Sid Meier's Civilization VI

Sid Meier's Civilization VI

Nuke Happy Warmongers
50 Comments
Your Fire Safety Officer 17 Apr, 2024 @ 9:33am 
You need to build anti-aircraft defenses, like fighters that are deployed, AA guns, battleships if near the coast, and etc.
2548795959 3 Nov, 2023 @ 4:42am 
ai is always dropping nukes on a city, how to solve it
Das Capitolin  [author] 20 Feb, 2023 @ 10:19am 
It is VERY LIKELY a combination of your AI mods causing this. I know that Real Strategy has a tendency to reduce warring, so it will be interesting to learn what you discover.
Nandybear 20 Feb, 2023 @ 7:08am 
Yeah I was fighting 3 different civs and none of em ever fought back. Cities were left captured even when surrounded, and rarely if ever are they instigating fights. I have a policy of "once war always war" and have civs I've been at war with for hundreds of turns, but they never fight.

The issue is though I use a lot of game changing mods, and have made changes myself, so it could be your mod or it could just be the absolute mish-mash of a setup I have lol.

I'm currently doing a few diff runs with diff mods and I'll keep you updated on how it's going. I wouldn't worry too much about your mod if you've had success with yourself, as I'm using things like Real Strategy, Late Game AI, and tons upon tons of custom changes I made myself (I don't know how to mod so I just edit the XML files, it is a horrorscape of coding lmao)
Das Capitolin  [author] 19 Feb, 2023 @ 4:07pm 
They should absolutely fight back if attacked, but it's different for them attacking a city. If you set MinOddsOfSuccess too low, they'll exhaust all of their units to attack a city, even if it's obvious they will be worse off for it. Ultimately, I set it high enough that their chances of success are quite good, but they won't be vulnerable if the attack fails. Any experimentation feedback you can offer would be valued.
Nandybear 19 Feb, 2023 @ 6:38am 
I'm having some issues with AI not attacking cities - I've took over entire civs with them never once fighting back. Looking through operations, and some of the settings seem off ?

A lot of the MinOddsOfSuccess are much higher than the default, does that not mean the AI is less likely to do the action ?
Nandybear 17 Feb, 2023 @ 8:11am 
Aye, I'm talking about neutral territory - when your ship has took a few hits so you move it out of their territory to give it a breather.
Das Capitolin  [author] 17 Feb, 2023 @ 7:42am 
If I recall correctly, ships can only heal +1 HP per turn in enemy territory.
Nandybear 17 Feb, 2023 @ 5:37am 
I just happened to catch my ship healing in the middle of battle, was pleasantly surprised, but also realised it was too much of a player buff - putting ships into battle knowing you can't just drop em in and out to heal is a big part of the fun of naval combat for me, it feels like there's real stakes and you need to actually take care, rather than just throwing em in and out a few tiles!

I use my ships as support and for breaking coastal defences, so I feel like it's more balanced that they can be taken out of the fight and not come back after a short rest.

