Sid Meier's Civilization VI

Sid Meier's Civilization VI

Late Game AI
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?
Phyrax  [author] 23 Aug, 2024 @ 11:43pm 
Didn't you ask on how to turn the gold up last month? Because in the live version of my mod the AI doesn't get that much gold. Can't you just undo the changes you did?
Nandybear 23 Aug, 2024 @ 2:59pm 
What's the best way to turn down the money for pro and insane ? Some have got 10k/turn and are just buying all the great people. I'm all for butfing the AI but this is frustrating more than anything. And I'm only in Renaissance era!

My first game on Pro but I added a bunch of other mods (tons of extra great people so there's like 6 or 7 per era now) and they're getting some redonk bonuses via abilities lol. Just lucky I got Halicarnassus
Phyrax  [author] 17 Aug, 2024 @ 9:36am 
It should work fine theoretically. But I haven't tested it in a long time
KARAMBWANA 16 Aug, 2024 @ 4:52pm 
How does this interact with extended eras?
Phyrax  [author] 15 Aug, 2024 @ 11:49am 
Yes, it should
Valdis33 15 Aug, 2024 @ 11:11am 
hello does this mod work with the multiplayer mods BBG/BBM ?
Phyrax  [author] 31 Jul, 2024 @ 7:07am 
Thank you for telling me. I checked RomanHoliday's Discord and it looks like he is already looking into it and will probably fix it soon.
PsyKoStorm 30 Jul, 2024 @ 4:31pm 
Only to let you know that this mod is not compatible anymore with Roman Holidays AI mod Beta 4.211. The Game fail to create when both mods are active.
Nandybear 9 Jul, 2024 @ 7:56am 
I grabbed em off civfanatics mate, they archive all your releases.

Ah yeah I see it. I *kinda* understand it lol but ya I'll copy that bit into my current one. Cheers for your help bud, I appreciate it.

I don't know if you'll remember but you also helped me do combat scaling per era and that has been one of the biggest boons to my game still after all these months. In information era they get a +8 combat bonus, and if you're not rolling in cavalry with light cav support with double flanking bonuses, jets, all of it, you're screwed. It's amazingly fun combat

I actually nerfed Crusade belief down to a +6 too. My end game fights are very much a "if you don't act like America, you'll get treated like Iraq". I have to have aircraft carriers with jets on for basically any fight. It's glorious.

Anywho, just wanted to say thanks dude. I'm actually about to start my first pro game (I normally play Deity because of all my other changes, but ya time to ramp it up!)
Phyrax  [author] 8 Jul, 2024 @ 4:27am 
Oh wow it's possible to download older versions now on steam, that's great
So I looked at it and 8.19 was the latest version with the gold modifier. I remember now, It's not in the modifier you posted anymore but I linked it to civics later, it's at the very bottom of core.sql
Nandybear 8 Jul, 2024 @ 3:55am 
Oh also also also when I said " (don't wanna jump to conclusions lol I'll just go with "it broke" since I looked at it earlier)" I meant to add a :P because otherwise it just sounds like me being a dick.
Nandybear 8 Jul, 2024 @ 3:53am 
OH OH ALSO I changed it up to include JNR's post-classical era, if anyone is interested I'll bundle it all up into a cohesive mod. My mod writing is AWFUL. I basically just look at excellent work like theirs, Phyrax's, etc. and push puzzle pieces around until something works. Like when you're a kid trying to solve puzzles in a game ? That's me doing SQL lol
Nandybear 8 Jul, 2024 @ 3:51am 
06/07/23* first comment I said 24
Nandybear 8 Jul, 2024 @ 3:51am 
Whicih I think is the gold scaling stuff ? But again, I am a newb with all this. If there's not more to it than this, awesome, I just plonked that block into my current one. The issue is I also frankensteined your old combat scaling into mine too so it's hard for me to just edit stuff lol

