mod_3d Posted February 10 Share Posted February 10 (edited) It's basically Petra, but with customization options and for game version R28. Some features from Petra_Expert have been added. Added the ability to customize the bot before starting the game. Values are not saved when exiting the game or returning to the previous menu. More detailed description of parameters: Spoiler ## Economy Parameters ### popPhase2 - **Default:** 80 - **Description:** Number of units the AI aims to have before advancing to Phase 2 (Town Phase). Higher values mean the AI will wait longer before advancing to the next phase. ### workPhase3 - **Default:** 150 - **Description:** Number of workers the AI wants to have before advancing to Phase 3 (City Phase). ### workPhase4 - **Default:** 200 - **Description:** Number of workers the AI wants to have before advancing to Phase 4 or higher. ### popForDock - **Default:** 25 - **Description:** Population threshold at which the AI considers building a dock. Lower values mean the AI will build docks earlier. ### targetNumTraders - **Default:** 1 - **Description:** Target number of traders the AI will create for trade routes between markets. ### targetNumFishers - **Default:** 1 - **Description:** Target number of fishing ships per sea. Higher values increase food gathering from fishing. ### supportRatio - **Default:** 0.3 - **Description:** Fraction of the workforce that should be support workers (female citizens). Value of 0.3 means 30% of all units will be support units. ### provisionFields - **Default:** 2 (disabled) - **Description:** Number of farms the AI will build initially. In mod, Default = 15. ## Military Parameters ### rushAttack - **Default:** 500 - **Description:** Priority value for rush attacks. Higher values make the AI more likely to execute early rush strategies. ### hugeAttack - **Default:** 400 (not > rushAttack) - **Description:** Priority value for large-scale attacks. Controls the AI's tendency to mass large armies before attacking. ### defaultAttack - **Default:** 300 (not > rushAttack) - **Description:** Priority value for standard attacks. This is the baseline attack priority for normal situations. ### towerLapseTime - **Default:** 360 - **Description:** Time in seconds to wait between building 2 defensive towers. ### fortressLapseTime - **Default:** 390 - **Description:** Time in seconds to wait between building 2 fortresses. ### popForBarracks1 - **Default:** 25 - **Description:** Population threshold for building the first barracks/range/stable. Lower values mean earlier military building construction. ### popForBarracks2 - **Default:** 55 - **Description:** Population threshold for building the second set of military buildings. ### popForForge - **Default:** 65 - **Description:** Population threshold for building a forge.. ### numSentryTowers - **Default:** 1 - **Description:** Number of sentry towers the AI will build in the early game. ## Priority Parameters(value > 0) These parameters control the AI's decision-making priorities. Higher values make the AI prioritize that action more. Some priorities may change during the game. ### support - **Default:** 1500 - **Description:** Priority for training support workers (female citizens). ### citizenSoldierMelee - **Default:** 1500 - **Description:** Priority for training defense soldiers. ### trader - **Default:** 1 - **Description:** Priority for training traders. ### healer - **Default:** 20 - **Description:** Priority for training healer units. ### ships - **Default:** 1 - **Description:** Priority for building naval units. ### house - **Default:** 250 - **Description:** Priority for building houses. Higher values mean the AI will prioritize population growth more. ### dropsites - **Default:** 950 - **Description:** Priority for building resource dropsites. ### field - **Default:** 880 - **Description:** Priority for building farms. ### dock - **Default:** 90 - **Description:** Priority for building docks. ### corral - **Default:** 1 - **Description:** Priority for building corrals for livestock. ### economicBuilding - **Default:** 700 - **Description:** Priority for economic buildings (markets, farms, etc.). ### militaryBuilding - **Default:** 330 - **Description:** Priority for military buildings (barracks, ranges, stables). ### defenseBuilding - **Default:** 70 - **Description:** Priority for defensive structures (towers, walls, fortresses). ### civilCentre - **Default:** 1 - **Description:** Priority for building additional civil centers (town centers). ### majorTech - **Default:** 400 - **Description:** Priority for major technologies (phase advancements, important upgrades). ### minorTech - **Default:** 450 - **Description:** Priority for minor technologies (unit upgrades, economic improvements). ### wonder - **Default:** 1 - **Description:** Priority for building wonders. ### emergency - **Default:** 1000 - **Description:** Priority used only in emergency situations. Should be the highest priority to ensure critical actions are taken when needed. UPDATE: 0.5.0 Added construction of 5 corrals in Phase 2; units will enter the garrison in this building to receive a food bonus Storehouse construction (under testing) Storehouses will be built next to existing ones if there is a resource in the area near the storehouse Spoiler Before After Farms (under testing) Built near fruit trees (if available) or around the CC at a distance of 1 field The number of forges has been increased to 3 to allow for parallel technology research Resource Manager Two main queues: 1. Buffer Resources required for all plans are added here. 2. Active Executed if there are enough resources for the