Sid Meier's Civilization V

Sid Meier's Civilization V

Artificial Unintelligence Lite
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Update: 27 May, 2015 @ 11:38am

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

Update: 23 May, 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: 8 Apr, 2015 @ 7:26pm

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

Update: 5 Apr, 2015 @ 1:49pm

* Due to poor unit handling in operations, removed the operation slots that allowed for a single naval unit in land-based operations

Update: 25 Feb, 2015 @ 12:37pm

Added missing UpdateDatabase entries.

Update: 9 Jan, 2015 @ 4:19am

Update: 9 Jan, 2015 @ 4:19am

* Raised City strategy "Need Tile Improvers" threshold to 67 (from 50, vanilla is 67)
* Lowered minimum settle fertility to 5000 (from 20000)
* Increased belief score city multiplier to 5 (from 3) to equal the unowned plot multiplier
* Increased Science and Culture worker plot evaluation multipliers when removing features to 4 (from 3 and 2, vanilla is 1 and 1)
* Adding missing UnitAIType values to the Shoshone Pathfinder (Explore), Paratrooper (Attack, Defense), XCOM Squad (Attack, Fast Attack, Defense), and Giant Death Robot (Counter, Defense)

Update: 27 Nov, 2014 @ 2:30am

* Updated a BNW-specific formation used only by AIs on higher difficulty that could be updated without breaking compatibility with non-BNW versions of the game
* Increased "Early Expansion" default city target to 7 (from 6, vanilla is 8)
* Units executing the following tactical moves can now be recruited into operations: Pillage, Safe Bombard, Bastion, Garrison, Guard Improvement

Update: 26 Oct, 2014 @ 7:07pm

Reverted the change to the tactical move priority of "Reposition".

Update: 26 Oct, 2014 @ 3:15pm

* Minimum personality set to 1 (from 0) to fix possible divide-by-zero situations in the DLL code
* Economic Strategy "Losing Money" now alters Gold flavor by +40 (from +25), Mobile flavor by -10, Ranged flavor by -10, and Naval flavor by -10
* Economic Strategy "Losing Money" now checks and can trigger every turn (from 5 turns)
* Economic Strategy "Early Expansion" now alters Defense flavor by +10
* Grand Strategy priority multipliers for Culture and Tourism ratios are now 50 and 100 respectively (from 75 each)
* Increased the move priorities for tactical moves "Barbarian Camp" and "Reposition" to 13 and 2 respectively (from 11 and 1 respectively)
* Increased the move priority for tactical move "Low Priority Attrition" to 11 (from 10, vanilla is 12)