![civ 6 wiki districtrs civ 6 wiki districtrs](https://static.wikia.nocookie.net/civilization/images/7/78/Civilization_VI_-_Devs_play_as_Brazil_screenshot_-_Choose_civic.jpg)
In 3.3 we made the AI obey the Take Point behavior again, but it didn’t work quite as well as we wanted. One coMmon cause for this was when the AI assigned several fleets to carry out an objective together, the fleets would try and regroup with each other by moving to the system of the other fleets causing them to switch places over and over.
#Civ 6 wiki districtrs full#
In 3.4 the AI will aim to have full fleets as their smallest unit to carry out military objectives, AI will actively try and merge all possible fleets during peacetime and the AI will during a war try and merge two nearby fleets when possible.Īfter having made the AI fill up their fleets, the next issue to tackle was AI fleet order cycling where the fleets get stuck alternating between two orders indefinitely. In theory this approach is quite good, however, the main two main issues with this approach are that the player can easily just take one of their bigger fleets to go around and defeat the AI’s smaller fleets one by one which makes the AI somewhat incompetent, as well as that this playstyle from the AI can be quite frustrating to play against.
![civ 6 wiki districtrs civ 6 wiki districtrs](https://static.wikia.nocookie.net/civilization/images/5/5a/Theological_combat_(Civ6).png)
The main issue came from the amount of low fleet power targets such as unupgraded starbases which caused the AI to frequently split their fleets into 1000~ fleet power pieces. The AI would allocate just enough fleet power (with a +25% margin) to their objective in order to carry out as many objectives as possible. While there were issues where AI would split their fleets too much, fundamentally this behavior of AI splitting fleets was by design. Let’s start with the Elephant in the room: AI splitting their fleets into tiny pieces. Military AI behavior changesFirst I would like to say that the changes coming to military fleet behavior in 3.4 are mostly bug fixes rAther than improvements on their decision making, so while there should be a very noticeable difference, the work made so far on the fleet behavior will not be as encompassing as the work made for the economy. Goals for 3.4As the AI economy improved other areas of the AI started to become more obvious targets for improvement, namely the AI military fleet management and their diplomacy interactions with the player. While the AI economy management still has areas which can be improved, we felt satisfied with the changes made in 3.3 to the point where we wanted to move our focus to other areas of the AI. The reason for this was to establish the AI empires as relevant actors beyond the early game and give their interactions with the player more impact.įollowing some of the discussions here on our own forums and also on Reddit, my favorite topic has been seeing people react to AI empires suddenly being much stronger in the Galactic Community where they are passing resolutions against the players' will.
#Civ 6 wiki districtrs Patch#
If you have been following the AI dev diaries you probably know that our main objectives for the 3.3 Libra patch was to improve the economy management of the AI, especially with a mid and late game perspective in mInd.
![civ 6 wiki districtrs civ 6 wiki districtrs](https://oyster.ignimgs.com/mediawiki/apis.ign.com/civilization-6/0/0a/Entertainment_Complex.png)
Before we dive into today’s dev diary let’s do a quick recap of the AI work that went into the 3.3 patch.
#Civ 6 wiki districtrs update#
Today I will bring you an update from the Custodian AI initiative. Hello everyone, it is me Offe, one of the Humans working on Stellaris.