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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Smart AI

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:
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- 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:
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- 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:
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- 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 (8)
8
Feb 3, 2019 @ 9:14am
Will this mod be working in multiplayer "modpacks" ?
gabagool
8
Jun 17, 2019 @ 10:42am
Suggestions?
PESTNERD
2
Feb 17, 2020 @ 3:08pm
New to CIV Question on MOD/Civ personality
Peter Baldwin Bonerz
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420 Comments
Aztec_Jaguar Sep 14 @ 5:33pm 
Does this work for hotseat tho
해라 영원회귀 Sep 8 @ 2:28am 
Then I must use light version of AU. Thanks for reply!
ninakoru  [author] Sep 8 @ 2:18am 
Both are core DLL mods therefore incompatible. This mode covers also many details about empire management, AU is more focused on the military management aspect.
해라 영원회귀 Sep 8 @ 12:12am 
Can it be work with Delnar_Ersike's 'Artificial Unintelligence'(not lite version)? Though that mod say that it involves 'Smart AI', last patch date is 2015y 5m 28d. So I want to use latest Smart AI and Artificial Unintelligence at once. Can I do?
WE DO A LITTLE TROLLING Sep 6 @ 3:51am 
So good mod 5/5. JUST FKN TELL ME HOW TO GET THIS TO WORK IN MULTIPLAYER. Dm me if you want to help :((.
ninakoru  [author] Sep 5 @ 9:38am 
Nope at the moment. The mod is solid as it is, as said before there's only a minor bug when barbarians go out their camps to attack.

Yes, units still embark, but is less likely, specially if there's any danger of ranged attacks.
kelvinfilyk Sep 4 @ 11:28pm 
Just downloaded this, gonna give it a go. Not even bothering with civ 6, civ 5 is still gold. @ninakoru are you in the process of updating this mod still?
해라 영원회귀 Aug 20 @ 10:07pm 
Still units embark when they are in dangerous if they do that. Can it be fixed?
Muramune Aug 18 @ 8:06am 
Same I just cant get into it :/ and lol I understand. But whats a mod without a few bugs... sometimes bugs are good ;)
ninakoru  [author] Aug 16 @ 1:58pm 
Heh, near 20k people online as I'm writing. I tried Civ 6 and man, I feel this one is so much better, keeps the "just one more turn" alive in me. I need to do a final pass to this mod to fix a minor bug and remove the "beta" label, but that means hours of work :P