Sid Meier's Civilization V

Sid Meier's Civilization V

385 ratings
Smart AI
File Size
1.019 MB
Mar 1, 2014 @ 6:27am
Jan 31, 2016 @ 4:32pm
3 Change Notes ( view )

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Smart AI

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.

V3 Bring some fixes, some enhancements from other mods, better build/train decission and better tech progression.

V2 version is mostly about some economic-related 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.

- AI should not attack over and over a city with 1 HP remaining.

- AI should use air sweep missions/interceptions more consistently.

- AI now doesn't randomly embark to water tiles

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

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

- AI will now choose unit promotions in a more random fashion, still prioritizing on better promotions.

V2 changes:

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

- 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.

- AI will disband long obsolete units like triremes on industrial era.

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

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

- AI will upgrade more units per turn if there are lots of units that can be upgraded. Will also be able to upgrade air units.

- Corrected an unusual bug that could make the game crash when a settler was ordered by AI.

V3 changes:

- Some minor fixes and enhancements over V1 and V2 changes, mostly already done in both Artificial Unintelligence mod and Community Patch Project (thanks to Delnar, Gazebo, Iteroi and all the Community Patch team!).

- AI Air rebase enhanced, to properly bring planes to the most needed cities, also won't flee from a city/carrier until REAL danger.

- AI will only build world wonders on their most productive cities, and only will build some national wonders on the best cities to get the most of these building bonuses.

- Better AI unit train progression, getting settlers faster based on game speed and difficulty bonuses, and able to get units early for core defense needs. Also some adjustements on worker needs and desired army size.

- AI will get techs that enable luxuries and resources effectively.

- AI will evaluate techs more accurately, also some adjustements based on diffculty.
Popular Discussions View All (4)
Jul 7, 2016 @ 6:22pm
Feb 21, 2016 @ 1:42am
How do you know if this mod is turned on and working?
Nov 26, 2014 @ 1:52pm
AI Modding
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Doppelganger Feb 20 @ 1:56am 
Does it work with multiplayer?
BravestMiner Feb 2 @ 5:28pm 
This is so helpful! Thank you
ninakoru  [author] Jan 30 @ 12:15pm 
Uh... The mod is up to date to the latest patch, believe me is a noticeable change compared with the unmodded AI.
Vladimir Putin Jan 29 @ 1:33pm 
I see this mod has not been updated in a year. Would you say the AI is pretty competent now and no further changes are needed? Does that mean I can play on Prince or King difficulty with a challenge? Thanks.
Drevoborod Jan 24 @ 11:54pm 
Strange military behaviour: barbarians almost do not attack or try to flee. They just stay still and do not do anything. Or do some stupid moves. On the start of the game near my capital appears barbarian warriors. And stand still for 5 or 7 moves near my territory. After that, they went into the borders of my country.. And stood near the capital until I destroyed them with dosctance attacks of the city. No try to move ao attack. The same - when my warriors meet barbarians in their journey. For example, the situation: my squad stands between two barbarian squads. My squad has very few hitpionts after destroying another barbarians and could be easily destroyed by these two enemies, but they attacked them only once and after that for 3 turns stood still while my squad heals itself! And AI player, when he met barbarians, also did not do anything - he just went away.
Bowmangr Jan 23 @ 5:18am 
Can I use this mod together with JdH's Multiplayer Active AI? Does anyone know?
Pastor Gains Dec 13, 2016 @ 8:37pm 
can i use this mod with no dlc ?
Xenu Dec 10, 2016 @ 3:18pm 
I have a few other mods but this one will not let me choose production please help?
Take It Easier And Try Harder Dec 9, 2016 @ 10:50pm 
loved it!
[KOR]Patriot Nov 24, 2016 @ 1:31am 
Is this mod has ai that does same behavior in any level of difficulty?