Sid Meier's Civilization V

Sid Meier's Civilization V

Artificial Intelligence Human Strategy
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Update: 16 Jul, 2015 @ 4:55pm

Changed culture building flavors to entice AI to pursue culture victory effectively if they choose it as their grand strategy. AI understands that archaeologists are useful for culture victory.

Update: 27 Mar, 2015 @ 8:13pm

Update: 27 Mar, 2015 @ 2:42pm

the AI should build and/or buy walls and other defensive buildings now.

Update: 27 Mar, 2015 @ 9:39am

Total tech tree overhaul (again). Every technology has updated and new flavor values.

Update: 22 Mar, 2015 @ 9:17am

changed back to version 8. . . can't get SQL to work properly. In deleting the entire tech tree flavors and then inserting new ones something went wrong. the ai do not research any technologies. I reverted back to the old tech xml changes so the problem is fixed. I plan to overhaul the tech tree using xml because I know it works.

Update: 22 Mar, 2015 @ 8:37am

trying to fix a problem

Update: 22 Mar, 2015 @ 1:34am

Total tech tree overhaul. AI should now understand exactly what each technology will do for them. AI will prioritize fininishing out earlier era technologies over extending far into future eras. AI will prioritize certain future technologies over older techs (i.e. philosophy, scientific theory, and industrialization).

Update: 21 Mar, 2015 @ 5:21pm

THIS IS A TEST

Update: 6 Mar, 2015 @ 10:22pm

Trying to limit the number of 1-3 pop cities producing caravans and workers.

Update: 6 Mar, 2015 @ 9:39pm

Made changes to help coax the AI into building libraries first in their cities.