Sid Meier's Civilization V

Sid Meier's Civilization V

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

Subscribe to download
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 (3)
Jul 7 @ 6:22pm
Feb 21 @ 1:42am
How do you know if this mod is turned on and working?
Nov 26, 2014 @ 1:52pm
AI Modding
< >
malakhglitch Jul 13 @ 1:57am 
Thanks ninakoru
HUN Daniel Jul 10 @ 3:42pm 
This mod still doesnt fix one the biggest thing in the game.At the end of the game the a.i. civs had 50k money. If they spend it on military units that would change everthing. But it is still dumb.
SuperSchokoKeks Jul 10 @ 3:30pm 
thx for respond
ninakoru  [author] Jul 10 @ 12:46pm 
@ SuperSchokoKeks and malakhglitch: Yeah should be compatible with those kind of mods.
ok. Jul 9 @ 9:37am 
Such wow
SuperSchokoKeks Jul 8 @ 8:23pm 
does this mod work with costum/new tech trees?
jython234 Jul 6 @ 11:58am 
@ninakoru Ah thanks, makes sense probably because civ 5 was originally linux only (hence the engine only supports DLLs). Hopefully Civ 6 will have a cross-platform engine based on OpenGL or vulkan.
malakhglitch Jul 5 @ 7:01pm 
Hi! I just subscribed to this MOD and was wondering if it's compatible with this one:
ninakoru  [author] Jun 28 @ 2:18pm 
just responded to that buddy, there's no port for the technology used for this modifications (sadly)
jython234 Jun 26 @ 5:32pm 
@ninakoru No .SO support for linux?