Sid Meier's Civilization VI

Sid Meier's Civilization VI

April AI Science changes reverted
28 Comments
SilverFG  [author] 5 Jan, 2023 @ 12:38pm 
this is just general ai thing that we can't change sadly
MeniliteZ 4 Jan, 2023 @ 2:07pm 
Oh ok, thanks!
I was under the impression that the 0 troops was due to such a high science focus that they wouldn't build any military. Am I reading you right that there is a different cause?
SilverFG  [author] 4 Jan, 2023 @ 7:02am 
the current changes seem to max at 30 (this was the issue previously being 150) value for non-science victory conditions with the highest ever reaching a value of 50 when going for a science victory. this mod does make the that scale a little but smaller in value but your issue with 0 troops is probably a bigger overall issue.
This mod still has a lower science value cap for the specific problem going from the current 30 to a 15 value, i'm not too sure the impact this will have overall but the major issue of too much science should be over
MeniliteZ 3 Jan, 2023 @ 1:38pm 
Has anyone determined whether this mod is still needed after the December mini-patch?

I'm currently trying a game without it and in the turn 200s 2 of the AIs have 0 military strength according to the pane below the portraits, so I'm thinking maybe we should still be using this.
SilverFG  [author] 16 Dec, 2022 @ 1:30am 
here's hoping, i need to look at the changes they made.
Max 15 Dec, 2022 @ 1:48pm 
Supposedly, today's official patch has fixed it, so this mod may not be necessary anymore.
SilverFG  [author] 9 Dec, 2022 @ 11:26am 
yeah go ahead and use it, i don't mind at all.
Azura 9 Dec, 2022 @ 10:53am 
I'm currently trying to put together a mod incorporating elements of a few different mods including this one. Do you mind if I reuse your general code with some of my own alterations if I reference you as the author in the description? :)
Hydra 22 Jul, 2022 @ 8:56pm 
@maddog0zero more likely the publisher just had them move on to other projects and it was just a shitty coincidence that we got left with this game breaking bug.

Massive Kudos to SivlerFG for making this. may end up being the only fix for the game forever.
maddog0zero 14 May, 2022 @ 11:11am 
how is this not fixed yet did they decide to break the game so we would all buy civ 7 out of frustration
skitzbuckethatz 18 Apr, 2022 @ 8:37pm 
Thank you for making this a mod. Changing the files myself breaks multiplayer because the game doesnt like people tampering with the files...
SilverFG  [author] 25 Mar, 2022 @ 3:38am 
@B1nd S B1nd the AI shouldn't spam GS's as much but i would suspect the Science to be higher than most other yields except Faith and GP. Basically the AI will always prioritise Science as it's the best way to progress through all Win cons except Religion so the ai will occasionally still get good science but that's how it was before April as well just not to the determent ai now
Thendar 25 Mar, 2022 @ 3:04am 
Does this also stop every AI from spamming the campus project? I tried this mod in two games now and they were still gaining Great Scientist points like crazy
Darkwater-2034 20 Jan, 2022 @ 3:21pm 
Thank you so freaking much. I was wondering why as Portugal maxing out my science had non-science civs contending for the science victory
Hydra 12 Dec, 2021 @ 12:07pm 
Oh I see the one I was talking about is just a launcher update, nevermind my bad!
SilverFG  [author] 12 Dec, 2021 @ 5:33am 
@Hydra it was made after the last update so it definitely should work.
Hydra 11 Dec, 2021 @ 9:45pm 
I hope this mod still works with the new update. Its really a shame Firaxis still haven't fixed it themselves.
SilverFG  [author] 22 Nov, 2021 @ 5:32am 
@Olafr Einarsson It is B, i decided to keep the 2 lines about Campuses and Theater as after testing this never really effected the ai in a negative way, it just made the ai more likely to make said districts which is really good for the AI
Olafr_the_Viking 22 Nov, 2021 @ 12:35am 
I have read the description of the mod, the comments, and the link, a few times, but I do not totally understand, so hopefully I can get a clarification: Does this mod change the following (a) or (b)?

(a) Victories.xml file and edit 150 into 15,

<Row ListType="ClassicalYields" Item="YIELD_SCIENCE" Value="15"/>

AND delete the following two lines:

<Row ListType="ClassicalDistricts" Item="DISTRICT_CAMPUS" Favored="true"/>

<Row ListType="ClassicalDistricts" Item="DISTRICT_THEATER" Favored="true"/>

or (b), does it just do this:

<Row ListType="ClassicalYields" Item="YIELD_SCIENCE" Value="15"/>

(not deleting the two latter lines of alternative (a))?

Thanks in advance for a clarification! And thank you for making the mod!
Hydra 23 Oct, 2021 @ 11:09pm 
Your a life saver sir this is exactly what my friend and I were looking for.
SilverFG  [author] 5 Sep, 2021 @ 5:01am 
Continued from last post

tl;dr. The Line you showed also was added with a Thearter Sqare Favour all this does is make the AI more likely to build these Districts therefore leaving Commercial Hubs, Holy Site, etc as less favoured thus making them less likely too be prioritised outside of Mali or others with Unique Districts. There are many factors that can go into the lack of Commercial Hubs and this might be an Isolated incident where the AI was being dumb.

I did play a game Recently and Each AI City did have a Commercial hub or Harbour besides 1 Civ in a game of 8 players, i'll run a few AI games in the near future to see if this is an Issue in the case it is.

Thanks for the Feedback
SilverFG  [author] 5 Sep, 2021 @ 5:01am 
@TheCivEngineer All that that line does is make the AI prefer building Campuses in cities during the Classical Era this in itself should not make Commercial Hubs be build less frequently but during this particular era the AI will be more likely to build Campuses before other Districts. This is mentioned in the last Paragraph of the Description as Thearter Squares also had that line added.

This in itself was never really a problem and more often than not would benefit the AI in the long run, BUT the line where it set the AI Value of Science too 150% therefore making them exclusively focus on building Campuses and the Campus Project.

TheCivEngineer 5 Sep, 2021 @ 2:07am 
Hi - much needed fix but the AI seems to still be building very few Commercial Hubs in my games.

A CivFanatics post talked about this change too

<Row ListType="ClassicalDistricts" Item="DISTRICT_CAMPUS" Favored="true"/>

Should that be incorporated?
SilverFG  [author] 3 Sep, 2021 @ 4:48am 
@Red Key thanks will fix this
Red Key 3 Sep, 2021 @ 1:11am 
Hi Silver - there is a typo in your code so it is not actually updating the database. Should be "AiFavoredItems" instead of "AIFavouredItems". You can check the Database.log and Modding.log to confirm if its working.

Here are the errors I was seeing:

Database.log:
[2862644.751] [Gameplay] ERROR: no such table: AIFavouredItems


Modding.log:
[2862644.750] UpdateDatabase - Loading AIChanges.sql
[2862644.751] Warning: UpdateDatabase - Error Loading SQL.
[Liar] Lucky 18 Aug, 2021 @ 7:04am 
Thanks. I hope this makes them start to improve their tiles again
Don Quixote 16 Aug, 2021 @ 8:32pm 
Finally! Now I don't have to explain how to fix it manually to people I play with. Thanks!
sleepyjoe 16 Aug, 2021 @ 4:20pm 
thank you very cool