Sid Meier's Civilization VI

Sid Meier's Civilization VI

RomanHoliday's AI Rework (RHAI)
479 Comments
Jivil 14 Jul @ 11:47am 
Here's my proposed solution for each of these problems.

1. Remove free units on settlement.
2. Removing free units should allow you to be able to defend yourself and build your own infrastructure to fight back. So it should be fine as is.
3. Add more weight to leader relationship agenda bonuses/penalties and less "first impression" offset.
4. Currently the combat bonus for the AI is universally +1 for each difficulty above Prince and +1 after Medieval era. I don't know if it's possible to change these values but if possible they should scale better as the game goes on. I think universally +1 for King/Emperor, +2 for Immortal/Deity and then repeat for every 2 eras afterward (Medieval/Industrial/Atomic/Future) should be fine.
5. This is only problematic post-Medieval so it should be fine as is.
Jivil 14 Jul @ 11:46am 
Fifth, I do not have concrete proof but I think the AI gets extra era score bonus for free. I was fighting my Maori neighbor who were 3 tech/civic eras behind and they still managed to get a golden age despite not having built any wonders or earn any GP. This wouldn't be a problem if you never manage to lose your golden age streak, but if you hit a dark or normal age once you will be immensely behind because of the loyalty pressure alone (yes the AI has really high pop without infrastructure).
Jivil 14 Jul @ 11:46am 
Third, as has been previously mentioned, the at peace AI civ will never accept joint war because they never liked you in the first place. The only AI leader I have been able to befriend is Wilhelmina with 2-3 early trade routes sent to her. I'm usually playing on standard diplomacy offset but every game feels like playing on high offset. At the same time every non-neighbor civs are really friendly to you regardless of what you do on low offset.


Fourth, when you are winning the late game (post-renaissance eras) still feel really easy. I believe the difficulty should scale up in the late game instead of an impossible to play early game due to limited unit availability.
Jivil 14 Jul @ 11:46am 
It's very enjoyable until my 10th deity run. Here's my list of personal issue with this mod:

First, the AI declares surprise war 90% of the time and just flood your cities with units. This wouldn't be a problem with only their extra production but they get free units on new settlement (scaled with their tech) and free universal combat bonus make them really hard to get rid of. (great general of your own only offset the combat bonus)

Second, the AI never accept peace until you've pushed back and surrounded their cities which would take an era or two coupled with your own civ uniques to push them back. While they're falling behind greatly in both science and culture because they've been spamming units non-stop, the other "peaceful" AI civs get to enjoy free sim city and collect all the GPs.
DangerRanger 14 Jul @ 10:01am 
The AI declares surprise wars often and then refuses to make peace for more than three eras, if at all, even when they're decisively losing. They also join military emergencies constantly, even for countries they hate.
=SAS= Hafkl 14 Jul @ 4:50am 
the ai absolutely refuses to make peace with this mod, thats fairly annoying
Lunamy 26 Jun @ 10:18pm 
Is the AI in this mod aware of Enabled/Disabled Victory conditions?
SeekerOfMiracle 7 Jun @ 7:59am 
I don`t know why some ai sivilzations settling with no water resourses) and stopping to do anythong after medival just stacking at that era not talking even about trying to acheave any victory condition
sqjkl 29 May @ 2:39am 
如果和黄金时代一起使用显示模组冲突的话,把黄金时代政策那个修改取消掉就能兼容了
OneMoTurn 23 May @ 6:08pm 
anyone know the fix for the ai just spamming a ton of units with this mod ?
Guthix 4 May @ 2:03pm 
it doesnt seem to working for me. I have the take your time mod on which slows tech and culture but should that be messing up the ai to just stay vanilla?
fuzion2100 26 Apr @ 6:45pm 
does sooth sayer disasters work with this mod to improve land. i have apocalypses mode selected. my fires in rain forest did not improve the values.
Vector 20 Apr @ 2:21pm 
It worked after I used an incognito tab in my browser! Maybe I have a browser plugin issue somewhere. We gonna check out v4 next time we play.
We had a blast with v3 though! We fully finished one game with zero desyncs on a big map, tried another two and the AI always worked great and the game was 100% stable!
Today we got our first desync crysis, but it happened on a huge map with +2 AI over the normal limit (mod) on turn 424 with more than a hundred of cities build and Mongols and Congo AI's huge armies wondering around the map so I have no hard feelings about it. Without your mod we usually get first desyncs before turn 120 on big maps and around turn 60 on huge maps, so I think your mod actually makes the game more stable than vanilla civ, lol.
RomanHoliday  [author] 16 Apr @ 6:07am 
@FedeExp. You can only have one downloaded at a time unfortunately as they both use the same mod id. Hope that solves the issue!
FedeExp. 15 Apr @ 4:16pm 
Why when the mod is active(v3 or v4 beta) in the match creation the game keep saying "there was an error loading the contents of a mod"? I have installed only RHAI v3 and v4 (only one at a time is active) as mod in the game. It's just impossible to start a match until i disable it.
RomanHoliday  [author] 15 Apr @ 7:56am 
@Vector Hmm try this alternative discord link if you would like to join https://discord.gg/QTZgj5z3Rp . I have just tested the original link and still works great for me
Vector 9 Apr @ 2:08pm 
I gonna give it a try. I'd like to try v4 beta, but the Discord link is dead!
RomanHoliday  [author] 29 Mar @ 10:03am 
@JG2400 Yes the mod does do that (sets to 15 turns standard speed min war duration, 10 online speed) to prevent the AI from being exploited before it has the chance to attack a player in a war. (If the AI hasn't had a chance to attack / eliminate enemy troops it will often make peace very easily, if you steal an AI settler early on this makes it potentially a lot more punishing as the leader can attack back and will not just make white peace after 10 turns)
RomanHoliday  [author] 29 Mar @ 9:59am 
@Sid Yes, decently well
Sid 28 Mar @ 8:07pm 
Does anyone know if this works with the BBG (Better Balanced Game) mod?
Gunchap Red 18 Mar @ 5:04pm 
@JG2400 Pretty sure it’s this mod, I get the same effect. Only that it also has it stuck at 21 turns for a long time at times.
JG2400 13 Mar @ 1:35pm 
Is it the default behavior that the mod sets the turns before you can negotiate peace to 30 turns (Marathon pace)? Or might there be another mod in my subscriptions messing with things?

