Sid Meier's Civilization V

Sid Meier's Civilization V

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Artificial Unintelligence Lite
   
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22 Oct, 2014 @ 7:21pm
27 May, 2015 @ 11:38am
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Artificial Unintelligence Lite

Description
Improves Civilization 5's Artificial Intelligence (Computer Players). Nothing more, nothing less.

This is the Lite version of the mod: it contains XML modifications exclusively, so it is maximally compatible with other mods, especially ones that modify the DLL.

Although the mod is a bit bare-bones, the improved AI is immediately noticeable: on Prince difficulty, it will actually keep up in technology, rarely have prolonged money problems, and can actually win wars decisively against other AIs and city states. There are still quite a few problematic areas however, such as promotion management, voting, city placement, and unit management; these aspects have been addressed or are being addressed in the mod's full version, as XML modifications get you only so far. The result is a much better AI, which, although still not without faults, can put up a much better fight without having to rely on bonuses.

The mod has been designed to work with or without any and all official DLC's and expansions, though you will get the most mileage out of this mod when playing with Brave New World. It should also be compatible with mods that do not alter existing AI strategies (ones that add new strategies via CvGameCoreDLL should be fine, eg. Smart AI and Civ4 Diplomatic Options).

Complete changelog is located in the mod's folder (browse to it via My Games\Sid Meier's Civilization 5\MODS\Artificial Unintelligence Lite).

Interested in the mod's development and/or source code? You can visit the mod's CivFanatics thread[forums.civfanatics.com]; the mod also has a GitHub page[github.com] if you want to work with my source code (or just to have a quick look).
Popular Discussions View All (2)
7
24 Apr, 2020 @ 9:58am
Post Bug Reports Here
Delnar_Ersike
3
26 Oct, 2014 @ 11:34am
Full Version for Features
Delnar_Ersike
60 Comments
Delnar_Ersike  [author] 17 Mar, 2021 @ 2:47pm 
TBH, I haven't really kept track of the Civ5 modding scene for a long time now. I know the full version of this mod does attempt to fix it somewhat, but it isn't completely successful due to issues I ran into almost half a decade ago when I was still in the Civ5 modding scene.
Delnar_Ersike  [author] 17 Mar, 2021 @ 2:33pm 
last rebel: it does not.
jocker9009 18 Jul, 2020 @ 2:30pm 
If I load this mod up on an existing save file will it take effect?
friend robocat 21 Mar, 2018 @ 8:45am 
I see. Setting it to 25/40 seems to have made them more aggressive in ops, for good or ill. Well, mostly good, because now wars are more interesting and I got to see some unlikely runaways happen.

Thank you, Delnar.
Delnar_Ersike  [author] 21 Mar, 2018 @ 5:49am 
техникакошка: They are controls/modifiers for flags for the TacticalAI subsystem, which controls military units in "operations", which are pre-organized groups of units with a specific goal (e.g. attack a city by land, naval invade a city, follow a settler to settle a city). Dominance is the flag that determines if the AI player is massively winning, winning, stalemating, losing, or massively losing in an operation. Unit Strength is the contribution of a unit's strength to various metrics within TacticalAI, including Dominance and operation-requirement-fulfillment.
friend robocat 21 Mar, 2018 @ 3:17am 
hey Delnar, what does Tactical Map Dominance and Tactical Map Unit Strength do?
vr·aa·nuh·kuh 18 Sep, 2016 @ 2:27am 
multiplayer compatable?
Delnar_Ersike  [author] 17 May, 2016 @ 2:57pm 
nickjpgeorge: No it is not. Move and shoot requires actual changes to the AI code itself, which is all stored in the DLL, while AuI Lite only modifies certain values used by the AI code. If you think of Civ5's AI as a machine with a control panel, AuI Lite only fiddles with the control panel settings, while move and shoot requires that the machine's inner workings be changed.
Tuck Buckford 17 May, 2016 @ 2:43pm 
is the lite version capable of move-and-shoot? would love to get that on mac (i.e., without dll changes)!
Delnar_Ersike  [author] 8 Jun, 2015 @ 10:43pm 
George: Heh, the endgoal of the full version is to force players to lower their comfortable difficulty level by at least 1 (which would make Deity impossible to beat).

jboss: Honestly, as long as you pick Prince or higher, the AI will behave roughly the same. All the behavioral modifications to the AI at handicap levels higher than Prince are just to make sure that the AI takes advantage of the numerical bonuses it gets.