard
-combat bonus changes for game speeds nerfed, now -2 online and +4 on marathon (+/-1 on epic and quick)
-+2 movement on AI builders because they move them back and forth all the time
-also added bonus combat strength equal to difficulty combat strength when the AI is in foreign territory, I will probably use this to balance game speeds in the future

Update: 13 Mar, 2023 @ 9:27am

Ignore updates, updated wrong mod

Update: 13 Mar, 2023 @ 9:19am

Update: 8 Mar, 2023 @ 11:51pm

Small nerf to no bonus unit start option, was harder than intended

Update: 28 Feb, 2023 @ 2:17am

Public relaunch

Added amenites at Renaissance.
Added bonus difficulty combat strength at Medieval and Industrial Era.

Insane only:
Removed the AI ability to skip from smart materials to offworld mission.

Update: 27 Feb, 2023 @ 10:09pm

Update: 26 Feb, 2023 @ 10:59pm

Update: 26 Feb, 2023 @ 10:58pm