Assertive Seawall AI

Oh yeah that’s a special thing with those berries, probably not worth solving.

nvm

As for the trade route, I know the issue going on. They are programmed as if all trade routes are shared, so they only upgrade the trade route when they have more TP’s than the other guy. Idk if I can detect whether the trade route is shared, though I can allow them to upgrade it when it’s even I guess.

It’s something else with the TP, maybe related to this note?
// We have 1 or more TPs on this route than the enemy, doesn't work for upgrade all special maps.

hmm, I don’t know about the berries, but the AI just refuses to pick up treasure where it didn’t kill treasure guardians.
I’ve seen the AI upgrade trade routes, maybe it’s really just map specific, but Scandinavia is not really that special of a map apart from the blueberries.

Updated 2025-11-09T08:00:00Z

  • Fixes to forward base building
  • AI will build forward tower bases much more often
  • Forward tower bases are on a cooldown depending on strategy
  • updateMilitaryTrainPlanBuildings now sets the BaseID to the forward base when appropriate
  • Some fixes to the way the AI looks for other buildings in the FB
  • Villager garrison rule added
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Thank you man!
Nice work!

1 Like

Thanks dude! My friends and I are totally into your mod. We’ve put together a few small suggestions.
We always play against the Expert AI, specifically the EX AI with +50% buffs. It makes the game way more intense—the attacks are fiercer and it really tests our teamwork.One suggestion: could you tweak the AI’s building placement? Sometimes their units get stuck behind buildings and stop attacking. Also, it’d be awesome if you could improve the AI’s deck setup—like adding cards that speed up unit training or boost combat strength.Oh, and for example, Japan never trains Flagellants (we love it when the AI uses strong unique units!), and allied civs don’t really use their Consulates properly to recruit troops.Thanks again for all the hard work you put into the mod! We really appreciate it.

3 Likes

Hello, I wanted to report a bug that occurs when I directly attack the AI-controlled enemy base. The AI ​​orders all its villagers to garrison the town center. Then, much like experienced players, these villagers move back and forth from the town center, theoretically to fire on my units. However, this rarely happens. They leave the town center but never fire, and they keep going back and forth until I move my units out.

Thanks for your update. Your mod is quite essential

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One of the best things that ever happened to me was that one settler who decided to kill all my sheep! Poor little lambs!

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Haha that’s hilarious! Not deliberate on my part, but maybe I should pretend it was?

2 Likes

this mod is great but is it possible to disable the logo that appears in the main menu? its kinda ugly

@bosd I’ll try to look into it. The point is to just have an indication that the mod is enabled, but I’m sure I can figure out something more subtle.

For everyone else, the mod is updated for the DLC! All it really does is merge over the new civ rules and fix the compilation errors.

Would this be better?

very assertive indeed

jokes aside how about directly under DE logo above continue button?

1 Like