Sid Meier's Civilization VI

Sid Meier's Civilization VI

Real Strategy (AI)
AI government preference edit
I recently modded my game where English Seadog requires now Exploration civic and Polish Hussars requires Reformed Church civic. However today I noticed Jadwiga stays on Monarchy while oncivic tree she's already on Capitalism and Ideaology. I cannot figure out how to make for ex. Jadwiga AI strongly prefer Reformed Church as she goes for Religious victory most often. It is even possible using something like

UPDATE AiFavoredItems SET Item = (SELECT PrereqCivic FROM Governments WHERE GovernmentType = 'GOVERNMENT_MONARCHY')
WHERE ListType = 'JadwigaCivics' AND Item = 'CIVIC_DIVINE_RIGHT';

UPDATE AiFavoredItems SET Item = (SELECT PrereqCivic FROM Governments WHERE GovernmentType = 'GOVERNMENT_THEOCRACY')
WHERE ListType = 'JadwigaCivics' AND Item = 'CIVIC_REFORMED_CHURCH';
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If not possible maybe I should make a code where AI automatically unlocks Exploration and Reformed Church at given civic? What would you recommend would go best with your mod Mr Infixo :)
As for the AI building walls issue - I played plenty of games with your mod and I can say AI in fact goes easy on walls unless war is declared for the first time against them. After receiving war declaration from player or other AI they will rush walls in following turns, sometimes it being too late. It is not like walls are not built at all. Some cities, especially these closer to enemy borders do actually build walls.

However, in some games lategame I noticed some AI for example Hammurabi having no walls and even skipping steel tech unitil war is declared. He was doing science project (second pase) and had 0 walls. Then after war declaration from me he picked the texh and urban defences were coming in following turns. The other AI had walls so I saw it as a greedy science rush victory strategy
Editat ultima dată de Trump King; 22 iul. 2023 la 1:02
My games may not be objective unfortunately cause I have added a lot of free scaling bonuses for AI but nothing to AI behaviour, coding it is beyond my skills yet
Editat ultima dată de Trump King; 22 iul. 2023 la 1:20
infixo  [dezvoltator] 6 aug. 2023 la 2:20 
1. The mod already has a preference for a civic with a proper gov. 2. You cannot set a preference for a gov itself, but I think you are aware of that.
infixo  [dezvoltator] 6 aug. 2023 la 2:25 
The situation where AI stays of lower Govs is pretty common. I think it relates to the scoring system. It justs scores lower tier govs higher. Idk why. With no access to source code, we don't know. I suspect that it ignores policy slots entirely, because there is no PseudoYield for policy slots.
Thanks for the answers, seems like the clumsy way of just giving certain techs or civis to AI is the only solution for these issues
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