Sid Meier's Civilization V

Sid Meier's Civilization V

Artificial Unintelligence
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Update: May 27, 2015 @ 11:37am

* Fixed a typo that caused military strategy changes to not load
* Lowered minimum fertility to 30000 (from 40000, default is 20000)

Update: May 23, 2015 @ 9:21pm

* Fixed various flavor modifications not being applied
* Changed citizen automation values of Food/Production/Gold/Science/Culture/Faith from <default>/9/<default>/8/7/5 to 16/12/6/9/8/7 (14/12/8/7/15/5 in Brave New World, 14/12/8/7/6/5 in Gods and Kings, 12/8/6/6/8 in vanilla)
* Changed settler yield multipliers to match citizen automation values
* Increased minimum fertility to 40000 to compensate for greatly increased settler yield multipliers

Update: Apr 8, 2015 @ 7:27pm

* Increased the lowest levels of minor civ disputes and wonder disputes to 0 (from -1, vanilla is 0) to avoid odd behaviors.

Update: Apr 6, 2015 @ 2:18pm

* Reverted Whole Program Optimization to maintain savegame compatibility.

Update: Apr 5, 2015 @ 9:56pm

* Fixed a null pointer dereference possibility.
* Recompiled with Whole Program Optimization, resulting in a larger, but hopefully faster, .dll.

Update: Apr 5, 2015 @ 1:56pm

* Fixed a rare bug involving poorly set up checks for single hex operations.
* Due to poor unit handling in operations, removed the operation slots that allowed for a single naval unit in land-based operations

Update: Jan 8, 2015 @ 10:57pm

* Fixed the game crashing due to a rare internal code conflict.

Update: Jan 8, 2015 @ 11:28am

* The game can now handle and recognize multiple unique improvements when calculating plot affinities
* If a tile contains a non-bonus resource, only unique improvements that enable trading of that resource are considered for plot affinity
* Fixed the AI always using a unit's maximum moves instead of its current moves when planning a parthian feigned retreat
* The AI can now move and shoot with units who need more than one move to set up before firing
* Fixed numerous crashes on maps with invalid tiles (ie. all maps that do not have both x and y wrap)
* Fixed the AI considering tiles to which it could not get to when determining the amount of explorers it wants
* Fixed the AI overestimating the strengths of units near cities
* Human players' automated units will no longer automatically scrap themselves if they do not have a target
* AI Great Artists, Musicians, and Writers will no longer ignore damaged cities when wanting to build a Great Work
* The C++ starting plot allocator now takes full advantage of this mod's unhardcoding of plot affinities
* The C++ starting plot allocator now gives coastal civilizations the same coastal bias as maritime city-states
* The C++ starting plot allocator now considers Iroquois' forest affinity
* The C++ starting plot allocator now considers the yield of the starting tile as if it were a city (instead of not considering it)
* Settlers captured by barbarians are counted as settlers on the map for the economic strategy Early Expansion
* AI melee units that are blocking the way to an attack target for other melee units are now willing to attack recklessly
* Fixed automated work boats not considering water areas they could get to through a city or canal unless they were already in the city through which they would have needed to travel
* Fixed automated workers scoring luxury-siphoning improvements too low to ever consider building them
* Fixed automated workers that could enter mountains or impassable terrain still not considering plots of those types
* Fixed the AI treating trade units to plunder as military units instead of civilian units
* When calculating the desired navy size, the conquest grand strategy influence now maxes out at 60% of game completion instead of 200 turns
* Barbarian archers defending camps will no longer move off camps to move and shoot at a target
* AI players can and will hurry units and buildings with faith (previously, they would never purchase units with faith)
* AI players who have not enhanced the religion they founded before entering the Industrial Era will no longer stop purchasing with faith
* AI players will now prioritize faith-purchasable happiness buildings and the hurrying of units unlocked by religions other than their founded one before attempting to convert those cities
* Venice AIs will properly prioritize purchasing of faith buildings at their puppets
* Fixed AI players placing ranged units into tiles from which they could not fire at the intended target when wanting to safely bombard a target from range
* Fixed AI players not being able to capture undefended civilians with ranged units
* Fixed barbarian civilian units freezing up if all barbarian camps are already garrisoning civilian units (they may still freeze up, but do so less often)
* AI players will no longer unfairly assume damaged ranged units always attack at their maximum strength
* Fixed AI players not properly targeting citadels, resource improvements, and civilians when looking for long-term targets to move towards
* Fixed barbarians selecting cities that they would not attack as long-term targets
* Minor parameter tweaks
* Miscellaneous optimizations
* Significantly reduced mod size by compiling with the String Pooling optimization flag enabled

Update: Jan 1, 2015 @ 4:48am

* Fixed the game crashing when starting a map that uses the C++ starting plot finder instead of the Lua one.

Update: Dec 31, 2014 @ 2:39pm

* Techs that unlock buildings that can unlock ideologies are now valued as if they contain a civ-unique items
* When selecting a free tech, the AI will now want an expensive tech
* When voting for a league host or world leader, the AI will attempt to vote against possible victors if it thinks it cannot win therefore its votes would be wasted on itself
* When considering what wonder to build, the AI will use the player-specific value for production needed instead of the raw, base value
* When considering what wonder to rush with a Great Engineer, the AI will weigh options based on the amount of production turns remaining afterwards
* When considering what wonder to build at the designated "wonder city", national wonder weight is greatly reduced so they don't compete with world wonders
* Fixed barbarian units using bad algorithms to look for suitable units to defend camps and plunder trade routes
* Extended the pathfinding filter that allows the AI to use roads and railroads properly to more tactical moves
* Minor performance tweaks to worker automation code, tile search loops, distance checks, pathfinding, and random number generation
* Minor parameter tweaks
* Brought paratrooper and XCOM flavor values to be in-line with other units' flavors due to the AI paradropping improvements
* Fixed missing UnitAI values for the Pathfinder (missing Explore), Machine Gun (missing Defense), Paratrooper (missing Attack and Defense), XCOM (missing Attack, Fast Attack, and Defense), and Giant Death Robot (missing Defense and Counter)