Sid Meier's Civilization VI

Sid Meier's Civilization VI

AI Builder Booster
49 Comments
R.E.D  [author] 5 Jun, 2023 @ 2:40pm 
I expect the AI develop its lands better in higher difficulties, that's the reason for emperor and higher, you could change it be editing the mod.
tfrills 16 Oct, 2022 @ 10:00pm 
why not for lower difficulties than emperor?
axatoramus 15 Apr, 2022 @ 1:09am 
Testing it now.. I am much happier with the result!!!

THANKS MAN
Kryndude 14 Apr, 2022 @ 2:48pm 
Oh I'm playing on deity so that could be the reason
R.E.D  [author] 14 Apr, 2022 @ 1:49pm 
I will look observe the AI some more, my games on Emperor I do not have lots of builders running around but again I will play some more and adjust if I see it in my games.
axatoramus 6 Apr, 2022 @ 4:59pm 
Is this compatible with Harmony in Diversity? That mod comes with a specific unit which can make corporations, but waaaaay later with economics..
Kryndude 9 Mar, 2022 @ 9:57pm 
Kryndude 9 Mar, 2022 @ 9:13pm 
I suggest reducing additional builder charge by 1. There are 3~5 charge builders on the map that I can just pick up from barbs or while at war. The AI doesn't seem to know what to do with excess builders.
Kryndude 9 Mar, 2022 @ 5:08am 
Is there a way to reduce AI's preference for farm?
R.E.D  [author] 14 May, 2021 @ 4:28pm 
I will add a disclaimer.
grisa 3 Apr, 2021 @ 12:05pm 
Tested a bit more: if I comment out the extra builder at classical (which you may have forgotten to take out), the AI's fine - maybe this kills the settler in some way when the AI doesn't have a city yet.
grisa 3 Apr, 2021 @ 11:38am 
Fairly sure, used the process of elimination (turned off all mods and reactivated them one at a time.) This was not my first candidate at all, but as soon as the booster was on, the AIs started to die.
R.E.D  [author] 1 Apr, 2021 @ 3:28pm 
Strange, as the mod is just adding charges. Sure its this mod?
grisa 26 Mar, 2021 @ 6:11am 
Something in this mod leads to the early demise (first few turns) of almost every AI on Classical starts (haven't tested later starts, but love this particular one).
Not obvious to me what causes it (after looking at the code), but it happens consistently.
R.E.D  [author] 17 Mar, 2021 @ 7:53pm 
Yes, I also boosted the preference for builders in my AI mod, so all lands are improved in my games.
OneMoTurn 14 Mar, 2021 @ 10:08am 
does this help with the AI actually improving tiles? that is one of my biggest complaints on deity, so many unimproved tiles for the ai....
R.E.D  [author] 2 Mar, 2021 @ 1:39pm 
Yes, they are all compatible. The main new grouping is the later AI boosts.

You can add the others but they are more for slowing down progression without messing with overall balance of the game, and some very minor AI tweaks and bonuses. I have all but the larger slowdown mod active as I am currently testing a new version of that mod.
-=Maure=- 1 Mar, 2021 @ 10:25pm 
Nvm, found it in your profile.

Btw, I assume all your mods are compatible with each other? I wanna try most of them.
-=Maure=- 1 Mar, 2021 @ 9:14pm 
Hello, where can I get the patch that you mention to move monopolies to currency? I can't find it in the workshop.

Thank you for your work.
R.E.D  [author] 26 Feb, 2021 @ 11:23am 
Firaxis did not fix the issue with the latest patch. But in my test game I noticed the AI developed luxuries etc fine once you arrive at economics, so thought i test by moving corporations to currency. Now once AI get to currency all is well again. As you need a merchant to create a corporations its not to crazy, still wish Firaxis would have fixed it so you could play with that mode without moving corporation back to currency. Fix has been posted in separate mod.