plan For Persia Added construction of 5 Ice Houses. UPDATE: 0.4.4 Fixed a bug related to building structures. UPDATE: 0.4.3 Debugging disabled Changes to balance and priorities UPDATE: 0.4.2 Fixes: Fixed an issue with Hero recruitment Added the Gerousia building for Hero recruitment in Sparta Changes to priorities and queues Resource Gathering: Optimization to improve gathering speed At the start of the game, cavalry is set to gather meat, support units to gather fruit, and infantry to gather wood. For infantry, priorities are wood, metal, and stone. If there is infantry on wood and support on stone or metal, they will swap places. UPDATE: 0.4.1 Added separate high-priority recruitment options for Heroes, Elephants, Champions, and Siege Units. Cavalry: The faction will recruit all available types of cavalry (7 types are available for the Persians, including Champions) Added research technologies with bonuses for units. Game difficulty levels: Bonuses to resource gathering speed are DISABLED on all levels. The Bot’s and Player’s units will have the same gathering speed. Medium and above: Support units will retreat when enemy units approach Hard and above: Ranged units will retreat when enemy units approach Very Hard: Cavalry rush added (testing). The Bot will send groups of cavalry toward the player’s base If the bot accumulates more than 5000 wood: The number of Barracks is increased to 10. The number of Stables is increased to 10. UPDATE: 0.1.0 Added the ability to recruit support units from houses. The number of barracks has been increased to 5. The Research Manager has been slightly redesigned (instead of searching for technologies in a cycle, all technologies are stored in the cache and selected by a direct key: name or modifier by 1 step, the cache is updated when moving to the next phase or after the construction of a building is completed). Technologies from the Storehouse, Forge, Farmstead and Champions remain in place, while the rest are currently disabled. With certain settings, the bot can reach up to 200 units in 11-12 minutes of play. r28-bot.zip r28-bot_0_4_4.zip r28-bot_0_5_0.zip Edited yesterday at 13:50 by mod_3d 4 2 Link to comment Share on other sites More sharing options...
Guest Posted March 17 Share Posted March 17 (edited) On 10/02/2026 at 8:44 PM, mod_3d said: Technologies from the Storehouse, Forge, and Champions remain in place Have you disabled the farming techs from the Farmstead? The bot should also research the unique techs for its civilization. Han and Gauls have some techs that will boost their economy, for example. Edited March 17 by Deicide4u Link to comment Share on other sites More sharing options...
mod_3d Posted March 20 Author Share Posted March 20 On 17/03/2026 at 11:33 AM, Deicide4u said: Have you disabled the farming techs from the Farmstead? The bot should also research the unique techs for its civilization. Han and Gauls have some techs that will boost their economy, for example. Techs from Farmstead are also being researched. This includes all techs that affect resource gathering speed, with the exception of baskets. 1 Link to comment Share on other sites More sharing options...
Stan` Posted March 21 Share Posted March 21 Hello, the mod is now available on mod.io and through the mod downloader. In the future refrain from using 0ad>=0.28.0 as it causes issues (You cannot guarantee what will happen in the future) 2 Link to comment Share on other sites More sharing options...
Asher Posted April 11 Share Posted April 11 (edited) Can you make a mode where the AI doesn't gather resources unless it has to, like if it has 50,000, it doesn't need to focus on gathering, and that it would prioritize champions Edited April 12 by Asher Link to comment Share on other sites More sharing options...
mod_3d Posted May 2 Author Share Posted May 2 UPDATE: 0.4.1 Changes to difficulty levels, etc. A detailed description has been added in Post 1. On 12/04/2026 at 12:40 AM, Asher said: Can you make a mode where the AI doesn't gather resources unless it has to, like if it has 50,000, it doesn't need to focus on gathering, and that it would prioritize champions This update includes new features and settings. Link to comment Share on other sites More sharing options...
Asher Posted May 2 Share Posted May 2 Do you have a github repo or something where I can download it? 1 Link to comment Share on other sites More sharing options...
Asher Posted May 2 Share Posted May 2 I found it Link to comment Share on other sites More sharing options...
Guest Posted May 2 Share Posted May 2 On 10/02/2026 at 8:44 PM, mod_3d said: The faction will recruit all available types of cavalry (7 types are available for the Persians, including Champions) Added research technologies with bonuses for units. Game difficulty levels: Bonuses to resource gathering speed are DISABLED on all levels. The Bot’s and Player’s units will have the same gathering speed. These are massive changes. If these are proven stable, I wouldn't mind it in the base game at some point. Link to comment Share on other sites More sharing options...
mod_3d Posted May 4 Author Share Posted May 4 UPDATE: 0.4.2 Fixes: Fixed an issue with Hero recruitment Added the Gerousia building for Hero recruitment in Sparta Changes to priorities and queues Resource Gathering: Optimization to improve gathering speed At the start of the game, cavalry is set to gather meat, support units to gather fruit, and infantry to gather wood. For infantry, priorities are wood, metal, and stone. If there is infantry on wood and support on stone or metal, they will swap places. 1 Link to comment Share on other sites More sharing options...
