Sid Meier's Civilization VII

Sid Meier's Civilization VII

RHQ AI MOD
41 Comments
notq  [author] 1 hour ago 
I'm sorry, I can take a look at it and see what caused the issues you are seeing. Apologies if I've introduced an issue there. I'll probably find time on the weekend.
fAppert 11 hours ago 
Is it just me or are the scouts from independent villages no longer moving around?
Luck_88101 12 Aug @ 10:20pm 
Using this and I have some AI on Deity not settling anymore cities, just one city and we're almost done with antiquity. Not sure if it's this mod or CIV 7 AI that's making them not settle
Conquistador_514 11 Aug @ 3:41pm 
The AI does not attack anymore, I did like less forward settling but the game is broken with this mod.
notq  [author] 27 Jul @ 12:05pm 
@Doc_Furtado Not exactly. I think the fewer wars is could be a result of the work to keep Civilizations from making bad settles. Bad settles often cause wars. Far away settles. By keeping everything as close together with the main settles, it makes targets harder for humans to fight, and also consequently creates less bad diplomatic relations which other leaders.
Doc_Furtado 25 Jul @ 6:00pm 
@notq so, no war is intentionally made to grow up empires in the beggining?
notq  [author] 25 Jul @ 9:58am 
@CmbMdc the civfanatics forums are the best place to ask about civ modding.
notq  [author] 25 Jul @ 9:58am 
@doc_furtado I mean, I can make wars more common by having them forward settle more. I keep them intentionally locked into a blob as much as possible to help their defense. I tone down forward settling. That's one impact. Perhaps I need to play a game and see if anything pops out, it's just so difficult to play games to test, it takes so much time. That's why I rely on autoplays. It's faster.
CmbMdc 25 Jul @ 9:44am 
hey man, i have a question regarding civ modding, could i maybe ask you?
Doc_Furtado 25 Jul @ 5:56am 
Thank you for your answer, is a great mod that impact always positive the game in AI agressively and will for conquer, beyond other strategic needs. I play with long eras, immortal. And, i had saw no wars against me, not sure about war for AI vs AI. Tjank you for your great job.
notq  [author] 24 Jul @ 7:12pm 
@Doc_Furtado I need more information. What speed are you on? What difficulty are you on?

You're finding no war? I have had versions in the past that upped war extensively, and then feedback was there was too much war. Now I am not changing the war declarations.

Are you having less war on the base game? I can certainly try to sort it out, but when I autoplay and watch the AI vs the AI which is how I test the mod, I get wars all the time.
Doc_Furtado 24 Jul @ 11:40am 
Its a very nice mod on civ 6, but here, in that embrionary fase, i found a no war mod, i ask you about agressive AI, and not only a strategic one, will AI declare war and focus in units, or only plan more their expansion and strategic?
notq  [author] 23 Jul @ 9:52am 
@mundty I will try to evaluate it. I increased some settings for settling, but I also increased some settings for building buildings now that they are more valuable in the carry over age transition.

They will also build units when required for operations. So it depends. I'll keep an eye on it in the next autoplays.
notq  [author] 23 Jul @ 9:51am 
@rob I have not seen the AI use bombers as well. It comes from the Commander, so you have to have the Commander take the action. I've explored what options I have, there are behavior trees for operations, but they never seem to properly work.

I need to spend deep time debugging it, it's possible I can sort it out, but it's very challenging without the internal Firaxis tools.
mundty 23 Jul @ 9:32am 
@notq I'm playing at immortal, genghis
AI not talking to me at all, not offering me any diplo deals like endeavors(I have not gone to war yet).

AI very excited about building walls but some cities have 3 walls at turn 50ish. AI is maybe a little too excited about walls

AI settling seems a little slower than in the past(the rapid settling is my favorite feature of the mod), however this could be circumstantial to my save-however i'm not really perceiving a lot of wars going on to inhibit settling and cause all the wall building
thx!
Rob 23 Jul @ 6:06am 
I have been liking this mod so far, I have not had a chance to play around with the latest update yet.