Anywho ya tl:dr 8.10 is last time gold scaling existed, if it's purely in the form of that block. if not, please lemme know where else to have a gander, ta

also the steam comment limit sucks
Nandybear 8 Jul, 2024 @ 3:51am 
Now that block is from 8.12. If you go back to 8.10 you have this block:

('GOLD_SCALING_CLASSICAL', 'Amount', 'LinearScaleFromDefaultHandicap', 0, 5),
('GOLD_SCALING_MEDIEVAL', 'Amount', 'LinearScaleFromDefaultHandicap', 0, 5),
('GOLD_SCALING_RENAISSANCE', 'Amount', 'LinearScaleFromDefaultHandicap', 0, 5),
('GOLD_SCALING_INDUSTRIAL', 'Amount', 'LinearScaleFromDefaultHandicap', 0, 5),
('GOLD_SCALING_MODERN', 'Amount', 'LinearScaleFromDefaultHandicap', 0, 5),
('GOLD_SCALING_ATOMIC', 'Amount', 'LinearScaleFromDefaultHandicap', 0, 5),
('GOLD_SCALING_INFO', 'Amount', 'LinearScaleFromDefaultHandicap', 0, 5),
('GOLD_SCALING_FUTURE', 'Amount', 'LinearScaleFromDefaultHandicap', 0, 5),
('FOOD_SCALING_CLASSICAL', 'Amount', 'LinearScaleFromDefaultHandicap', 0, 1),
('FOOD_SCALING_MEDIEVAL', 'Amount', 'LinearScaleFromDefaultHandicap', 0, 1),
Nandybear 8 Jul, 2024 @ 3:48am 
('GOLD_SCALING_CLASSICAL', 'Amount', 'LinearScaleFromDefaultHandicap', 0, 0),
('GOLD_SCALING_MEDIEVAL', 'Amount', 'LinearScaleFromDefaultHandicap', 0, 0),
('GOLD_SCALING_RENAISSANCE', 'Amount', 'LinearScaleFromDefaultHandicap', 0, 0),
('GOLD_SCALING_INDUSTRIAL', 'Amount', 'LinearScaleFromDefaultHandicap', 0, 0),
('GOLD_SCALING_MODERN', 'Amount', 'LinearScaleFromDefaultHandicap', 0, 0),
('GOLD_SCALING_ATOMIC', 'Amount', 'LinearScaleFromDefaultHandicap', 0, 0),
('GOLD_SCALING_INFO', 'Amount', 'LinearScaleFromDefaultHandicap', 0, 0),
('GOLD_SCALING_FUTURE', 'Amount', 'LinearScaleFromDefaultHandicap', 0, 0),
Nandybear 8 Jul, 2024 @ 3:48am 
Yeah you mentioned 06/07/24 which now has a blank changelog entry (don't wanna jump to conclusions lol I'll just go with "it broke" since I looked at it earlier) but there's no release on that date. Or if you use the other date method, there's not one 6th July either.

8.10 is the last version with it (I think - I suck at this stuff, I'm going purely via core.sql and this block:
Phyrax  [author] 8 Jul, 2024 @ 2:02am 
I already mentioned when I removed it below :P, 06.07.23
Or you can just adjust it yourself, like the previous poster
Nandybear 8 Jul, 2024 @ 12:43am 
When did you remove it, just so I know which version to go back to to reimplement it ?
Nandybear 8 Jul, 2024 @ 12:42am 
Ah god damnit I wish I found that out sooner lol. I've been using cost scaling on units to help balance out late game, and it gets SEVERE in atomic/information (with aircraft carriers costing 20k+ if you buy more than 2 and bombers and jets making F22s look cheap). It really helped me to stop spamming units late game by just buying em. That combined with the resource requirement only applying to me meant the AI buys and uses late game units..but not information era ones. I now know why!

lol well better to find out now than never eh. I'll look at your old versions see if I can figure out how to bring it back
Phyrax  [author] 4 Jul, 2024 @ 4:25am 
Yes, I removed the gold scaling I had earlier and added unit maintenace discountsand upgrade cost discounts instead (see update notes from 06.07.23). You can still use the old modifiers if you want, I think.

