Sid Meier's Civilization V

Sid Meier's Civilization V

Smart AI
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Update: Jan 31, 2016 @ 4:32pm

V3 changes:
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- Some fixes and enhancements from Artificial Unintelligence mod (all merits to Delnar!), most are for better AI tactical and operation ability, with some behaviour fixes.

- Some fixes for Tactical analysis map internal calculations from Community Patch Project (thanks to Gazebo, Iteroi and all the team!).

- AI will properly focus city on production while doing wonders and settlers (also from Community Patch Project)

- Some fixes on V1 and V2 changes, mostly done in both Artificial Unintelligence mod and Community Patch Project.

- 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.

- AI will create some core defense troops early, at least to cover cities, workers and settlers with one combat unit to avoid being too weak against barb attacks and rushes (incredibly useful for mods that give the AI less free starting units on higher difficulties IE my balance mod).

- AI desired minimum and recommended troops are scaled with difficulty and more city-based. AI will train units more often if the total combat unit count is absurdly low.

- AI desired minimum and recommended troops value based on threat fixed (specially useful isolated/distant civs), now it scales from 50% to 150% properly.

- AI will dinamically create workers based on owned tiles still to be upgraded (useful when there's lots of tiles hard to upgrade IE jungle).

- AI capital settler need for first three cities also scales with difficulty parameters (better bonuses = faster initial expansion).

- Fix for AI tech selection: AI will emphasize on techs that enable luxuries effectively, now also working with resources and sea resources/luxuries.

- More on AI Tech selection: AI will start considering grand strategy over situational needs faster based on difficulty bonsuses.

- Better Tech selection based on flavors: AI flavor propagation formula fixed to distribute the value if there are several required techs needed to reach that Tech. Also some fixes to boost tech desire for the ones near the end of the tree (due the tech propagation computation, those didn't get much love).

Update: Mar 9, 2014 @ 1:33pm

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. (partially tested)

- AI will enphasize a bit more on workers. (fully tested)

- 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. (fully tested)

- AI will disband long obsolete units like triremes on industrial era. (fully tested)

- AI will evaluate with a decent importance science grand strategy at renaissance, on original was largely ignored until apolo program and latest eras. (fully tested)

- AI will make better policy choices ignoring grand strategy until medieval and giving less importance to opening branches vs unlocked branches. (partially tested)

- AI will upgrade more units per turn if there are lots of units that can be upgraded. Will also upgrade air units more often. (fully tested)

- Corrected an unusual bug that could make the game crash when a settler was ordered by AI. (partially tested)

Update: Mar 1, 2014 @ 6:27am