Sid Meier's Civilization V

Sid Meier's Civilization V

Artificial Unintelligence Lite
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.
jboss2224 8 Jun, 2015 @ 7:15pm 
Sorry the world builder senario editor handicap for the player AI.
friend robocat 6 Jun, 2015 @ 3:03am 
Oh well, now its back to having to deal with the inevitable French counterattack (who seem to be readying another carpet of landships, AA guns and infantries with air support) and hopefully offsetting Prussia's warmongering (just denounced me and turned neutral, spotted a fleet of his battleships + Privateer/Destroyers moving in the direction of my main coastal city, which he has placed a spam city next to)

(OT: 1000 char limit is annoying)
friend robocat 6 Jun, 2015 @ 3:03am 
One thing I do love is that the aforementioned De Gaulle, who (was) a runaway wonder spammer and Autocracy pioneer, was EXTREMELY steadfast in refusing to be bribed into wars. At all. Wars with his fellow neighbors were of his own choosing, not because some player with nefarious intentions paid him to do so. At certain points, he had the most powerful military, good land and cities, and 60+ happiness, and nope still won't be bribed to have a go at Mr. Frederick's Prussia (who is an asshole btw) or ol' George (the gui forcing me to refight WW1 and Hundreds' Year Wars simultaneously). Certainly an appreciable trait, one that adds to the flavor of this game.
friend robocat 6 Jun, 2015 @ 3:03am 
I both like and hate this mod at the same time. On one hand, it has made Emperor a lot more exciting - playing with ninakoru's No Advanced Start mod and a host of others, I just wrapped up a terrible hundreds' year war with cityspamming George Washington on another continent who taught me the lesson of "never keep your colonial puppets unannexed for rushbuys", and initial foray into his neighbor De Gaulle's land is proving similarly bloody, forcing me to grab units I've never thought about buying back in unmodded vanilla, and did you just rushbuy a Mercenary Army Unit there oh my

On the other, I hate that this mod has basically made me left the comfort zone and easy game feeling of level 6, not to mention the wonderspamming. No more wonderspamming (still some, but not as much as vanilla). I really hate that. :(
Delnar_Ersike  [author] 5 Jun, 2015 @ 7:26pm 
jboss: uh what? There are no handicap settings in the SDK as far as I know.
jboss2224 5 Jun, 2015 @ 6:49pm 
In Sid Meier's Civilization V SDK what is the best handicap setting for the AI to get the most out of AI
Delnar_Ersike  [author] 31 May, 2015 @ 5:16pm 
Things you'll miss out on with the Lite version compared to v9, among others:
- Better AI nuke targeting
- Better automated/AI workers
- Better citizen management
- Puppet cities can build land XP buildings that have non-military benefits
- Better AI diplomat sending
- Better AI personality randomization
- Move-and-Ranged-Attack logic that is slightly better than Smart AI's
- AI will no longer overemphasize scouts on certain maps
- AI Grand Strategies no longer suffer from flipping between huge extremes
- AI can now Air sweep and Intercept and is less buggy with rebasing units.
- AI does a better job at targeting cities for attack
- AI Shoshone Pathfinders can receive ruins bonuses
- Vastly improved AI city settling
- Better raze-puppet-annex logic
- Better AI policy choosing
- Better AI belief choosing
- Slightly better AI unit control (more than Smart AI's)
- Better AI free tech choosing
- Better AI promotion choosing
- Vastly improved AI World Congress voting
The Superweapon 31 May, 2015 @ 1:16pm 
so what's the advantage of using the full mod vs lite exactly? What gameplay improvements? I want to judge whether or not I want to use another DLL mod instead of the full version.
Delnar_Ersike  [author] 27 May, 2015 @ 9:17am 
Nothing has changed for worker automation, only settler plot selection and citizen management are changed. In the unmodified worker automation algorithms, which I assume your DLL is using, yields for workers are weighted purely based on the city strategy's target yields and nothing else.
Techpriest Enginseer 25 May, 2015 @ 11:25am 
What do the changelog imply on worker automation? They value food more?
Delnar_Ersike  [author] 12 May, 2015 @ 7:42pm 
Erocco: it's definitely not the final version, though you will be seeing much fewer significant changes to the Lite version, what we me relying more and more on my DLL edits in the mod's full version.
Erocco 12 May, 2015 @ 6:19pm 
Is this getting updated or this is the final version?
Delnar_Ersike  [author] 9 Apr, 2015 @ 1:34pm 
For future reference, you can just look at the Change Notes tab to see the latest changes.
The latest one right now is simply just another bugfix.
Techpriest Enginseer 9 Apr, 2015 @ 1:27pm 
What's the new update now?
Delnar_Ersike  [author] 5 Apr, 2015 @ 2:02pm 
It's a minor update that removes the single naval slot from land-based operations that was added in a previous version of AuI; I removed it because it was causing some wonky operation movement in some cases.
Techpriest Enginseer 5 Apr, 2015 @ 2:01pm 
What's the new update?
Delnar_Ersike  [author] 25 Feb, 2015 @ 9:44pm 
I didn't update the version number because this was effectively just a bugfix/hotfix, nothing else. I don't think the new version will be able to salvage the AI from its series of poor financial decisions; a giant deficit usually means that the AI has spammed itself full of naval units that don't get force-disbanded because of the way force-disband works for naval units (it doesn't activate if the leader is warlike, the map is a naval map, and/or the leader has the conquest grand strategy after turn 200), so going into a world editor and deleting most of the AI's navy should help if you really want to keep playing that particular game.
I also ran a few test games with AuI Lite just in case: all of them were Small map size and Normal game speed, with one Continents game, one Fractal game, and one PerfectWorld v3 game. Besides the usual income dip in late ancient - early classical from not having access to any gold buildings, all AIs consistently had a positive income.
BLÀde 25 Feb, 2015 @ 9:09pm 
tried the new version (still says v9) no effect on ai still in the red
Delnar_Ersike  [author] 25 Feb, 2015 @ 12:32pm 
Hmm, that's odd; old versions of AuI definitely showed improvements, and they didn't have UpdateDatabase entries set, nor did they have VFS set to true. I'll run through the XML files regardless and upload an updated version of the Lite mod with the proper actions in a few minutes.
BLÀde 24 Feb, 2015 @ 6:20pm 
yes. also check this thread what whoward said. i think he posted a fix but it's too large to post here whoward found the problem in this thread http://forums.civfanatics.com/showthread.php?t=479600&page=29
Delnar_Ersike  [author] 24 Feb, 2015 @ 12:49pm 
BLAde: since all changes are implemented as SQL updates within the XML files, there is no need to include UpdateDatabase commands in the modinfo file. Was the AI still exceptionally dumb in other games?
BLÀde 24 Feb, 2015 @ 6:21am 
there are no OnModActivated->UpdateDatabase entries for any of the xml files in the .modinfo file

