Sid Meier's Civilization V

Sid Meier's Civilization V

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

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Description
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)
6
Jul 7, 2016 @ 6:22pm
Suggestions?
Pesto
1
Mar 28 @ 6:19pm
Some questions
Bowmangr
4
Feb 21, 2016 @ 1:42am
How do you know if this mod is turned on and working?
DeltaOmega553
< >
326 Comments
ninakoru  [author] Jul 22 @ 3:37am 
Don't think you can play with DLL mods with linux overall... sorry.
Чёрный суслик Jul 22 @ 12:46am 
Whoops
Did not see that it replaces dll.
Sorry.

So, at this point on Linux i can't play any mod that changes AI behavior?
Чёрный суслик Jul 21 @ 1:24pm 
It says this:

Thread 3 "Civ5XP" received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0xf38bab40 (LWP 11271)]
0x0898be75 in CvModdingFrameworkAppSide::SetActiveDLCandMods(cvContentPackageIDList const&, std::__1::list<ModAssociations::ModInfo, std::__1::allocator<ModAssociations::ModInfo> > const&, bool, bool) ()

And backtrace:

#0 0x0898be75 in CvModdingFrameworkAppSide::SetActiveDLCandMods(cvContentPackageIDList const&, std::__1::list<ModAssociations::ModInfo, std::__1::allocator<ModAssociations::ModInfo> > const&, bool, bool) ()
#1 0x0898d507 in CvModdingFrameworkAppSide::ActivateModsAndDLCForEnabledMods()
()
#2 0x0895a97f in cvLuaModdingLibrary::lActivateEnabledMods(lua_State*) ()
#3 0x08de043f in ?? ()
Backtrace stopped: previous frame inner to this frame (corrupt stack?)

No more useful information :'(
Чёрный суслик Jul 21 @ 1:04pm 
Hello
I'm playing the civ linux version

Game crashes when i try to play with this mod.
Any ideas?
Your other mod (less warmonger hate) works fine.
ninakoru  [author] Jul 21 @ 6:04am 
This mod focuses on the tactical/building aspect of the AI, doesn't mess with diplomacy. I don't think mods in general work with multiplayer :(
Genieß Jul 15 @ 11:11am 
Looks good. Going to try itt. But can't see it's been done any changes in the diplomacy. The peace terms given by the AI are sometimes stupid, giving lots of cities when not even pressured. (Not tested yet or read the comments)
gustavo.rrosa Jul 14 @ 11:04pm 
Guys, does this work in multiplayer?? [2]
Jakell Jul 12 @ 4:14am 
Guys, does this work in multiplayer??
snakegamer Jul 9 @ 4:43pm 
I personally think that the AI just made horrible, horrible decisions, I hope this fixes that!
SulphurPotato Jun 30 @ 3:08pm 
Great mod! Made my civ V game way better!