Be aware that the last number gets multiplied by difficulty.
Litcube 3 Jul, 2024 @ 10:20am 
Excellent idea here!


If I read this right:

('GOLD_SCALING_CLASSICAL', 'Amount', 'LinearScaleFromDefaultHandicap', 0, 0),

Does that mean there's no gold scaling for the AI? If I *am* reading it right, can I change that last number to 2 (and 4 for the next era, etc.) to add gold scaling?
Phyrax  [author] 29 Jun, 2024 @ 1:33am 
I don't understand icons and art assets in civ either and the icons still work for me. I'll update it to fix the error when I update the mod, but it's not causing any issues right now
Nandybear 28 Jun, 2024 @ 6:57am 
Icons is different to art assets I think (I barely understand them tbh I find icons and art part of modding civ really confusing) but the file "DifficultiesCiv6JGP.png" isn't in your archive. Whatever file contains the icons you need to put it in your mod, and put the name into your icons.xml file.

I can't try their mod atm, I'm endgame in a current game I'm working on mods on and my turn times are like 5mins each lol so it'll be a while before I'm free of this! Working on stuff late game suuuuuucks.
Phyrax  [author] 22 Jun, 2024 @ 4:44am 
Huh. Honestly I just copied the code and icons from Fuzzle's Deity++ (with his permission of course) so I don't really know how implementing them works. Do you know if the same thing happens with Deity++?
Nandybear 21 Jun, 2024 @ 8:52pm 
There's been an error in my logs since forever and for some reason it never told me what was causing it

[1040331.664] [Database] ERROR: UNIQUE constraint failed: IconTextureAtlases.Name , IconTextureAtlases.IconSize
[1040331.664] [Database] ERROR: UNIQUE constraint failed: IconTextureAtlases.Name , IconTextureAtlases.IconSize

I've realised while messing around with icons myself, your icons.xml has <Row Name="ICON_ATLAS_JGP_DEITY_PLUS_PLUS" IconSize="62" IconsPerRow="5" IconsPerColumn="2" Filename="DifficultiesCiv6JGP.png"/> but no file of that name exists (also can it use png ? I used Civ VI modding assistant (I don't wanna link, steam is weird about it, it's on fanatics) to convert into DDS and now have icons that work. Ish lol.
britishbornA 24 Apr, 2024 @ 9:23pm 
Oh man, first game I randomed Gaul and was able to win on deity easily going MAA rush.

Second game, I decided to go culture mali and met Gorgo around turn 150 and she was already on 400 CPT and 230+ tourism per turn (how??). Shes in the modern era civics in the renaissance and judging by screenshots, is on track to win by around turn 220. I'll continue to play it out, but my only possible shot left is to try and build up an army/navy and pillage her empire.

I may have to lower difficulty to immortal next time, but her CPT and TPT outputs scaled even harder than the screenshots suggested on deity. This is also with M&C mode enabled, so AI tourism is nerfed. I guess I got what I wanted, which is to make deity AI tougher, lol. Just didn't expect such a large difference.

https://steamuserimages-a.akamaihd.net/ugc/2478744714341245243/E8CBBB17B427F6A794A218702B84A7410CE117E7/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
britishbornA 19 Apr, 2024 @ 7:03am 
Great thanks for the clarification! Got this mod because the current modlist (city lights + urban complexity) I'm using made default deity too easy, so I wanted to increase the challenge again. Haven't quite reached the late game yet, but so far everything's been working as advertised. Thanks for your mod!
Phyrax  [author] 19 Apr, 2024 @ 2:13am 
Yes, if it's enabled, the AI gets a pretty big combat bonus vs barbs. Sometimes they take forever until they decide to build units though...