Does anyone know if the developers have exposed access to the coding for how AI use Aircraft Carriers and Squadron Commanders? In all my various games I still have not seen the AI use Aircraft Carriers (even if I spawned them in for the AI) at all and barely use Squadron Commanders, let alone in an efficient way.

Also, as a quick aside, I wonder if it is possible to individually assign bonuses to each AI player so that one AI player can be particularly stronger than the other ones?
notq  [author] 22 Jul @ 9:45pm 
@mundty thank you kindly, I'll take a look at that in autoplays.

A lot of my focus was on civ activities, I can't say I watched too closely what the Independents were doing for this patch

Can you let me know what difficulty you're testing with?
mundty 22 Jul @ 9:03pm 
doing some testing, I'll tell you what I see. So far independant/barb scouts are having a tendency to stay next to their starting city and not move
notq  [author] 22 Jul @ 1:28pm 
New version released with the new patch.

------------------------
RHQ 2.09 Patch Notes
------------------------

Added new patch wonders for AI
Brought back building pushes
Increased AI's flexibility to switch from the build queue
Increased AI Settling

Please provide any feedback, happy to adjust.
notq  [author] 19 Jul @ 7:52pm 
@Dameur Appreciate the feedback. I will take a look. Generally I do not test in Viceroy, so I may be relying on the bonuses and benefits of the Difficulty too aggressively.

Most people who play the mod are focused on Deity, and having the game provide it a different challenge. So we are heavily relying on the bonuses available in Deity to determine how the Civs should interact.

I'm not sure what would make City States do that. I will take a look.

They are significantly more suicidal and spread out intentionally due to the big bonuses they receive on Deity.
Dameur 18 Jul @ 1:03pm 
Hello. First of all, I want to say that I don't neglect your work and, on the contrary, I thank you for your contribution to the gaming community.

Regarding the mod, I found after trying it for an entire game in Viceroy (just after playing a vanilla game beforehand) that it makes the AI even more inactive than usual.
Personally, no unit among the City-States that was aggressive towards me attacked me, and they all just waited for me to destroy them, even when we were in close combat.

Additionally, I found the AI to be even more suicidal than in vanilla and spread its units out more rather than grouping them together, making my wars very easy.

These are my observations; there are probably more criteria I should say or know, but there you go.

Thanks, friends.
notq  [author] 15 Jul @ 1:14pm 
A new patch was announced. Nothing is listed for AI in the changes so far, but very often changes with the AI are not included in the patch notes even. When the new patch is released, I will go over it and make any adjustments required.
notq  [author] 15 Jul @ 1:11pm 
@Malata - then please don't use the mod, and focus on other parts of the game you find value in.
notq  [author] 15 Jul @ 1:02pm 
@Galindus The version on civfanatics does have significantly more changes than the steam workshop version.

The reason is, the code removed was very divisive. Some people liked it, Some people hated it. It felt the most reasonable to release the most consensus driven version to Steam Workshop until I have the time and understanding to make a more... middle ground version.

Also, many of our bug fix changes to the AI have been added to the actual game, so of course those get removed, and it feels like there's less and less we've done. That's just the reality.
notq  [author] 15 Jul @ 12:59pm 
@Malata you're entitled to your opinion. The meaningless number changes you indicate for settling for example actually have a big impact. It takes a lot of time to understand how these changes impact the game, and many, many hours of autoplays to validate that it's an improvement.

We for example had behavior tree changes (what you seem to indicate is "real code") before that fixed massive bugs in the game. However, in a recent patch they fixed the bugs in the same way our code did. So we removed them.

