Dootoon’s AI 2

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Author: dootoon

Last revision: 30 Oct, 2023 at 13:34 UTC

File size: 151.55 KB

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Description:

Dootoon’s AI 2

[Changes and bonuses that existed in AI in previous versions]

– Become more cautious about war
– Decreased cases of destroying conquered cities
– Increased preference for improvement construction
– Produce no support units.
– Produce both fighters and bombers equally
– Prioritize construction of aqueducts and dams
– Preference for residential areas decreases
– Actively progressing the LaGrange Laser Station project
– Preference for campus buildings increases significantly in cities that meet the rationalism policy card conditions.
– Delete the warrior provided to AI at the start of the game
– Do not build hill farms
– Eco-friendly power plants, city-state improvements, and unique improvements are not built on plains and grasslands.
– Military maintenance cost reduced by 1, Guild saved by 2, Cold War saved by 3.
– Combat power against barbarians +5
– Special district slot +1 in cities that built a harbor and a commercial hub at the same time

– Increased output by difficulty level

Production and gold [+20% -> +22%] by difficulty starting from King difficulty

– Builder and Trader are provided every time you expand a city.

The key to Civilization 6’s internal affairs is to provide builder and Trader for new cities. However, AI does not have the ability to do so, so it chooses to provide it in each new city. Builders were originally provided up to 4 cities, and Trader cannot be started without a market or lighthouse, so there is no excessive snowballing.

– After guild research, the Granary provides +2 food and +2 production to cities with a population of 4 or less. With Urbanization, it provides +2 food and +2 production to cities with a population of 7 or less. With the Cold War, it provides +2 food and production to cities with a population of 10 or less. +2 provided.

Even if the AI ​​provides builders and trader in a new city, the units are not immediately utilized, so this is a bonus that reduces the delay.

– After civil engineering research, AI reduces builder costs by 30% and increases production by 30%.

AI has a limit to the number of builders it can control, so if you increase the number of improvements, it will circle around areas that already have sufficient facilities and cannot develop tiles. AI did not utilize the serfdom policy card, but instead focused on lowering costs and increasing turnover.

[Changes and bonuses added to AI in this version]

– Increased preference for unique special districts
– When founding a religion, one also adopts a work ethic.
– Prefer policy cards that increase adjacent bonuses
– Adopt a two-tier government
– Make deals more rational
– Do not build hill farms, only makes farm on bonus resources or flood plains until you discover potassium nitrate.
– Strengthen the degree to which eco-friendly power plants, city-state improvements, and unique improvements are not built on plains and grasslands.
– All civilization’s combat tactics are closer to the barbarian’s combat tactics.
– Research on technologies and civics that do not have follow-up technologies, such as irrigation, Celestial navigation, and the Reformed Church.
– Preference for aid request decreases
– Produce combat units at the right time rather than excessively.

– AI gains +5 combat power when attacking a special district (gradually increases to +20), but instead, the player gains +5 combat power to defend the special district (gradually increases to +10)

In short, in battles between AIs, you can see that the attack power against city centers has increased.

Precautions

– When trading with AI, there are cases where it does not respond properly to ‘Be fair in your dealings’. For border opening, the lump sum payment is 30 gold, and for alliance, the lump sum payment is 100 gold, so although it is inconvenient, please enter it yourself.

– The locations of unique improvements, city-state improvements, farms, and eco-friendly power plants are listed incorrectly in the encyclopedia.

– If the game start era is different from the ancient era or the user switches to AI in multiplayer, the civilization may have a negative science score for about 3 to 4 turns. (A penalty was imposed on inefficient policy cards. If you change the policy card after 3 to 4 turns, it will be restored to its original state.)

– All expansion packs are required to run the mod. In fact, some of them may not be necessary, but I had to create all the modifiers that could be used, so I didn’t have time to consider them.

– If there is a problem that prevents it from running, I cannot solve it. Since I only touched the xml file and added the word ‘AI’ to each ID, I made sure that there would be no conflict unless the other mode was AI mode. You will need to re-create the game startup settings or change the modes one by one to find them. I use the mod listed below and have had no crashes at all.

Real Great People
Real *Stylish* Great People
Better Report Screen
Repeat Project
100% Secret Societies
Detailed Map Tags
Better Builder Charges Tracking
Quick Deals
Discover Heroes As Game Starts
Take Over Production Queue
Secret Society
Corporations And Monopolies
All other Dootoon’s Modes