Sid Meier's Civilization V

Sid Meier's Civilization V

Artificial Unintelligence
729 Comments
hottt3 Oct 27, 2024 @ 3:04pm 
Thanks for the mod! Can I use it with "DLL - Various Mod Components" mod?
poluza Feb 21, 2024 @ 8:13am 
Unfortunately another broken mod. Barbs won't defend themself at camps meanwhile, a number of hostages running around is absurd. You can find one every other turn. You don't need to build them for yourself or even steal them. There are easily enough of them to ally with CS's and leave some for yourself.
하지마라 영원회귀 Feb 11, 2024 @ 1:15am 
In peace treaty, AI said giving 25 turn 12 gold nope, but 304 gold at once is okay. Is it related to this mod?
Ninja-454 Jan 30, 2024 @ 8:44pm 
Just an update, thanks again for developing this all those years back. <3
Iska and Ismet Jun 20, 2023 @ 5:36am 
The second post on the thread has links to the VS2010 isolated shell, is that what you meant?
Delnar_Ersike  [author] Jun 20, 2023 @ 12:50am 
Iska: actually, VS2008 isn't the main problem, it's the VS2010 Isolated Shell used by Firaxis ModBuddy. I have been able to get the VS2008 C++ compiler set up properly, but I can't really interact with the Steam Workshop unless Firaxis ModBuddy works.
Iska and Ismet Jun 19, 2023 @ 6:50am 
Bit late, but just wanted to say thanks for making this amazing mod, I've included it in my personal gameplay mod , and if you haven't checked out WHoward's 'Obtaining Unobtainium' [forums.civfanatics.com] I suggest it as the go-to guide on getting VS2008 set up properly on a modern computer. Anyways, cheers <3
Zorfing Mar 18, 2023 @ 3:48am 
What some people don't understand is that making a DLL is exactly modifying the so call "hard coded" functions. Thanks for this Ersike ! and sad you can't setup old tools to continue updating this DLL, i still find civ5 is much better than civ6 in most aspects.
콘보리 Nov 24, 2022 @ 8:07pm 
First of all, thank you so much. There was a bug where the ai unit (Chokonu in China) had an attack promotion twice but didn't attack, but this mod solves that problem. Thank you. Thank you (^ ^):steamhappy:
Delnar_Ersike  [author] Nov 10, 2022 @ 12:30pm 
@Xaxoon You don't know what you're talking about. The AI's full source code for Civ5 is available and moddable, as it was for Civ4. It isn't for Civ6 because the source code for that game's CvGameCoreDLL file was never released, likely because it would have allowed modders to make better mods for free than the paid DLC Firaxis offered. In fact, the fact that Civ6 never released that source code was one of the biggest reasons why I stopped playing (and modding) Civ games.
The problem with this mod now is that continuing to develop it relies on certain software that's extremely hard to set up on modern systems. I haven't been able to get that really old software to run, despite my best efforts, so this mod will remain un-updated for the foreseeable future.
🥇 Xaxoon 🥇 Nov 7, 2022 @ 11:10pm 
This mod only works if you want to imagine that it works. The AI in CIV cannot be "improved" due to the way it was programmed. This has never worked before, doesn't work here either, and it also doesn't work in CIV 6 and won't work in CIV 7 either.
𝔎𝔞𝔪𝔭𝔶 Oct 31, 2022 @ 1:04pm 
I have one problem with this mod: the AI just doesn't care about money when building troops. They build huge armies which is awesome but they have like -750 gold per round and the entire game it is like this until they have so much minus that the game breaks and suddenly they have infinite money.
Chuddly Aug 9, 2022 @ 5:56am 
This mod seems to not work very well. The AI seems to be incapable of managing a military. I'm almost in the industrial era, not much more advanced than any other empire (as far as I can tell), and I only have a total of 12 military units yet I'm very close to being the most powerful empire. I don't remember vanilla AI being this militarily challenged.
tomli72 Jan 16, 2022 @ 9:42am 
Can you play this mod in multiplayer? If so, is there a mod pack available (pre-made) that I can download?
Memelax Sep 22, 2021 @ 8:39pm 
I've been enjoying your mod, thank you!

