The AI will create extra military training buildings when economic conditions and priorities permit them to do so. So that logic already exists and should happen in just about every late-age game.
@Aisharp, what you described with the Swedes is atypical behavior. I recently played against the Swedes during a test game and they were consistently sending waves of large armies to my base. In order to diagnose a possible issue, I need the questions below to be answered:
Yes, it is a very strange behavior right? and I just got another case of Ottoman where it goes fast industrial, but do not making unit despite having barrack, foundry, etc, only send cannon and fort from home city.
Currently only it and the advanced scenario editor the one that is installed, but only this one active. Say, is there anyway like to clear cache for downloaded mods? I was thinking of uninstall and reinstall the mod, but I’m afraid there is gonna be leftover file that gonna messed it up
In my test it is Hokkaido, Manchuria, Dakota (sometimes), and Yukon. Map where the team spawn close to each other seems increase the chance for this random behavior. On map where the team is far/seperated like Orinoco, Pampas, and Araucania I found the AI works perfectly for both side.
Supremacy 3v3, it was on extreme diff. By the way how much cheating or handicap did the ai get on extreme?
Anyway, I love your AI works, especially the native faction
Unfortunately, the mod is broken and needs to be updated. By the way, it is a much better mod than the original AI, but it seems to need a stable and unbroken version.
Maybe I missed something in the description or I made another mistake, buttt I have a feeling the AI is easier when I play against them. Could that be?
I played on Hard and I easily outscored my enemies.
If I can do anything differently, I would love to hear
If you play with unit shipments early-on, you may outpace the AI. Once it gets to imperial and has extra cash, it really outperforms the default AI.
In an upcoming update, the card selections are changed so it selects resource and unit cards when rushing may be desired. I originally built this mod based on the preferences of myself and the group I play with, we don’t use unit or resource shipment cards since they are uninteresting.
I'm playing with the unlimited population mod, and in older versions of this AI mod, they were attacking with much larger units, placing military bases near our village, and building dozens of fortresses in their cities. Now they can't do any of that.
Just wanted to say a genuine thank you for breathing so much life back into the game. It honestly feels like Microsoft has quietly left it to drift, so seeing someone step up and actively support and refine it is hugely appreciated. You’ve become the go-to point of momentum for the community, and that counts for a lot.
I was tinkering with modifying my own AI decks, but I figured it might be more useful to pass this suggestion your way instead.
One thing I’ve noticed in longer matches is that games often go well beyond 25 shipments. Once the AI runs out of finite cards, it ends up stockpiling shipments it can’t actually use. At that point, it feels like its late-game potential just stalls out.
It might be worth having a minimum requirement that every AI deck includes at least one infinite shipment card — whether that’s a resource trickle, a unit shipment, or something similar. That way, the AI always has a practical outlet for excess shipments in extended games, and it keeps scaling rather than plateauing.
Just a thought from someone who plays a lot of longer matches. Curious to hear what you think!
Hello @Medz94, thank you for the compliments, I really appreciate such feedback since I put effort into this mod. The next update is going to be another massive one. Infinite shipment cards, like the civilization-specific native shipments, are going to be favored when appropriate. I believe that will fulfill the criteria of your requested feature.