Sid Meier's Civilization V

Sid Meier's Civilization V

452 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 (5)
Oct 29, 2017 @ 10:56pm
Will this mod be working in multiplayer "modpacks" ?
2 hours ago
Jan 2 @ 1:08pm
How do you know if this mod is turned on and working?
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Brandon_X_Fox Feb 17 @ 2:47pm 
Crashes game in Linux Mint 18.3
KEM Jan 18 @ 1:23pm 
im trying to compare whitch one is beter, this on or the other one i dont know wut will happen if i compind them
ninakoru  [author] Dec 12, 2017 @ 2:49am 
Yeah, CP is a far more ambitious project, but more AI power there comes with a price (less performance). Also they are in constant evolution, and that means some bugs (that is perfectly normal, the refinement process doesn't stop while they are upgrading the system constantly) this AI upgrade is much more conservative, keeps the game internally as it is, tweaking some key features and with subtle additions to make the AI perform better.
Dog Flower Dec 3, 2017 @ 10:02am 
I try this with community patch from time to time. I really enjoy the overall features of CP, but hell the way they focus on science & deplomacy makes the game much harder, and for some reason the game tends to get laggy as era progresses.

Smart AI might not have much, but it does a great job preventing AIs from looking like autism patients overall while not making the game too difficult for a noob like me. After playing both CP and smart AI I guess my low skill & potato of a computer prefers smart AI overall.

Thank you!
elotar Nov 24, 2017 @ 3:13am 
@Somerandomwizard, if they ask too muck then it means that they do not like you or it's just their last copy of resource which they value like x3. Make relationships better and it'll be fine.
Somerandomwizard Nov 22, 2017 @ 3:33pm 
something else you should add (unless its already there and I just missed it) is reasonable trades. It happens all the time, my people want silk, so i go to the people who have silk and offer dye in trade, and they respond "lol no, you want silk? well I want 3 dyes, 2 gold, all your cocoa, 6 horses, 7 iron, 5000 gold now and 30 gold per turn". So i respond: DECLARE WAR!
Forlorn Jul 28, 2017 @ 2:28pm 
This is the only AI mod that works on my MacBook. It may not be as good as the CivFanatics Community Patch, but it seriously upgrades basic AI behavior nonetheless and is required for Mac users.
ninakoru  [author] Jul 22, 2017 @ 3:37am 
Don't think you can play with DLL mods with linux overall... sorry.
Чёрный суслик Jul 22, 2017 @ 12:46am 
Did not see that it replaces dll.

So, at this point on Linux i can't play any mod that changes AI behavior?
Чёрный суслик Jul 21, 2017 @ 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 :'(