I noticed a bug regarding with AI Religion as sometimes the AI gets a religion with no notification of their found Pantheon. Usually all their cities will have the Pantheon symbol after finding it but in this case it skips that notification and and just notifies their found religion leaving all found cities blank and their capital with the founded religion.
하지마라 영원회귀 Sep 9, 2021 @ 7:21am 
Thank you very much.
I found some bugs.
1. The city-state units only surround other civilization cities, neither attack nor retreat.
2. Even if enemy unit are nearby, worker don't stop developing tiles and run away.
3. Range unit sometimes walks right in front and attacks even though it doesn't need to.
4. Barbarians somtimes do not protect the camp.
5. Even in situations where kidnapping workers is advantageous, they tend to only loot tiles.
Delnar_Ersike  [author] Sep 8, 2021 @ 7:03am 
You would have to ask Ninakoru, but I believe there definitely are. One of the main differences I think is that Smart AI's move-and-shoot system does not work as cleanly with units that can attack multiple times per turn or move after attacking, whereas this mod's does (and is one of the main sources of AI turns taking too long).
하지마라 영원회귀 Sep 8, 2021 @ 6:13am 
Thanks for reply. The explanation says it includes Ninakoru's Smart AI, but Smart AI was updated once more after the last update of AU. Is there many differences between included Smart AI and latest Smart AI?
Delnar_Ersike  [author] Sep 8, 2021 @ 5:46am 
The Lite version contains just the SQL/XML changes from the main mod. Given that about 99% of the main mod's functionality is from its DLL changes and not its SQL/XML ones, there is a significant difference in functionality between the two. Pretty much all "advanced" functionality, e.g. moving and shooting or smarter World Congress voting, is from the DLL changes.
하지마라 영원회귀 Sep 8, 2021 @ 3:19am 
Is there any difference in function compared to the light version?(Except compatibility) What's the difference?
𝔎𝔞𝔪𝔭𝔶 Aug 17, 2021 @ 3:47pm 
So I played another game with your mod. This time a different map size and type. It was a similar experience. The game could be won by running around the map collecting the many hostages. The barbarians are so dominent that they seem to be the only threat harrassing city states and civs alike. And they all have workers. In the normal game it might happen three or four times to rescue a hostage if youre actively running around but with this mod I probably recued 50 or more. I had 20 workers(!) of which I only built 1 myself. I noticed a smaller bug while playing. Sometimes the AI would not use cannons even though they could have fired. Like Almaty was attacked by a barbarian bowman for 20 turns but the cannon in range would not fire and just repositioned itself. It was still a lot of fun to play but I think the hostage rescue focus is too much of a change from the normal experience. But ending on a positive note, I really liked how the AI were using their forces.
𝔎𝔞𝔪𝔭𝔶 Aug 16, 2021 @ 2:56am 
I only used your mod and nothing else. I noticed the change in behavior and at first found it more difficult to deal with the barbarians. But then I realized the downside of that change. The barbarians steal more hostages than they can protect. And that means there will be "free workers + city state allies" to randomly collect everywhere. I had the highest points ever in all of my games and was dominating everyone early on by just going up and down the map using a horseman and making every city state my ally and going for patronat polcy. So instead of a challenge this made it the easiest victory I ever had :D But it was sure a lot of fun, dont get me wrong ;-)
Delnar_Ersike  [author] Aug 16, 2021 @ 1:51am 
kampn: are you sure that is caused by this mod? I used to run hundreds of spectator games back when I could actually properly work on this mod (it's now much harder because a lot of Civ5's modding tools are old and/or broken), and I didn't notice that happening ever.
𝔎𝔞𝔪𝔭𝔶 Aug 15, 2021 @ 11:08pm 
I encountered a game breaking bug on my first game: the barbarians dont seem to know when their camp is full anymore. They should be only capturing 1 hostage at a time but they keep capturing the workers of city states and then you have them running around on the map like crazy. You can easily use a quick unit to constantly collect workers and get all of the city states to be your ally in the beginning of the game. This really needs to be fixed.
Dino Aug 4, 2021 @ 11:26am 
I think this mod is good. There is only one issue: Barbarians. Their AI is affected so they are very aggressive, leaving their camp on the very first turn. It's difficult to defend against them and they are actually annoying. I wish barbarians would be as passive as in the default game.
Delnar_Ersike  [author] Jan 21, 2021 @ 6:44am 
The AI always takes Pagodas and Mosques first because it now directly weighs buildings and units that would be unlocked by a tenet instead of just the tenet in a vacuum. Pagodas and Mosques are just that good (in vanilla) that even the base flavor weight stuff is enough to have the AI pick them all the time.

