Infixo / Civ6-Real-Strategy

Civ6 Real Strategy mod
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Mod review: AI Booster and Small attack Booster #14

Closed Infixo closed 1 year ago

Infixo commented 1 year ago

AI Booster: https://steamcommunity.com/sharedfiles/filedetails/?id=2382497774 Small attack Booster: https://steamcommunity.com/workshop/filedetails/?id=1702701865

aadaak 11 May, 2021 @ 8:29pm  Will this mod be compatible with the AI booster mod (the main thing this mod does that might conflict with RS is double the AI standing army unit number desire). Will Real Strategy overrule this effect, or will the AI still build a bigger military due to the mod.

Small one is just one file. Changes. OpTeamRequirements : increase MaxNumber by +1 in city attack forces, Ranged to simple, Siege for normal AiOperationDefs: attack walled city, MustHaveUnits 8 vs. 10, MinOddsOfSuccess 0.5 vs. 0.6 AiOperationDefs: wartime attack walled city, MustHaveUnits 5 vs. 6, MinOddsOfSuccess 0.3 vs 0.4 Comments: "warmonger AIs build a many more units with these changes" "Testing now :) Wow... I am sweating at the sight of AI hordes now" "This is the "AI Boost Unit Count and Aggressiveness" mod. Works like a charm. " That is actually very interesing. I was increasing MinOddsOfSuccess to make sure AI would actually have a chance but maybe that was a wrong thinking?

AI Booster has much more changes AI has higher desire to build and keep larger standing army (Ground, Navy, Air and Nuclear Weapons)

Infixo commented 1 year ago

AI Booster has much more changes

AI has higher desire to build and keep larger standing army (Ground, Navy, Air and Nuclear Weapons). Finally the AI standing army unit numbers desires have been boosted, both for ground force / navy and air including nukes. PSEUDOYIELD_STANDING_ARMY_NUMBER => 2.0 (1.0) PSEUDOYIELD_STANDING_ARMY_VALUE => 0.5 (0.1) PSEUDOYIELD_UNIT_COMBAT => 1.4 (1.0) PSEUDOYIELD_UNIT_AIR_COMBAT => 15 (3) PSEUDOYIELD_UNIT_NAVAL_COMBAT => 15 (1)

Higher priority for the AI to deploy Gold to buy units

Tactical Changes

Increased AI max operations and higher priority to attack cities. PSEUDOYIELD_CITY_BASE => 200 (450) PSEUDOYIELD_CITY_DEFENDING_UNITS => 40 (80) this seems like my code? UPDATE AiFavoredItems SET Value = 2 WHERE ListType = 'BaseOperationsLimits' AND Item = 'OP_DEFENSE'; -- def. 1 ?number of simultaneus ops? TUNE ACCORDING TO PEACE/WAR UPDATE AiFavoredItems SET Value = 2 WHERE ListType = 'BaseOperationsLimits' AND Item = 'OP_SETTLE'; -- def. 1 ?number of simultaneus ops?

AI is more aggressive when at war to attack cities. AiOperationTeams: Reducing the requirements for going to war, InitialStrengthAdvantage down, OngoingStrengthAdvantage down AiOperationDefs: Reducing all other less agressive traits, like aid ally to 5 => TODO: review those priorities AiOperationDefs: MinOddsOfSuccess VERY low, like 0.1/0.2, and city attacks have very high priority (=1)

Boosted default chance of producing settler, worker, trader, districts, airplanes, navy, nuclear weapons. PSEUDOYIELD_UNIT_SETTLER => 1.1 (1.0) PSEUDOYIELD_IMPROVEMENT => 1.0 (3.0) PSEUDOYIELD_UNIT_SPY => 40 (20) PSEUDOYIELD_DISTRICT => 5 (4.0) PSEUDOYIELD_ENVIRONMENT => 0.75 (0.5) PSEUDOYIELD_NUCLEAR_WEAPON => 40 (25) PSEUDOYIELD_UNIT_TRADE => 4.0 (1.0)

Infixo commented 1 year ago

Vanilla game BaseOperationsLimits => all are 1 | RST sets some to 2 AiOperationTeams Initial/Ongoing Vanilla => AI Booster | RST TODO Attack Enemy City 1.5/ 3.0 => 0.5/ 1.0 | 1.0/ 2.0 Wartime ... 0.5/ 3.0 => 0/ 0.5 | 0.5/ 1.0 Attack Walled City 2.0/ 4.0 => 1.0/ 2.0 | 1.0/ 2.5 Wartime ... 1.0/ 6.0 => 0.5/ 1.0 | 0.5/ 1.5 AiOperationDefs, odds of success. TODO Attack Enemy City 0.5, Wartime 0.25 | 0.6, war 0.4 RST increases min odds, AIB decreases Attack Walled City 0.6, Wartime 0.4 | 0.7, war 0.5 RST increases min odds, AIB decreases AiOperationDefs, must have units. TODO Attack Enemy City 5, Wartime 3 | 7, war 4 RST increases req units Attack Walled City 10, Wartime 6 | 10, war 7 RST increases req units, AIB decreases - could be easier for AI to mount an attack... AiOperationDefs, priorities. seems like bigger numbers are higher priority (?) AI Booster here uses an opposite logic i.e lower numbers are higher priority? It sets all attacks to 1. NO