Eilat Posted May 4 Share Posted May 4 I've noticed that bots hardly ever train champion units. Link to comment Share on other sites More sharing options...
Guest Posted May 4 Share Posted May 4 To be fair, even good players hardly ever train champions until late game. Link to comment Share on other sites More sharing options...
Outis Posted May 4 Share Posted May 4 3 hours ago, Eilat said: I've noticed that bots hardly ever train champion units. If you wait long enough they do. It is just it is never wise to wait against the AI. Link to comment Share on other sites More sharing options...
guerringuerrin Posted May 4 Share Posted May 4 11 hours ago, mod_3d said: UPDATE: 0.4.2 Fixes: Fixed an issue with Hero recruitment Added the Gerousia building for Hero recruitment in Sparta Changes to priorities and queues Resource Gathering: Optimization to improve gathering speed At the start of the game, cavalry is set to gather meat, support units to gather fruit, and infantry to gather wood. For infantry, priorities are wood, metal, and stone. If there is infantry on wood and support on stone or metal, they will swap places. Great work on this @mod_3d!!. I’ll give it a try as soon as I have some time. Link to comment Share on other sites More sharing options...
mod_3d Posted May 6 Author Share Posted May 6 UPDATE: 0.4.3 Debugging disabled Changes to balance and priorities Link to comment Share on other sites More sharing options...
mod_3d Posted May 6 Author Share Posted May 6 On 04/05/2026 at 2:43 PM, Eilat said: I've noticed that bots hardly ever train champion units. What are the game and bot settings? Game Replay R28 Bot: Hard – 2 Petra: Very Hard. Population: 300, lots of resources. R28-2Petra.zip Link to comment Share on other sites More sharing options...
mod_3d Posted May 11 Author Share Posted May 11 UPDATE: 0.4.4 Fixed a bug related to building structures. 1 Link to comment Share on other sites More sharing options...
mod_3d Posted yesterday at 14:03 Author Share Posted yesterday at 14:03 UPDATE: 0.5.0 New Resource Manager and other changes A more detailed description has been added in Post 1. Construction of corrals and garrison units within them. R28-Bot(without bonuses) vs Petra VeryHard(Red) with a +57% bonus to resource gathering speed Link to comment Share on other sites More sharing options...
LeJardindEpicure Posted 19 hours ago Share Posted 19 hours ago 6 hours ago, mod_3d said: UPDATE: 0.5.0 New Resource Manager and other changes A more detailed description has been added in Post 1. Construction of corrals and garrison units within them. R28-Bot(without bonuses) vs Petra VeryHard(Red) with a +57% bonus to resource gathering speed OP Link to comment Share on other sites More sharing options...
Thalatta Posted 19 hours ago Share Posted 19 hours ago @mod_3d "Added research technologies with bonuses for units": You mean new ones? Which ones? "Bonuses to resource gathering speed are DISABLED on all levels": You mean it doesn't cheat anymore? "Game difficulty levels": Is the Medium level actually that, as in other games? There was some discussion about it here, with a suggestion for additional levels: 1 Link to comment Share on other sites More sharing options...
mod_3d Posted 1 hour ago Author Share Posted 1 hour ago 17 hours ago, Thalatta said: @mod_3d "Added research technologies with bonuses for units": You mean new ones? Which ones? "Bonuses to resource gathering speed are DISABLED on all levels": You mean it doesn't cheat anymore? "Game difficulty levels": Is the Medium level actually that, as in other games? There was some discussion about it here, with a suggestion for additional levels: 1. Technologies that increase resistance, etc. 2. Gathering speed multipliers (up to the Medium level, the player has certain bonuses; at Medium and above, resource gathering speed is the same) Sandbox=0.42, Very Easy=0.56, Easy=0.75, Medium=1.00, Hard=1.00, Very Hard=1.00 3. The Medium level may have some vanilla restrictions on the number of towers or fortresses. Link to comment Share on other sites More sharing options...
Thalatta Posted 19 minutes ago Share Posted 19 minutes ago 59 minutes ago, mod_3d said: 1. Technologies that increase resistance, etc. My point being that, ideally, these should be historically informed. But I wonder why this is even the case, it seems quite independent from the objective of making a bot better than Petra, which seems you have achieved and I would be interested in playing against (and I think should make it to vanilla), just I wouldn't want additional inaccurate techs (if that's the case with those, and when there seems so much to clean up already). 59 minutes ago, mod_3d said: 2. Gathering speed multipliers (up to the Medium level, the player has certain bonuses; at Medium and above, resource gathering speed is the same) That's nice, although I guess it might be preferable if resource gathering speed is the same at all levels, and easier levels are easier for other reasons, to add uniformity and be easier to explain (by completely removing that "cheating" factor many don't like). Restrictions on the number of certain things seems fine to me, closer to modelling an actual player. Link to comment Share on other sites More sharing options...
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