Most of the improvements for the AI are indeed a lot less noticeable, like Grand Strategies being percentage-based instead of state-based, or the automatic citizen manager being a lot smarter about where it places citizens. World Congress votes should definitely be noticeable though.

Operation-level military AI is hard to change in Civ5 because of both how overly complicated the system is and how much it's intertwined with systems that you wouldn't think it would be intertwined with (e.g. settling new cities). If know someone who actually gave changing the system a shot (and not just tweaking its numbers, actually changing the system), point me in their mod's direction.
(C)FatheredPuma81 Jan 20, 2021 @ 8:38pm 
NGL The only things I've noticed that have changed are Barbarians are impossible to deal with unless you spawn sandwiched between 3 civs and the AI will 100% of the time always without fail take Pagoda's and Mosque's first. Kept up in tech with me a little better.
Was honestly kind of hoping for their combat logic to be improved beyond just letting them move and shoot. Instead it seems not building troops and instead defending in an Offensive war against the technologically inferior player are their new goals...

So I really can't recommend it unless you're new and playing on Prince difficulty or lower.
Deafspace Jan 12, 2021 @ 9:12am 
could this mod eventually become compatible with the DLL version of Larger cities? I love having 5 tiles to work, but I also love having great AI! If its not possible I understand
Malata Societa' Official Jan 11, 2021 @ 4:11pm 
so they will release dlc ai ???' ahahahahahaha
Delnar_Ersike  [author] Jan 11, 2021 @ 2:08am 
Well, the Lite version of this mod does about the same as those, arguably even less (because I don't like relying on Lua scripts). So yeah, DLL modding or bust, and Firaxis probably isn't going to release the game logic (CvGameCoreDLL) source code anytime soon if they haven't already, probably because it'd let modders make better stuff for free than what the DLCs they're releasing for money.
Malata Societa' Official Jan 10, 2021 @ 6:40pm 
about AI+ and Real Strategy (AI) why they made this stuff if really dont change so much?
bye the way i was try bouth and dont change nothing
Delnar_Ersike  [author] Jan 10, 2021 @ 6:24pm 
99.5% of the content of this mod is lost in the Lite version. The Lite version only really exists because it cost nothing to make after I had already made the full version. Besides, people have already made the equivalent of what a Lite version would be for Civ6 in mods like AI+ and Real Strategy (AI).

So, for hopefully the final time: until the game logic source code is released for Civ6, I both cannot and have no interest in making proper AI mods for that game.
Malata Societa' Official Jan 10, 2021 @ 5:59pm 
but for civ 5 you was make this mod on lite version whitout dll you cant do this for civ6?
Delnar_Ersike  [author] Jan 10, 2021 @ 1:37am 
I literally, physically cannot, and I've already told you why. This kind of mod requires access to the core game logic. Modders have access to it in Civ4 and Civ5 because Firaxis released the source code for their game logic in these two games, but they haven't in Civ6, even after all this time. Until that source code is released, I cannot make this kind of mod even if I wanted to.
Malata Societa' Official Jan 9, 2021 @ 9:44pm 
pleaseeeeeeeeeee i will a paypall donation
Malata Societa' Official Jan 9, 2021 @ 9:43pm 
i was give at you the reward steam "take my poit" because you deserve this!
please you can make kind of this version mod for civ6?? cause civ6 ai suck the ball's!
Malata Societa' Official Dec 30, 2020 @ 6:09am 
@Delnar_Ersike about pestering firaxis if you go on civ6 discussions on steam i was made a post named "class action" and I explained it in a very serious and pungent way, if you like I'd like to hear your opinion too, now there are almost 50 comments
Delnar_Ersike  [author] Dec 30, 2020 @ 6:03am 
I have no interest in modding Civ6 as long as the game logic's source code is locked away. This entire mod is only possible because Firaxis released the full source code for their game (and AI) logic for Civ4 and Civ5, but they have done no such thing for Civ6, most likely for business reasons. So, if you want to see AI mods of this level for Civ6, start pestering Firaxis to release their damn DLL source code, like they did 6 months after release with Civ4 and about 18 months after release with Civ5.
Malata Societa' Official Dec 30, 2020 @ 5:59am 
@Delnar_Ersike but civ6 ai vanilla cant do this... this is a very shame.... please make a mod for civ6!
Delnar_Ersike  [author] Dec 30, 2020 @ 5:38am 
The AI uses aircraft without this mod, so it certainly will use AI with it.
Malata Societa' Official Dec 30, 2020 @ 4:13am 
the ai will use the aircraft?
Iska and Ismet Nov 3, 2020 @ 8:21am 
Just wanted to give this a shoutout for being awesome.
Malata Societa' Official Sep 19, 2020 @ 8:38am 
@delnar
I got the message.
I'll try without barbarians see how it goes for sure I'll have to wait less. anyway congratulations again for your simply awesome mod, quite another thing compared to the vanilla game
Delnar_Ersike  [author] Sep 19, 2020 @ 8:22am 
Like I said, the main culprit is an AI having to deal with a lot of enemy units on a large map. The larger the map and the more units they have to deal with, the worse it gets. And you can have as modern hardware as you want, Civ5's code is still bottlenecked to old code that simply cannot be improved to make better use of modern hardware, even with DLL modding (as modern hardware is very much geared towards better multithreading and better specialized operations, neither of which can be used in Civ5 without changing the engine). Quick combat and quick movement have nothing to do with performance, they just skip animations; turns will still always get processed slowly.

