Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Late Game AI
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26 Feb, 2023 @ 10:58pm
17 Oct, 2023 @ 4:06am
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Late Game AI

Description
Adjusts the bonuses the AI gets over the course of the game.

IMPORTANT:
1. This mod was designed for use in combination with Infixo's Real Strategy mod. It also works fine without it or with other mods like AI+ or Roman Holidays AI mod, but I designed and tested this mod for Real Strategy.

DO NOT disable science or culture victory when playing with Real Strategy or the AI will start doing weird things. Also, if you deactivate domination victory with Real Strategy, you can have a real peaceful sim battle against the Ai where everyone will go for science or culture with no wars.

2. Although I have nerfed the AI's early game, the buffs I gave to their military and their mid/late game make the difficulties a lot harder. In addition to that, I have also made sure that the AI actually wins science/culture victories at reasonable turn counts (when using Real Strategy). Start one difficulty lower than you are used to or you might be in for a rough surprise.

3. Be careful of mods that can affect the AI because they might get out of control with imbalanced features. I tested only for base game and BBG civs. I have made some adjustments for game modes but haven't tested these as much.

Introduction
Late Game AI changes the bonuses the AI gets per difficulty to achieve a more player-like game progression (weaker early, a lot stronger late). It does this by adding stat/yield modifiers that scale with game/player era and difficulty.
The AI will be very able to compete in the later stages of the game and will consistently threaten culture and science victories. Thus the difficulties Prince to Deity will be much harder.

Now also adds two extra difficulties above Deity (Pro and Insane) and options to adjust AI bonus starting units.

For people like me who think it's sad that the AI just falls off a cliff later into the game and just want them to scale better, but also for people who are looking for a challenge after getting bored of unmodded Deity.

This mod is a re-release of an existing mod because of technical issues with Steam Workshop Uploader that prevents the old version from being updated.

Difficulties
Even though I am confident that I have a difficulty for everyone, a big point of this mod was to create the hardest difficulties yet seen that don't focus on early game bullying.
Like I said earlier, start at least one difficulty lower than you are used to because the difficulties are a lot harder.
If you are just looking for an AI that has a better late game, I recommend playing on King, Emperor or Immortal.
Prince and King are both suited for inexperienced players and for casual play.
Emperor will require a decent gameplan but should still allow messing around, while Immortal and Deity will be challenging.
Pro is for REALLY good players and Insane is should be a challenge for even the best of players.

If it just feels like the AI is cheating, you would be right, but just lower the difficulty and see if it feels better. I tried to give a challenge for every level and type of player, so if you set the difficulty too high the games get very unforgiving and losing might seem inevitable.

I've also removed the difficulties below Prince to make it obvious that they are not supported by this mod.

Description
Late Game AI includes extensive changes and additions to all AI stat scalings in an effort to diversify AI Strengths (for example nerfing many early stats and removing bonus starting warriors but buffing other areas like food and amenities later). So even though the mod's name is Late Game AI (because the late game is the main selling point in my opinion), I have also made several changes to rebalance the early game and cover up general weaknesses the AI has.
The AI also gets a lot of buffs to improve their military. No more warrior corps.

The AI scaling was designed to simulate player progress: Lower science/culture/production in the early/mid game, but really gets going later on.

The only change to the human player I have made is buffing player tourism depending on difficulty to compensate for the high culture output of the AI.

I have posted the full list of changes in a discussion in the discussions tab here on this mod page.

This mod does not work for Vanilla and R&F.

For a preview of the mod, you can watch videos/livestreams on Sir Ducks Lancelot's channel (he usually plays with it): https://www.youtube.com/@SirDucksLancelot

I also have a download link on civfanatics: https://forums.civfanatics.com/resources/late-game-ai.30043/

I made this mod by merging and tweaking many other mods with a similar idea and by adding my own ideas later.
People whose mods/code I used: lornard/Gabriel, JNR, RushSecond, schwarzpol, Kaige Lindberg, MyopicCat, Fuzzle

Special Thanks to Fuzzle for letting me use his icons from Deity++ and to Platypus, Somnax and Sir Ducks Lancelot (and Daethern I guess) for giving me extensive feedback on discord for the higher difficulties.
Also a big thanks to Infixo for making Real Strategy, my mod wouldn't be nearly as good without it.
Popular Discussions View All (4)
35
21 Sep @ 11:57pm
PINNED: Bug Reports
Phyrax
2
7 Nov, 2023 @ 3:30pm
AI doesn't fight back
TERATOGEN { Ofu! }
2
12 Jun, 2023 @ 1:52pm
PRO > relations @ -9 ?
STuRoK
221 Comments
Nandybear 12 Oct @ 9:36am 
Ya works well. Also https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1991579041 pairs well with it to really push them to war, otherwise they can kinda just chill and build units.
(。・ω・。) 12 Oct @ 7:17am 
If I disable Science and Culture Victories and only keep Domination Victory, will this mod still work?
Nandybear 5 Oct @ 5:45pm 
Lower the difficulty if you're having issues, I play on Pro and don't run into issues of runaway, but I also have a heavily modded game that favours strong starts and that's how I play. No particular AI is boosted more than another, it's game wide boosts.
burrik 25 Sep @ 4:26am 
Also these boosted AIs get waaaay too far ahead, if this bonus exists it should be very subtle
burrik 25 Sep @ 4:25am 
Great mod - unfortunately the decision to boost certain AIs kills a lot of fun for me, just because it feels very arbitrary, breaks the 4th wall so to speak. I know that the leading AI civ is leading not because of their traits or because they rolled a good starting position - but because they got boosts from game master
Semper Augustus 24 Sep @ 5:53pm 
I dont see the ooptions for difficulties beyond diety. I am sure I have the mod on, could something be stopping it from working? I am playing with the online better balanced game and the base AI mod you listed.
rilquermascarenhas 8 Aug @ 6:21pm 
Trying to fix the error I mention, I have been browsing through the mod files and found DeityPlusPlus_DramaticAges.sql to have some info on the percent of cities lost (AI and player) and Free Cityes Influence. Are those settings only for Deity difficulty? Or does it apply to all difficulties set up in this mod?
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?