Sid Meier's Civilization V

Sid Meier's Civilization V

255 ratings
[BNW] Smart AI
File Size
1.012 MB
Mar 1, 2014 @ 6:27am
Mar 9, 2014 @ 1:33pm
2 Change Notes ( view )

Subscribe to download
[BNW] Smart AI

Non-Steam download site:

This is an AI upgrade in their behaviour, doesn't change the game mechanics, and doesn't change any database variable to do so. AI use their knowledge based on what they see and know and perform moves much like a human would do. The goal of this patch is to make the AI perform better, respecting how AI works.

V2 version treat some economic-related issues, on next version I will refine the economic department, unit build priorities and focus on diplomacy issues.

This mod replaces BNW Core Assembly (Dll), any other mod that also edits the core dll would be incompatible with it. All lua and/or database mods should work with this mod without problems.

This mod is in beta stage, should be stable anyways. I strongly encourage people to give feedback on how the mod really works, and any crash that may occur.

V1 changes:

- AI ranged units are always able to move AND shoot on the same turn. (fully tested)

- AI should not attack over and over a city with 1 HP remaining. (partially tested)

- AI should use air sweep missions/interceptions more consistently. (fully tested)

- AI now doesn't randomly embark to water tiles (partially tested)

- AI should use Great people more effectively, plant some improvements, early, and later use GP powers. (partially tested)

- AI will not use obsolete/no value items as part of a deal if asked to balance things out. (partially tested)

- AI will now choose promotions in a more random fashion, still prioritizing on better promotions. (fully tested)

V2 changes:

- AI will start disbanding archeologists if there are not valid targets. Stop making archeologists sooner than on the original dll. (partially tested)

- AI will enphasize a bit more on workers. (fully tested)

- AI will purchase units and buildings in cities under certain conditions, on the original only purchase units for operations and for defensive purposes, and no building purchase. (fully tested)

- AI will disband long obsolete units like triremes on industrial era. (fully tested)

- AI will evaluate with a decent importance science grand strategy at renaissance, on original was largely ignored until apolo program and latest eras. (fully tested)

- AI will make better policy choices ignoring grand strategy until medieval and giving less importance to opening branches vs unlocked branches. (partially tested)

- AI will upgrade more units per turn if there are lots of units that can be upgraded. Will also upgrade air units more often. (fully tested)

- Corrected an unusual bug that could make the game crash when a settler was ordered by AI. (partially tested)
Popular Discussions View All (3)
Nov 5 @ 3:22pm
Oct 18, 2014 @ 7:29pm
How do you know if this mod is turned on and working?
Nov 26, 2014 @ 1:52pm
AI Modding
< >
ninakoru  [author] 1 hour ago 
Yeah, didn't work for this mod from some time. Even it is in 'beta' stage, it's quite stable, shouldn't make your game crash. Mods can't be played on multiplayer, sadly.
The killer Nov 17 @ 11:42pm 
How can i play a multiplayer game witht his mod ??
When i go to mod in civ 5 i can only see single player
2DSoul Oct 20 @ 10:47pm 
Fought against Arabia on Deity with this mod

Oh my lord Camels are horrifying... Out of nowhere, 8 of them show up and kill all of your units LOL.
KeithA Oct 14 @ 9:38am 

Ninakoru, have you stopped work on this mod? I hope not as I am sure a ton of us would love to see it completed.
Sabratha Sep 30 @ 4:34am 
When using this Mod, some of the AI Civs don`t use theire Settlers. So i came to Asia in Turn 68 and there was no China. Just a single chinese Settler on starting Location. Same with Egypt and Russia...
Scottyk Sep 12 @ 11:19am 
when using this mod during gameplay and communicating with other civs in game trying to make trades you can not see what is being offered for either sides anyway that can be fixed?
Sir Wobblefish Sep 10 @ 4:25pm 
Could you try to make the AI offer, trades that are somewhat reasonable?
Derp Dolphin Aug 9 @ 10:25pm 
@tainted its probably a vetrancy bonus ... some ships in the higher tiers of vetrancy can move after attacking.
Tainted Aug 2 @ 7:49pm 
I noticed that in naval battles the AI can move AFTER shooting. Is this intentional or a bug?
SoWe Aug 2 @ 12:35pm 
ctd on start, newest version all dlc's, no other mods