I'm currently playing a game with Late Game AI on, and the AI has 6000 military strength, so it's actually an insanely tough time trying to kill em atm ha. When nukes unlock I'm gonna be so screwed aren't I!
Das Capitolin  [author] 16 Feb, 2023 @ 7:51pm 
@Cuntism: Yes, I added the ability. Since I don't advertise it, I am surprised you discovered it. Reverse engineering for another mod, perhaps?
Nandybear 16 Feb, 2023 @ 8:59am 
I have been searching for ages for which mod was letting my ships heal outside of territory! That was so frustrating lol. There's a ton of unexpected settings here though so glad I went looking.
Das Capitolin  [author] 24 Nov, 2022 @ 11:37am 
@RoyalMuffin: I suspect there could be a conflict between them. Although I do not label my mod with "AI", it really does change their behavior quite a lot. Even if they do work together, one could cancel the effects of the other.
RoyalMuffin 24 Nov, 2022 @ 11:00am 
Do you think this mod would conflict or work well with "Ai Booster" and "AI Booster Small attack Booster" by R.E.D?
Das Capitolin  [author] 18 Nov, 2022 @ 6:56am 
So long as AI can get Aluminum, which can be challenging, they will build air units.
bobchristhompson 17 Nov, 2022 @ 9:08pm 
Wow I've never been able to find a mod that could get bombers to work. Very interested in this one :)
Das Capitolin  [author] 17 Nov, 2022 @ 8:06pm 
Since Bombers are a Bombard class unit, the AI will typically use them to focus cities.
bobchristhompson 17 Nov, 2022 @ 7:30pm 
Does the AI use bombers effectively or just fighters?
Avalen 15 Nov, 2022 @ 4:52pm 
great to see this is still being updated
Das Capitolin  [author] 30 Oct, 2022 @ 1:34pm 
Version 2.00: Global discount of maintenance costs on select units. Give AI discounted unit costs on certain eras and difficulties. Grant AI free air combat and support unit. Refine values for AiFavoredItems, GlobalParameters, and PseudoYields.
Das Capitolin  [author] 18 May, 2022 @ 3:58pm 
Version 1.90: Complete module rewrite of Nuke Happy Warmongers into SQL, utilizing tables not previously considered. Entirely new AI behaviors with massive global parameter revision.
axatoramus 7 Apr, 2022 @ 12:04pm 
Hahahaha omg AWESOME