I tried to tweak war/peace time to 20 turns using DIPLOMACY_WAR_MIN_TURNS(or PEACE, I am keeping them equal) in the file Ops.sql.
Default of the mod was 15, so I assumed that 15*2 = 30 and shifted to 10. This gave me 25. So I then assumed 15+15=30 and tried 5 (5+15=20). This gave me 15.

Setting the variable to the following gives me:
5: 15 (+10?)
7: 14 (*2?)
8: 16 (*2?)
10: 25 (+15?)
15: 30 (*2?)

Would you know why the number acts like this?
w+m1 business 11 Mar @ 10:11am 
I play with steam version, is there any particular reason why every AI takes Great engineer points wildcard? I understand Limes, Serfdom and other cards they always take but why this one? Diplo and Domination civs (and to some extent even Cultural) don't really benefit from great engineers, no?

Also, I love how much aggressive are Cultural civs with archeologists, I once declared war on Pericles (who was way ahead in terms of culture but behind in science and military) and the first thing he did was sending like 5 archeologists to my land, absolute gigaAI
Moll Dubh 10 Mar @ 7:14pm 
some avaliation of the enemy force and production of units to counter or according the terrain would be very good too. For example, their navy is most of time lacking, even if all their cities are in the coast, wich renders the ai undefended against a fleet. Even when the most effective option for war would be building a strong fleet rather than a land army, unless is a naval civ, they will hardly build a fleet. Or when they are sieging a city, sometimes they simply have no melee units for its capture. Improving this behavior would increse neatly the ai capabilities.
Moll Dubh 10 Mar @ 6:29pm 
Ai is sensible better, but there still space for improvement:
- all avaliable space to settle shall be settled. Ai ends with multiple cities in absolute useless places, instead of producing better options. In fact, often I see the ai with 3 or more settlers sitting on their borders because there's simply no more space anywhere to settle. And yet, it keeps producing settlers.
- bad enemy strenght avaliation: ai often declares war when in total disadvantage. It would be interesting if the ai build up their strenghs before suiciding itself in impossible wars. I saw this feature on the Unciv (a fan-made civilization v for mobile) where upon declaring war, the ai would gain some units to make up for this lack of power awareness and war preparation, could be interesting for making up civs lacking army. Perhaps in form of a project that convert population in units? Could be good as desesperate measures for civs that want to fight till the end.
GeekManDoo 9 Mar @ 1:25pm 
@Matchlock Samurai @ Gunchap Red You might try Version 4.37 Beta. You can get it by joining RomanHoliday's Discord server. See his note above for the link.
Matchlock Samurai 9 Mar @ 12:18pm 
I'd love and recommend this mod so heartily if the AI ever accepted peace. It looks like every Civ has become Gorgo where even if they have been completely crushed they will not accept peace. Major gripe and it becomes exhausting to play after 30+ turns of non stop war.
Gunchap Red 1 Mar @ 12:33am 
I have a serious major issue with this mod where the AI absolutely refuses to ever surrender. I’ve literally had the AI declare war on me, get completely and utterly militarily defeated, lose all of their units and almost all of their cities, including their capital, and they still refuse to surrender.

