#Civ 6 patch is the ai good full#
I would greatly value any report of experience, even if it's as simple as "I played out a full game and didn't notice any problems".
You can help in this process by testing, both reporting things which appear broken and things which do work, of particular value would be experience on larger maps.
#Civ 6 patch is the ai good mod#
My intention is to use that for distribution of date-stamped test builds, once a build has been confirmed to be mostly stable without crashes or glaring AI flaws it will be given a version number and uploaded to the major Civilization Sites mod repositories. I now have a Sourceforge project page for source control and distribution, thanks to Iustus of CFC/RBCiv. City Founding logic has been diversified, Creative leaders are more "Greedy", grabbing as many resources as possible per city, Organized leaders are the opposite, being more inclined to found cities right next to resources and founding more cities overall. City Founding logic has been improved, a bug was fixed which could "force" the AI to found on top of resources that it otherwise wouldn't, the AI is also aware of existing culture (it's own) making tiles workable. The AI will no longer pillage Barbarian Cities. The AI will now chop Wonders and will chop to assist a war effort. Awareness of freebie promotions (such as Aggressive Combat I, or Red Cross Medic I) when choosing which unit to train. AI Missionary code adjusted - both when choosing destination and when determining the number needed. AI's will now spend gold to perform deficit (100%) research and will decline to trade gold reserved for such research, enabling them to make better use of gold boons from huts, plunder, refunds, great merchants, etc. Great Prophet Shrines valued a little more accurately. Great People usage improved, the AI should be less Golden Age happy, only starting one if it’ll actually pay off compared with lightbulbs/settling. Code to add awareness of jungle chopping when choosing research. Tweaks to auto workers to achieve a better balance of hammers, they should build more mines now. Workers are now less fearful of enemy units, they should only run away if they are in actual danger of dying. Auto workers now come back and road up resources which had been built before roads were available. General worker unit AI improvements to make them more flexible, they will also stack. Fix to irrigation chaining bugs which would result in the AI farming excessively and flip-flopping between farms and cottages.