Sid Meier's Civilization V

Sid Meier's Civilization V

Artificial Intelligence Human Strategy
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Update: 4 Mar, 2015 @ 6:54pm

Update: 4 Mar, 2015 @ 6:49pm

Update: 4 Mar, 2015 @ 6:20pm

more balancing with techs and buildings. added some of Delnar Ersike's brilliant AI military tactics from his Artificial Unintelligence mod for testing purposes.

Update: 4 Mar, 2015 @ 2:06pm

complete overhaul of tech and building flavors

Update: 3 Mar, 2015 @ 2:15pm

Update: 3 Mar, 2015 @ 10:40am

Further changes to technology and building flavors. Removed the high tile improvement flavors for leaders while also increasing science and victory competitiveness flavors.

Update: 2 Mar, 2015 @ 11:32pm

v.5: Leaders prioritize happiness, growth, science, and tile improvement. Tradition and Liberty are more appropriately weighted to how human players use them (Tradition is science more flavored while Liberty is more expansion flavored). Social policy finishers for these two policy trees have had their weight increased as well. Tech tree changes have been made to coax the AI to rush Philosophy. The specialist guilds are heavily reduced in their culture flavors, as their high flavors were causing AI to build them in less than ideal situations. Water mills were reduced in their science flavor. Other buildings have had their flavors changed to better reflect the values adept human players ascribe to them.

Update: 2 Mar, 2015 @ 9:33pm

Update: 2 Mar, 2015 @ 9:31pm

Update: 2 Mar, 2015 @ 9:29pm