Updating this mod to reflect using this bug fix. AI will now get one extra charge instead of 2 for emperor / immortal.
R.E.D  [author] 13 Feb, 2021 @ 1:29pm 
Updated description.
R.E.D  [author] 12 Feb, 2021 @ 1:03pm 
Yes, I actually really like the last pack so hopefully they will fix the issue in next.

The previous additional psedoyields adjustment did not help to fix the issue with the latest pack, and actually affected the AIs priority for holy districts so the AI is better without those changes in both situation.

With the new pack active or the new pack disabled. The change that help the AI way more is the extra charges they get. Plus the higher chance to create builders.
Adriaman 12 Feb, 2021 @ 7:43am 
It's a shame not to play with the latest pack. If I understand correctly, the previous fixes worked for the Khan and Vietnam but are not necessary without it, so can you apply the previous fixes for the new pack and the new fixes if the pack is not used?
R.E.D  [author] 11 Feb, 2021 @ 8:17pm 
Two things.

1. Disabling the latest pack (Khan and Vietnam) fixes the luxury issue. So playing without it until its fixed.

2. After testing the AI does fine with lower improvement pseudoyield, the AI still improves way better than standard game. I also did not see a difference removing the other yields boosts so they are gone, it actually helped the AI when I removed them.
R.E.D  [author] 9 Feb, 2021 @ 11:05am 
I need to do a longer play test on emperor difficulty, maybe I can lower some of the yields. That said I am hoping we can get a patch from Firaxis taking care of the worker issue, as then I can drop the Pseudoyields down and keep the extra charges.
R.E.D  [author] 9 Feb, 2021 @ 11:03am 
I just send a bug report to Firaxis, I think you observed what I did, the AI is not improving correctly until Industrial age, I think the code that's blocking it is with the new corporations improvement, as that becomes available the AI start functionality somewhat normal when it comes to resources and luxuries.
NuDDen 8 Feb, 2021 @ 8:26am 
I play a game on emperor atm. I can confirm (turn 120) that the religious AI Civs (Byzantine) have a very low Religion output (11!!, Every other AI has between 5 and 10). On the other hand the leader Mapuche has about 30!!!! galleys roaming around :D ....
Continue tweaking ... you head in the right direction I think ;)
I have both mod enabled (AI booster, AI builder boost)
grisa 8 Feb, 2021 @ 5:08am 
Very helpful mod, and it seems to help the AI in general.
Two things I noticed in a test game with corporation mode on (observer with standard settings, Sweden won science in a decent 316 turns)
- They still did not improve more than one luxury per type until the industrial era, even with several builders lounging around.
- When they started to build industries, I observed a cycle where they destroyed their brand new industries to put a plantation on the resource, then upgraded to industry, destroyed that etc., (obviously burning through their charges quickly). So the Preference settings might not exactly work as intended.

R.E.D  [author] 7 Feb, 2021 @ 11:01am 
Posted a picture, until Firaxis fixes the bug, Game wise AI will mostly skip improving luxuries for the early ages after ancient, but once they get to industrialization or later the improvement start to happen again. That said this mod helps improving strategic in all ages.
Synge 6 Feb, 2021 @ 5:37pm 
Ah cheers for taking a look, good to know.
R.E.D  [author] 5 Feb, 2021 @ 10:04am 
Added the disclaimer to the description about holy districts.
R.E.D  [author] 5 Feb, 2021 @ 9:46am 
I did a new test with just those two mods again, I did get one Civ competing early for prohets. So I think its just a matter of AI having time to build a holy district in ancient time, as after that the priority drops off.

A reduction the priority to 2 for builder resulted in 2-3 civs competing but the land is not as developed and luxuries are not developed quickly enough.

So as you stated the increase of priority of builder seem to slow them down as they create builders, and if ancient time ends then you get less civs with holy districts.

So that's the price we pay now I think. So I am thinking I will leave it like this for now, as it mitigates the bug that hopefully will get fixed, you could try a mod that slows things down like the real tech tree and see if it helps. I get lots of competition for prophets in my games but again I stay a little longer in the ancient era.