My mod automatically disables the player tourism boost with M&C active. The AI tourism is also nerfed.
britishbornA 19 Apr, 2024 @ 1:34am 
Question about the AI Combat bonus vs barbs option: When it is enabled (checked), that means AI does get the bonus against barbs, right? Because in my game, AI China got swarmed by barbs and I was able to take her capital for free (it was on zero health). Not that I really mind, but I want to make sure the AI stands a chance against the barbs with the standard starting options (no warriors, only settlers).

And an additional niche question: I'm playing with monopolies++, which has an option to disable tourism from monopolies altogether. If I were to choose no tourism from monopolies++ mod, would your tourism boost for human player option still work from industrial era onward? Or does your mod disable that altogether when monopolies and corporations mode is selected?
Phyrax  [author] 13 Apr, 2024 @ 1:20am 
I designed the mod with the intent of 1-2 AI getting significantly stronger than others in most games, it's not a bug.

The reason I wanted it that way is because I think the game feels more alive if the player has to make decisions with a specific strong opponent in mind and if there is clear opponent to beat.
That's why I added a light snowball mechanic in the form of player era modifiers instead of game era modifiers.

That said, I have always played with the idea of making a more tame version of the mod where there is less threat of 1-2 AI snowballing out of control, because I see how it can be a stressful experience. Maybe I will give it a try soon.
dd 12 Apr, 2024 @ 12:31pm 
Yesterday we played a network game with a friend and also noticed that after the 100th move one of the AI players starts to get ahead, not even in relation to us, but gets ahead multiple of other AI players
Played in a bundle of mods Real Strategy and Late Game AI, difficulty "Immortal".
Screenshot of post-game graphics, as an example, pay attention to the orange player
https://i.postimg.cc/54jRx2CJ/Screenshot-1.png
Sukoshi 11 Apr, 2024 @ 5:43pm 
Hey I checked the comments and also we played couple of games and they have the same pattern. Basically one of the AI at turn 100 or so starts rocket boosting sience points, one bot can have Space program while other are in industrial era.

And not sure if you noticed but if you look at screenshots(3 and 7 are the best example) it is present there. On screenshot 3 you can see Saladin has twice as much as other civs have dispite in normal game having more or less the same with other leaders. In screenshot 7 it`s the same but with Rome he has 1400 sience while the other best civ has 800, the difference is almost 100%

So overall mod is doing a very good job, AI finally using they millitary properly and actually building units that make sence, but also ruins the late game balance completly because of what`s seems to be a bug ad not a designed feature


P.S. Comment from march and from february also supports this
Phyrax  [author] 6 Apr, 2024 @ 11:09am 
Don't worry about that error, I was just too lazy to fix it because everything works
CypRyan 24 Mar, 2024 @ 2:32am 
Database.log shows an error:
[Gameplay] ERROR: no such table: DifficultyTraits
Not sure if it affects functionality.
Phyrax  [author] 5 Mar, 2024 @ 12:15am 
Haven't heard about that one yet. It's not Babylon by any chance right?
tommy950916 4 Mar, 2024 @ 1:11pm 
I am not sure if any one else spotted the same issue, but there seems to be a bug where after 100 turns into the game, that one AI civ starts discovering new technology every other turn. It is unusual because the Civ's research output per turn was average amongst other Civ. In 20 turns or so, the civ will be already entering modern era while others are still between medieval and renaissance. I was playing on pro mode with marathon pacing.
NicoVPC83 22 Feb, 2024 @ 6:58pm 
@Phyrax Thanks for reply too!
Vidyflan 21 Feb, 2024 @ 11:26pm 
thanks for reply!
Phyrax  [author] 21 Feb, 2024 @ 10:39pm 
@xxxx That error doesn't do anything, don't worry about it.

@Stroiko No, it's not really possible to do something like that. I was able to make them pay less for diplo favor, but only by making the AI value diplo favor less as a whole, not only in trades. And I don't think there is a value for open borders. Trading behaviour can't really be modded at all