The AI literally no chance of ever winning the war and surviving, and still refuses to surrender when I ask it to stop. The only way I could ever ends any wars the AI declares on me is to eradicate them. Can you fix this?
Gerwulf 24 Feb @ 11:11am 
Does this mod disable "AI Combat Bonus" on higher difficulties? It is not immersive to me when there are 2 identical units but theirs is always strongest.
RomanHoliday  [author] 23 Feb @ 7:06am 
@Axneth Ironswift Thank you very much!! Yeah I really like both games but aggressive AI that takes advantage of its bonus' always makes any civ game more dynamic and interesting!
RomanHoliday  [author] 23 Feb @ 7:03am 
@SstarLit56 Barb unit production not changed by this mod at all. You just got very unlucky lol
SstarLit56 22 Feb @ 3:57pm 
barbarians have made 2 more since, its turm 31 ;~;
SstarLit56 22 Feb @ 3:50pm 
barbarians seem way more ridiculous on prince, they produced multiple horseback units very quickly, standard speed by turn 29 i killed 3 horsemen and a horse archer from a camp
GeekManDoo 20 Feb @ 5:39pm 
@Tuonela You can get access to v4 by joining RH Discord server. See the link at the top of the description above.
Tuonela 20 Feb @ 3:18pm 
Is this mod the same as "RomanHoliday's AI Rework v4 Discord Beta!!!" ? I see here "RomanHoliday's AI Rework (RHAI)" with v3 but for v4 I had to use chrome browser login steam there and subscribe. I have no idea what is happening. I cannot find v4 by using search bar in steam workshop.
Axneth Ironswift 18 Feb @ 10:31am 
I was looking into getting back into 6 after the bonfire that is 7, I appreciate the work done here! My biggest issue with 6 was AI just becoming passive over certain actions.
LexsDragon ::) 17 Feb @ 9:42am 
Should I change my prefered difficulty while using this mod?
RomanHoliday  [author] 13 Feb @ 5:10am 
@ThinkingNut Yes it will be. Enjoy your game!!
RomanHoliday  [author] 13 Feb @ 5:09am 
@SMOKE Needs just Gathering Storm to run (there are extra AI files in there and the included rise and fall that I need)
RomanHoliday  [author] 13 Feb @ 5:08am 
@Noonien Should do yes :steamthumbsup:
RomanHoliday  [author] 13 Feb @ 5:06am 
@Oranos Thank you so much, legendary comment!! You are very welcome
Maximus 13 Feb @ 1:27am 
You saved Civ. Bravo sir. I've been playing since the 90's and V-BE's AI engine was hands down the best. I've had it nuke its own cities to clear my troops for a space part and daisy chain carriers across an ocean just to get a nuke on my homeland. VI is a great game but you can only play so much against a brain-dead AI, (except Poundmaker for some reason). So, we went back to V and BE. We waited for VII and it totally crapped the bed - but the itch was still there. I saw your video and tested this out over past week. This is better than V Deity. This is amazing. I just got totally routed 2x and I'm here for it. The AI's hate you for existing and only trade bc they have to - just like V and reality. There's no gaming trades and other nonsense. They halted my Aztec rush and were prepared for my Roman Legions. I just had India D-Day my ass. Well done. They should have hired you instead of virtue signaling and delivering another brain dead installment. A hundred thanks.
Noonien 12 Feb @ 3:55am 
Does it also work with Hotseat games ?
SMOKE 2 Feb @ 12:04pm 
not working with vanilla(
ThinkingNut 26 Jan @ 10:13pm 
Hello! This is an excellent mod. May I ask if it is compatible with Jam's Difficulty Mod?
ttk 18 Jan @ 6:55am 
Can AI make peace with other AI? In my game Korea and Ottomans were fighting whole game, but they didnt have a border line lol
meow 15 Nov, 2024 @ 10:24am 
is there anything that can be done about the AI spamming the everloving fuck out of siege units and then just not using them?

And also maybe some way to stop the AI from EVER sending embarked units without a naval escort? If the AI isn't on my continent/island it can never win war because it just sends over unguarded units that can't dock or do anything and just litter the ocean with garbage.

I play on Marathon so "eh the AI is just useless and braindead until bombers and nukes" is NOT a viable solution.
Rabs Warren 11 Nov, 2024 @ 5:27pm 
When we reached flight I saw several civs building aerodromes but none built any aircraft to stop my bombers (even with lots of oil), which was a shame. Maybe more weight needs to be placed on building aircraft in the modern era?

Huge improvement on the base game though and I feel it was somewhat more immersive than real strategy but of course I've only finished one game. The AI pivoted towards different victory conditions and was actually coming close to a science victory. I think even with this AI there still needs to be some cheating to get them really rolling. Is there a way to nerf walls or even just the player's walls so they can take them out with a few strikes? Maybe free upgrades for units once a resource is obtained? I think the diplomacy aspect is great but combat could use a bit of tuning. Going to keep using this on a few more games, thanks for all your hard work
Rabs Warren 11 Nov, 2024 @ 5:27pm 
Ok I just finished a whole game on emperor and won a culture victory. AI was fairly aggressive early which was great to see. Ottomans declared war on multiple city states and ended up conquering two of them, which I've never seen before. They had an insanely large military (around 8800 strength at its peak) and never really stopped building units. They would continue building long out of date units like the field cannon and barbary corsair, Rome still had leigons running around in the atomic era. Units would often send their out of date units into my cities one by one and be obliterated. I think more weight still needs to be placed on building siege and melee units as the map was entirely covered in field cannons.
timothygoss0909 2 Nov, 2024 @ 4:07pm 
Only gameplay mod is Civilizations Expanded, which might explain an issue.