Sid Meier's Civilization V

Sid Meier's Civilization V

515 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 (6)
Feb 3 @ 9:14am
Will this mod be working in multiplayer "modpacks" ?
Apr 4 @ 6:30am
New to CIV Question on MOD/Civ personality
World of Baldwin
Feb 18, 2018 @ 2:16pm
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The Grimwar May 6 @ 3:03pm 
Ok, thanks.
ninakoru  [author] May 6 @ 2:40pm 
Someday If I get everything together on my new PC, sure...
The Grimwar May 3 @ 8:49pm 
Hey, ninakoru? This mod has an issue of having barbarians leaving their camps undefended, abandoned, are you going to fix that?
Standart Fuhrer Apr 8 @ 2:38am 
are these effect multiplayer ai too i and my friend play online and other slot filled computer players and that ai is very stupid vs single player ai no diplomacy and very passive ok i was play original game before not mod
ninakoru  [author] Mar 18 @ 11:46am 
AFAIK the DLL mods are only valid for windows platforms :(
Rami Ashraf Mar 17 @ 2:33am 
note i play it on ubunut, idk if its the reason...
Rami Ashraf Mar 17 @ 2:32am 
some times it vrash when i enable it lone and sometimes it doesnot crash....
ninakoru  [author] Mar 16 @ 8:56pm 
Make sure you are not playing it along with another DLL mod.
Rami Ashraf Mar 12 @ 10:22pm 
HI,i have i downloaded this mod and it makes game crash everytime i enable it?
dulche.shammie Jan 21 @ 12:00pm 
When I have this mod on I can't produce anything on cities, guessing it's a conflict with another mod? Any easy way of figuring out which?