When Firaxis fixes the bug I will lower the priority of builders or remove it and leave the extra charges.
R.E.D  [author] 5 Feb, 2021 @ 9:09am 
I do use real tech tree for my longer tests, and a slightly slower progression. When I was looking at changing some favored items code by era I noticed that preference for religion drops drastically for all but civ that are going for religious victory in classical era and forward. Maybe the AI just dont get to into until the preference for it has dropped in a standard pace game.
Synge 5 Feb, 2021 @ 8:43am 
There were a few religious AIs in the game, now on turn 300 and two other civs have built holy sites so maybe their efforts were focused elsewhere? There was a lot of early conflicts. I'm using AI Booster as well.
R.E.D  [author] 4 Feb, 2021 @ 7:10pm 
I do use AI Booster and a slight slower research rate, but I still compete for Prophets. Did you have AIs that are Religious in the game? I could be that we can tone the yields down, I am hoping Firaxis fixes the main issue so I can turn down the yield changes and just leave the extra charges.
R.E.D  [author] 4 Feb, 2021 @ 7:10pm 
I do use AI Booster and a slight slower research rate, but I still compete for Prophets. Did you have AIs that are Religious in the game? I could be that we can tone the yield down, I am hoping Firaxis fixes the main issue so I can turn down the yield changes and just leave the extra charges.
Synge 4 Feb, 2021 @ 4:03pm 
AI building cities and armies fine, but none have built any Holy sites in my current game - 150 turns in.
R.E.D  [author] 3 Feb, 2021 @ 7:27pm 
Thanks for testing. Changed the title so its for Emperor or higher :)
NuDDen 3 Feb, 2021 @ 12:51pm 
*had
NuDDen 3 Feb, 2021 @ 12:50pm 
Just had a short test on King without AI BB but with AI Booster enabled ... was a lot better. All AIs hat around 3-4 cities at turn 40/50
R.E.D  [author] 3 Feb, 2021 @ 12:39pm 
That is it, as both the mods do not create to much bonuses for King, and the extra city might be what allows me to double the standing army unit count without slowing down the AI to much. Maybe I can find a way to improve the King difficulty somehow. I wish Firaxis would have these fields available per difficulty without cumbersome AI lists. Its just lazy of them to not adjust a lot of different values per difficulty.

You can find the mod(s) in the workshop folder in the steam folder, copy it to you game mod folder under the user, then change the name and GUID, and modify the bonuses to apply to King difficulty and you can even lower the standing army value in the AI Booster back to defaults.

Or maybe its time to go for Emperor. :) A lot of standard high difficulty rules apply on this level as well.
NuDDen 3 Feb, 2021 @ 10:56am 
I play always on King ... :)
NuDDen 3 Feb, 2021 @ 8:59am 
I would have thought the AI build Preference is the thing ... will test it
R.E.D  [author] 3 Feb, 2021 @ 8:47am 
It cant be this mod as this adds charges, it would have to be the AI Booster. I play on Immortal and tested it also on Emperor. Try both AI booster and this one as the only mods active on Emperor or Immortal, it possible some other mod or the AI unit booster cripples AI on lower difficulties as it takes to long to build up military units to the level they desires as standing army?
The_Osterhase 3 Feb, 2021 @ 8:20am 
Thanks!
NuDDen 3 Feb, 2021 @ 6:59am 
I installed ur AI Booster as well.
NuDDen 3 Feb, 2021 @ 6:57am 
In my game the all AIs have only 1 city (I have 4 atm). Normally the AI is building cities much faster.
R.E.D  [author] 1 Feb, 2021 @ 8:32pm 
It wont fix it completely but its much better, it also make the map look more like it should all developed, and the AI gets a boost so that's a bonus.
totalslacker 1 Feb, 2021 @ 8:18pm 
Thanks for this, was pondering the best way to fix the lack of improvements and figured pseudo yields would be the first place to look.