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Civ 6 benchmark ai
Civ 6 benchmark ai






  1. #CIV 6 BENCHMARK AI FOR FREE#
  2. #CIV 6 BENCHMARK AI MOD#
  3. #CIV 6 BENCHMARK AI SERIES#

#CIV 6 BENCHMARK AI SERIES#

Originally penned by Sid Meier and his team, the Civ series of turn-based strategy games are a cult classic, and many an excuse for an all-nighter trying to get Gandhi to declare war on you due to an integer overflow. Whatever gems are hidden there (and there are), I will most likely try to implement them in RST.First up in our CPU gaming tests is Civilization 6. I used it a source of (good) ideas and "tested" mechanics. Personally, I consider AI+ to be a really good mod. AI should be "smart" no matter what difficulty we are playing. Imo, the Civ philosophy has been always that difficulties come from giving AI more bonuses. Mostly more aggressive and more military focus strategies. AI+ employs a bit different strategies on higher diffs, with focus on Deity. However, I see the need to use more advanced (or better) behavior trees. AI+ introduces its own behavior tress and overhauls this part. RST tunes each civ and leader separately to its preferred victories. AI+ uses Traits as a way to give various civs more unique behavior.

civ 6 benchmark ai

RST uses a more sophisticated approach here (see here for details). AI+ uses existing conditions, no improvement here. You can turn it on / off even for games in-progress (doesn't affect the save files). AI+ adds a lot of strategies on top of existing ones. I really prefer to have discussions on CivFanatics.ĭifferences from AI+Since this is going to be an inevitable question:

#CIV 6 BENCHMARK AI MOD#

More information on the mod homepage on CivFanatics. In case of issues or errors please also post Lua.log - it contains crucial information needed for analysis and tuning. If you want to check yourself how the AI works with the mod, on the CivFanatics forum I posted a simple tool for that (FireTuner panel).

#CIV 6 BENCHMARK AI FOR FREE#

This mod doesn't give AI anything for free (no units, no boosts, yields, etc.) it doesn't know anything about another civ until it's met. The "thinking" part uses only information that is also available to the human player, e.g. Scripts for better GWAM handling ( temporarily disabled). AI chooses better spots (a bit, the system is too simple to achieve any grand results). Missing start biases added for civs depending on geo-location.

civ 6 benchmark ai civ 6 benchmark ai

AI uses Bombers extensively, and Nukes cites too. Mostly to make AI better at sieges (they use Rams, etc.) and general war preparation. Simple tweaks to Tactics and Operations systems. Basically Peace/War behavior, Catching up behavior when we start lagging in military (weak civs are always first to be killed), Science or Culture and an emergency Defense when a strong civ attacks us. Very simple ones, this area will be improved in the future. Few supporting strategies have been implemented, mostly to help manage military and wars. Errors are fixed and many more are added to help leaders pursue their goals. Not changed - (practically) all original entries are there.

civ 6 benchmark ai

The leaders' behavior (AiLists) have been enhanced. Each Leader, Policy, Wonders, and few other things have flavors assigned to indicate what type of game we are playing. A civ will determine based on revealed tiles (during exploration) in what situation it is: Pangea, Default, Coastal, Island and tune its behavior accordingly. Anti-Strategies to better handle disabled victory-conditions have been created. Each Victory Strategy is revised and enhanced accordingly. Basically these are concepts and ideas used in Civ5 re-programmed to be used in Civ6. It evaluates the current situation, and assess what other are doing. This is the core part of the mod programmed in Lua. AI uses more sophisticated approach to decide what victory to pursue. Overview of the key features Detailed description








Civ 6 benchmark ai