Gonna install this too and see what happens ;)
Das Capitolin  [author] 6 Apr, 2022 @ 7:57pm 
@axatoramus: Using this mod the AI will be more aggressive towards weaker civilizations, and attack them. Those attacks will use more units than usual, and include nukes.
axatoramus 6 Apr, 2022 @ 2:48pm 
Does this count for aggressiveness in general ?
Das Capitolin  [author] 6 Dec, 2021 @ 9:43pm 
Attention: Nuke Happy Warmongers has become part of my Warmonger Nuclear Domination mod, available here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2674830883
Das Capitolin  [author] 26 May, 2021 @ 10:35pm 
@BoundForHell: Thank you for your feedback. You are absolutely correct about the military strength determining AI aggressiveness. Unfortunately, it does not seem within my very limited capability to reprogram their behavior. Alas, this may be the best I can offer.
BoundForHell 26 May, 2021 @ 10:46am 
To the author, this is meant as feedback >>>>> This is a great mod and the closest mod that makes the AI challenging, at least at the start of the game. Like all other on this comment section i found the AI is aggressive, but only at the beginning of the game, even if you start at the modern era. I believe that this behaviour is caused by the military strength number. Once the human player has a military strength that is a lot higher (double the AI military strength), the AI will not start a war. If somehow you can program the AI to ignore the military strength numbers of all leaders, this should solve the problem. Hope this helps.
Das Capitolin  [author] 3 Sep, 2020 @ 9:03pm 
Hello Sodbuster: This mod, and other AI logic mods, do not work well with each other. It's best to keep Real Strategy running by itself, or AI+ by itself, or this mod running without either of those other two.
The-Sodbuster 3 Sep, 2020 @ 4:51am 
Hi would this work with real strategy mod or better if you played this alone
DaKandyman14 20 Jul, 2020 @ 8:08am 
Thank you so much. I have not and will try again with these other mods enabled today! And no thank you for the work to put in to improve a game that should have been this way in the first place! Players like me really appreciate you.
Das Capitolin  [author] 20 Jul, 2020 @ 7:31am 
Excellent feedback! Thank you for the support. I am curious, have you considered playing with a few of my other mods? This mod is ideal for Domination victory type combined with the Disable Religion Holy Site, Disable Rock Bands, and Disable Space Race mods available on Steam:
https://steamhost.cn/steamcommunity_com/id/olin/myworkshopfiles/?appid=289070
DaKandyman14 19 Jul, 2020 @ 10:46pm 
Wow! Great Job! The changes you made upgraded the AI smartness even more keep up the great work! If i may provide feedback: I played from ancient to medieval era, I'll go further tomorrow to continue test. 1) The AI is perfect in ancient era, aggressive and fights with sound tactical logic, brings enough troops to attack and take towns. 2) AI becomes passive once you reach medeival era (troops run around cities), the fighting stops. AI will only attack neighbors but not civs far away (across map). This could be why they are only aggressive in ancient as they kill neighbors early. 3) AI pretty much builds no seige weapons. I saw one catapult whole game (9 AIs). U are close to a masterpiece here, if u can figure how to keep AI aggressive whole game, you have perfection.
DaKandyman14 19 Jul, 2020 @ 7:51pm 
Glad to see you are continuing to update... I'm gonna try it out again. Thanks :)
DaKandyman14 7 Jul, 2020 @ 4:23pm 
Alright sounds good. I'll give it a try now.
Das Capitolin  [author] 6 Jul, 2020 @ 8:48pm 
@DaKandyman14: I ran dozens of games with 1.70 without any issue. The update would only affect new games, as any existing game played with the previous version would still be cached in that game.
DaKandyman14 6 Jul, 2020 @ 6:31pm 
Also, just a note... i see that you made an update this morning, it had a bad effect. The units for one AI completely froze up early in the game. The other had horsemen that just ran back and forth. Just a note, although I'm sure you seen this for yourself already.
DaKandyman14 6 Jul, 2020 @ 4:37pm 
@Das Capitolin: I'm definitely still reading, and i figured shaping the AI for combat was very difficult so i understand. FYI... i know nothing about modding lol. One guy told me that the devs won't release the AI script so the modders can't make the real AI improvement like in CIV 5. I'm going to try disabling everything but your mod and see if there is any improvement. Again, i appreciate you sharing this one... honestly this is the best one i've seen on this game for aggressive/war AI personality. You are very close to having it... the AI fights perfectly early game, if only they would keep it up the entire game. I seen the AI defeat 2 others by themselves (India with elephants). Thank you for everything you do. I'll be here.. i'm here to stay.
Das Capitolin  [author] 5 Jul, 2020 @ 9:51pm 
To be honest, I'm surprised my mod works at all with some of those others enabled. I suspect that dynamic diplomacy and lets ignore warmongering likely alter aspects of my mod, or vice versa. As for comparing to (the great!) Civ 5, the schema for Civ 6 is very messy by comparison. It's kind of a hassle modding for Civ 6, which is why there are so many dead mods. That being said, I'm going to release a new version that isn't perfect, but makes late game a bit more challenging. If you're still reading, I'll share that shaping the AI's attitude, especially towards war, is a huge endeavor. There are more than thirty different items that work together in forming their combat initiative, and then another thirty telling them how to behave. None of it is straight-forward. :CapitalDome:
DaKandyman14 5 Jul, 2020 @ 7:06pm 
My Mods: At a glance UI, Always loyal cities, better civilization colors, better deal windows, better trade screen, better coastal cities and water tiles, dynamic diplomacy(friendship bonuses version), faster starting settlers, forever war, friends with benefits, gift it to me, lets ignore warmongering, passable mountains, starting scout, sukrtitact's resources, workable mountains for everyone.... I use no other AI altering mods. Oh and don't think i'm complaining, i appreciate all efforts from mods. Thank you for doing this for the community. I'm just ready to play a mod similar to the community patch in Civ 5. That AI is super smart, but i understand it probably took a while to create that.
DaKandyman14 5 Jul, 2020 @ 6:55pm 
@DasCapitolin:First let me say this is the best mod I have used for the AI thus far.AI+ is broken and Real Strategy AI isn't much better.I like the aggressiveness the AI displays in early game (ancient era).With this mod, the AIs can eliminate other AIs in early game,which is what i prefer.I only prefer war dominant games but the AI is never smart enough with their combat logic (troop placement, seige tactics) This mod shows those things but only up to about when you get the crossbow (that era) when starting from ancient. Then the troops return home and just run around their cities each turn. They build cities only. They also seem to only attack other players or AI which are close by, they won't attack far away. If you can figure out how to make the AI fight continuously, in a smart manner, across the entire map, and for the duration of a whole game, you would have the perfect mod. The Civ 5 mod "Community patch" is the best mod I've ever seen for any Civ game when it comes to the AI.
Das Capitolin  [author] 4 Jul, 2020 @ 6:10pm 
@DaKandyman14: While it is possible to appease the other leaders by fulfilling their agendas, they are typically hard to pacify. Please share any other mods you are using, so I can determine if there might be a conflict. In the mean time, I am going to experiment with some tweaks.
DaKandyman14 4 Jul, 2020 @ 12:49am 
@Das Capitolin This is a good mod. When starting in ancient era the AI is very aggressive. This is good as I only prefer to play domination. The mod is good up until a certain point though... The AI is very aggressive and then the mod seems to stop working and the AI becomes extremely passive (stops attacking) and only build s settlements. The AI troops will only run back and forth around their cities.
RomanHoliday 22 May, 2020 @ 4:05pm 
@Das Capitolin Ok thankyou!
Das Capitolin  [author] 7 May, 2020 @ 11:54am 
Hello MrL: Real Strategy will change the affects of this mod. This mod has no affect on multiplayer synchronization, which is usually a consequence of PC performance and Internet bandwidth.
RomanHoliday 7 May, 2020 @ 5:46am 
@Das Capitolin Seems like a pretty great mod, especially considering the AI barely attacks anyone at the moment. Do you think it will work with the Real Strategy AI mod and do you know if it desyncs multiplayer?
Das Capitolin  [author] 22 Mar, 2020 @ 4:58pm 
Version 1.6: Massive update to leader agendas, penalties, combat logic, and settlement priority. Leaders will adopt agendas that only promote conflict, which makes them less peaceful. Warmonger penalties have been adjusted to promote retaliatory wars, and reduced penalties for traditional wars. Denouncements and broken promises carry a more severe diplomatic penalty. War weariness has been reduced for all traditional combat actions, but increased for using nuclear devices to prevent nuke spam. ICBM nuclear strikes have twice the normal range. AI will only attack cities when there is a high statistical chance of success, and with greater force. AI will utilize builders and spies more often, build districts more efficiently, and have less emphasis on producing Settlers. Expect frequent wars in early eras when Barbarians are disabled, and fewer wars when they're enabled. AI Civilizations often attack City-States and less-protected cities in later eras.
Das Capitolin  [author] 11 Mar, 2020 @ 8:13pm 
Version 1.4: Removed the included mods that deleted Religion, Rock Bands, and Space Race from the game. If desired, all of these mods are available separately:
https://steamhost.cn/steamcommunity_com/id/olin/myworkshopfiles/?appid=289070
Das Capitolin  [author] 14 Feb, 2020 @ 9:03am 
@Sninctbur: Give it a try for one game, and I think you'll enjoy the difference it makes... especially in late game. Go ahead a declare war, and see if they don't nuke you. :p
GaussTheWizard 13 Feb, 2020 @ 1:44pm 
>Domination is not your only path to victory
>This mod emphasizes war, so Space Race, Religion, and Rock Bands are disabled
My disappointment is immeasurable, and my day ruined.
Das Capitolin  [author] 11 Feb, 2020 @ 9:58am 
@metalman57: The computer AI players will be hostile towards you. If you start in Ancient Era, they will wage war using military units. Once the Atomic Era is reached, the AI will use lots of Bombers, Tanks, and Nuclear devices.
metalman57 8 Feb, 2020 @ 10:33am 
So..... it is a regular player in late game? I mean I always nuke everything that is not in white and blue.