Dootoon’s AI 2024
Dootoon’s AI 2024
◆ ← What has changed in Dootoon AI2
1. Precautions
◆ When trading in ‘QUICK DEAL’ mod, try purchasing more than 20 strategic resources. (Usually we purchase 20, 21 and 30 pieces)
– 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 take that into consideration. I’m sorry.
– When dealing with AI, sometimes it does not respond properly to ‘Be Fair in Your Deals’. We recommend the ‘Better Deal Window’ mod.
– When using this mod, please disable other versions of Dootoon AI mods.
– The locations of unique facilities, city-state facilities, 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. (Restored to original state after 3-4 turns)
– If there is a problem that prevents it from running, I cannot solve it. Since only the xml file was touched, there is absolutely no conflict unless the other mode is AI mode. You will need to re-create the game startup settings or change the modes one by one to find them.
↓ Mods confirmed to have no conflicts
Real Great People
Real *Stylish* Great People
Better Report Screen
Repeat Project
100% Secret Societies
Detailed Map Tags
Better Builder Charges Tracking
Quick Deals
Better Deal Window
Discover Heroes As Game Starts
Take Over Production Queue
secret society
corporations and monopolies
All other Dootoon mods
2. Adjustment of bonuses added to AI
◆ Settler of Deity difficulty [3 → 2]
– Warrior reduction provided at the start of the game. From King difficulty (2, 3, 4, 5) → (1, 1, 2, 2)
– Builders and trader are provided every time you expand a city.
◆ Added science bonus. From Prince difficulty (+8%, +16%, +24%, +32%, +40%) → (+8%, +16%, +26%, +36%, +46%)
– Added gold bonus. From Prince Difficulty (+20%, +40%, +60%, +80%, +100%) → (+22%, +44%, +66%, +88%, +110%)
– Added productivity bonus. From Prince Difficulty (+20%, +40%, +60%, +80%, +100%) → (+22%, +44%, +66%, +88%, +110%)
◆ Settler 30% discount with Civil Engineering
– Combat power against barbarians +5
– Military maintenance cost reduced by 1, Guild saved by 2, Cold War saved by 3.
– The granary, guild provides +2 food and +2 production to cities with a population of 4 or less. With urbanization, it provides +3 food and +3 production to cities with a population of 7 or less. With the Cold War, it provides +3 food and production to cities with a population of 10 or less. +3 provided
– After civil engineering research, AI reduces construction costs by 30% and increases production by 30%.
– Carbon dioxide required for global warming increases eightfold
3. Transaction adjustment (details added)
– Increases the value of the border opening (yes, if you open the border, you open the border cheaply)
– Transactions are made with sufficient value even in the face of public criticism.
– Luxury resources are valued differently depending on the comfort level of the AI (turn gold +3 ~ gold +15)
– The more luxury resources and strategic resources you sell at once, the higher their value.
– In QUICK DEAL mode, strategic resources are purchased in units of 20, 21, or 30.
4. domestic administration AI adjustment
◆ Work harder to build ports on the sea map, and actively build cities across the sea.
◆ The preference for projects that provide great score decreases.
– Do not build hill farms, only farm on bonus resources or flood plains until you discover potassium nitrate.
– Eco-friendly power plants, city-state improvement, and civilization-specific improvement are not built on plains and grasslands.
– Adopting work ethic as the 2nd to 5th tenets
– Actively adopt a second-tier government
– Prefer policy cards that increase adjacent bonuses
– Increased preference for tile development with resources
– Preference for unique special districts, dams, and aqueducts increases, while preference for conservation and residential areas decreases.
– Reduced preference for wonders that are difficult for AI to handle
– Preference for relief dispatch decreases
5. Battle AI adjustment
– Slightly reduces the phenomenon of units stopping in situations where they can attack.
– Produce combat units at the right time rather than excessively.
– Produce only moderate or no support units.
– Produce both fighters and bombers equally
– Become more cautious about war
– Decreased cases of destroying conquered cities
– Battles between AIs increase combat power against city centers (base combat power +10, chemical combat power +15)