Our code improved the overall ai of the game. So apologies that I don't have any useful changes in there for that section now, because Firaxis implemented them already, and they are very time consuming.
notq  [author] 15 Jul @ 12:57pm 
@mundty Thank you kindly. We have versions with a lot more done, like Civ's going after wonders aggressively, but some players didn't enjoy it. I am hoping the new patch will have some things for us, and we can make some better determinations there.
Frost7X 11 Jul @ 11:25pm 
Malata, why are you so hyper-focused on your displeasure with the mod? Like I get it, sometimes a mod just isn't for you. Leaving a critique comment is fine, but you're just going out of your way to be insulting and to continue defending your dislike of it. Drop your comment that you don't like the mod, leave at that, and move on. You don't have to install the mod or even look at the mod page if you don't like it. Haven't tried this mod yet, but will in the future with friends. Thanks notq and RomanHoliday. I appreciate the efforts to even try to mod the AI in Civ!
Malata Societa' Official 8 Jul @ 7:56pm 
man make example and also you must use the last game version and the last mod version like all players!!!!
Galindus 8 Jul @ 4:38pm 
For what it's worth -- I have used this mod since it's initial release. I'm currently not using the steam workshop version -- but the 2.07 version from Civfanatics/Civ 7 Mod Manager. I have seen significant and material improvement in the AI on Deity using that version of the mod. I have not played a game with vanilla 1.2.2 -- so I can't compare there just yet, but will plan to in order to see if the core AI has in fact improved and if the AI plays better without it. I think even the author here would agree that not having access to the underlying source code/DLLs/etc. limits what they can do -- however, my experience is that what the 2.07 version HAS DONE has resulted in much more challenging and engaging games against the AI.
Malata Societa' Official 8 Jul @ 12:50pm 
The mod, I repeat, absolutely does not modify. The core of the game's artificial intelligence, the deep coding of the game that controls the artificial intelligence. So basically for me this mod is useless. And paradoxically the game works better without using the mod.
fka-gargamel 8 Jul @ 12:30pm 
what a fucking troll
Malata Societa' Official 8 Jul @ 10:50am 
my opinion
Malata Societa' Official 8 Jul @ 10:49am 
For me your mod is completely useless. Because in the end you do not change any coding of the artificial intelligence of the game, you simply go to modify some numeric parameters where you put +5 or -2 for example making a very banal example, such as for example general aggression or aggression of each single civilization for example +2. This is a banal example, but to understand the level so low and banal of this mod is not a real mod for the artificial intelligence that improves the coding of the game so at this point if I were in your place but I would never have published something useless like this mod
mundty 8 Jul @ 9:36am 
I appreciate the time you have put into this!!!
notq  [author] 2 Jul @ 9:07pm 
Can you elaborate on what you're like to see with the mod? There are many things we are unable to do based on how the game is structured, but if you have feedback, I can evaluate if it's something we can add and improve.
Malata Societa' Official 2 Jul @ 9:33am 
man this mod its useless
notq  [author] 25 Jun @ 11:59am 
@vladvf86 The AI algorithms do not use the limit as the guide. It's just an issue with the diplomacy which I understand but cannot solve because those pieces are the in DLL. We don't have access to them to modify them. I would love to fix it, but that's entirely on Firaxis to do.
notq  [author] 25 Jun @ 11:52am 
@metafa the AI goes after victory conditioners better, but not perfect. We are working on each victory condition itself. That takes time. Some work has been done there by Roman Holiday. Otherwise the standard AI behavior is what occurs where things have not changed.

There is also the new patch with AI updates, so I need to go over everything with the autoplay as well. Because of that, I've cut out several functions that are not in this release. They are commented out until I get time this week to test them all completely.

So this version is more conservative than the last release on civfanatics, but conservative is better. I will go through it all this week and add additional pieces.
vladvf86 25 Jun @ 7:37am 
The AI in Civilization VII sometimes behaves irrationally: instead of finishing off a weakened opponent, it captures a few cities and then peacefully returns them — and may even throw in some of its own cities. This happens because the AI algorithm "dislikes" having too many cities over a certain limit. As a result, you often don’t even need to worry if the AI occupies your cities — there’s a near 100% chance it will give them back in a peace deal. This significantly reduces the challenge and makes the military aspect of the game far too easy.

So how does the AI behave in wartime when using this mod? Does it become more aggressive and logical in military conflicts?
metafa 25 Jun @ 3:58am 
So does this focus AI more on victory conditions and/or does it also deal with the case of no victory conditions at all? And you say a lot left to do, does it use the standard AI behavior where it's not yet changed?
fullautoSherman 23 Jun @ 10:38am 
thank you so much