Sid Meier's Civilization V

Sid Meier's Civilization V

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Smart AI
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1.068 MB
1 Mar, 2014 @ 6:27am
31 Jan, 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 (10)
8
3 Feb, 2019 @ 9:14am
Will this mod be working in multiplayer "modpacks" ?
brometheus
8
17 Jun, 2019 @ 10:42am
Suggestions?
PestNerd
6
15 Sep, 2023 @ 9:35am
How do you know if this mod is turned on and working?
ForKarl!
467 Comments
ninakoru  [author] 6 Jul @ 10:51am 
Yeah. 8 years, no change (just as the game). Let me know otherwise.
Invictus123 6 Jul @ 9:32am 
Hey, does this mod still work?
ninakoru  [author] 3 May @ 6:30pm 
My man, you're the first one to claim that bug to be because of this mod. I am sure is not.
Barbelith 3 May @ 3:39pm 
I know this hasn't been updated since 2016 but I'm unable to open the city state screen with this mod enabled. I narrowed it down to this one
博丽灵梦 31 Mar @ 10:53am 
with this, an AI founded pantheon in turn 4, AHAHAH
ninakoru  [author] 19 Mar @ 5:53am 
Hi!, I didn't get into that details, but they already are stingier and harder to manage diplomacy-wise as you get close to victory.
drained 19 Mar @ 3:31am 
i don´t know if you still work on it! maybe you could make it so the ai focuses the nation that is currently winning.so when someone is close to a victory condetion that they get more agressive and unfriendly to that civ.great mod btw!
poluza 22 Feb @ 12:42am 
besides that bug easily the best AI mod in my opinion. artificial unintelligence is simply broken, barbarians hostages are running everywhere. The community patch only has undocumented changes to the game. I prefer turning on this mod somewhere in the middle ages.
Chu Ko Nu can't fire twice though but whatever at this point.
ninakoru  [author] 22 Feb @ 12:41am 
Oh, got it, thanks, really I should make some time to look into it, but just preparing the setup and re-reading the changed code will take me hours.
poluza 22 Feb @ 12:31am 
thx for the answer. mb I wasn't clear. barbs can be inside the camp but they will not be in defense position, which gives defense bonuses like in vanilla. With the fact that they often leave the camp, there is no more barbarian threat.