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. Anti-Strategies to better handle disabled victory-conditions added.ĭifferent approach to make AI better, a mixture of Lua 'thinking' and tuning of AiLists. Tactics, Operations and Behavior Trees related tweaks have been reviewed and adjusted for GS. Updated all Flavors for Diplo victory and GS compatibility. All leaders from GS have their strategies reviewed. Added support for new AI systems from GS (Discussions and Resolutions). Game's Diplomatic Victory supported with an enhanced strategy. All mod features enabled and updated for GS. Please note that it will take few versions before the mod will be fully updated and balanced for GS.