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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.
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.
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.
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.
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.
bye the way i was try bouth and dont change nothing
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.
please you can make kind of this version mod for civ6?? cause civ6 ai suck the ball's!
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
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...
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
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