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 (6)
8
Feb 3, 2019 @ 9:14am
Will this mod be working in multiplayer "modpacks" ?
meat and 2 veg
8
Jun 17, 2019 @ 10:42am
Suggestions?
Bumpy Ninja
2
Feb 17 @ 3:08pm
New to CIV Question on MOD/Civ personality
World of Baldwin
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385 Comments
destiny1985 Jul 3 @ 5:42am 
i will wait
ninakoru  [author] Jul 3 @ 5:39am 
Yeah, remove the only bug I know of, remove the "Beta" label. And 100% complete! Is tempting really, but the amount of work I need to get done in order to do so... I may find the time and will in the future ^^
destiny1985 Jul 1 @ 6:03pm 
ah ok because this mod is youre creature right? lol so if can be perfect it's will be like a complete good opera from you, just this :)
ninakoru  [author] Jul 1 @ 12:27pm 
I was asked a lot if the mod works on Linux systems. Yeah long time without update, but also the game has not been updated for ages. I have pending one minor issue with barbs abandoning their camps they are guarding in order to attack units, I may fix that someday.
destiny1985 Jun 30 @ 2:38pm 
i say update just in case there is some part maybe can be better or inprove.. because last update was on 2016 now wee are on 2020...
but i dont understand what you say about this... "may not work properly if it is not a PC" of course i use a pc this is steam and im on pc lol
ninakoru  [author] Jun 30 @ 12:52am 
Update why? the mod is fairly stable. As I said before, keep in mind this is a DLL mod, may not work properly if it is not a PC, and may not work along other MODS that also edit the DLL...
destiny1985 Jun 29 @ 4:12am 
please you can update ?
The Grimwar Mar 10 @ 3:54pm 
Hey, I use a mod that removes the free technology the AI gets on King difficulty and higher. When I use that mod and this one it appears the no free tech mod is disabled.
vanu.lann Mar 10 @ 11:14am 
this mod never worked for me. I subscribed years ago and NEVER saw it in my game. PS> i have many other mods
Pvtoneill Jan 6 @ 2:39pm 
AI always trys to build next to me with this mod