You can disable barbarians, but like I said, so long as you're on a massive map with lots of AIs, you are bound to get slowdowns. And the only way to avoid this in Civ5 would be to make it *not* care about enemy units, which makes it significantly dumber and is what the AI does without this mod, so...
Malata Societa' Official Sep 18, 2020 @ 9:06pm 
@delnar thanks so much but i will try my next run whitout barbarian's because i like so much yet not another map pack (giyant hearth size)
and also i don't do like everyone because i disable quick combat and quick movement
also this is a big penality you donth think?
but i really guess if i disable barbarian's will be change maybe around 20 or 30% about performance turn's. I have gaming laptop whit core i710750h 10 generation and rtx2070 for me is intollerable and kind of weird that i have this issue....
p.s.
sorry for my english
Delnar_Ersike  [author] Sep 18, 2020 @ 3:32pm 
The main consumer of turn times is the DangerPlots code and the Attack-and-Move code. Specifically, as AIs get more units, see more of the map, and can travel faster around the map (e.g. with roads and railroads), they have to consider more tiles for where they and/or their enemies can move next turn. The more AI units you have and the bigger the map, the slower this gets. Unfortunately, Civ5 is based on very old code where I can't speed things up from my end. The barbarian player was the slowest because the barbarian player is always at war with everyone and has units all over the map at all times, and so has to consider the dangerousness of tiles every single turn from every single player's units. Turning off barbarians can speed up your game overall, but you're still going to get lots of lag in the lategame. The best solution is to play on smaller maps; it's the map size that's the killer, as that is what lets AIs field giant armies and map moves out on massive swathes of tiles.
Malata Societa' Official Sep 18, 2020 @ 1:27pm 
i was rage quit right now the game, i was arrive at turn 560 whit 17 civ's including me, i was start the game whit 22 civ's. Anyway i use yes not another map pack mod, before i was notice the time need one turn was kind of 3min and 30 second and barbarian's was take te major time to process the turn!
and just until turn 520 .. was just all perfect turn's was kind of nice, i guess maybe 40 or 30 second some time one minute i guess. So my ask is this if in my next run i disble barbarian's will be change the situation?
p.s.
i was on giyant heart map
Malata Societa' Official Sep 12, 2020 @ 5:44pm 
so you see all my mod's you know some one can be problem?
Delnar_Ersike  [author] Sep 12, 2020 @ 5:20am 
The only errror that this mod would cause is if you were trying to run in tandem with another DLL mod. Look through each mod that you're using; if any of them include some version of a CvGameCore DLL file in them, they are going to conflict with this mod (or this mod will conflict with them).
Malata Societa' Official Sep 11, 2020 @ 10:20pm 
and Flags +++