Delnar_Ersike  [author] 23 Feb, 2015 @ 3:02pm 
Does it keep happening in any follow-up games you've played?
BLÀde 22 Feb, 2015 @ 7:36pm 
no other ai mods installed just DLL - Various Mod Components (v 66)

i'm using the tectonics map script.
Delnar_Ersike  [author] 22 Feb, 2015 @ 8:44am 
BLAde: if you have another AI mod installed, it's possible that it, combined with AuI Lite, is causing the AI to act oddly. It's also entirely possible that the AI flavor rolls at the start of the game all ended up poorly, and/or the map did not lend itself well to the AI (it occasionally happens even with the mod's full version); see if it keeps happening in other games.
BLÀde 21 Feb, 2015 @ 8:01pm 
i tried this mod today it seems to make the ai worse. some ai were -500 gold per turn and hardly anyone wad really expanding or building an army to challange me.
Delnar_Ersike  [author] 9 Feb, 2015 @ 5:04pm 
Quantum Dark: Both the Lite version and the Full version of the mod should work in multiplayer, though this based on reading about others playing the mod in multiplayer and not having any multiplayer-related issues. I haven't really done any testing myself.
Quantum Dark 9 Feb, 2015 @ 4:13pm 
does this work for multiplayer?
Delnar_Ersike  [author] 4 Feb, 2015 @ 5:59pm 
prewitt: yup, Civ4 Diplomatic Features is one such DLL mod that is compatible with AuI's Lite version but not its full version. If you're unsure whether a mod is a DLL mod or not, open up the mod's folder (a folder within "Documents/My Games/Sid Meier's Civilization V/MODS" by default): if it has a .dll file in it that starts with "CvGameCore", then it's a DLL mod, otherwise it's not.
Ghetsis 4 Feb, 2015 @ 5:41pm 
when you say it works with Dll mods is civ4 leader featchers included? {sorry 4 bad spelling}
Rickyjr=CMD_JR420 15 Dec, 2014 @ 7:42pm 
@Lunar Gamer:Hey i hear you i hate they want such crazy amounts of stuff for hardly anything.I am no modder or GREAT by anymeans but i can share a few tips.The trick with trading with AI is to know what they dont have. But if they only have 1 copy of a lux. then forget it unless you are Great friends with out many red remarks keep them all green and you may get just a crappy deal*So if you are wanting a lux.Then AI will trade if they have more than 1 copy.As for Selling one of yours:ALWAYS Click on"what do you want for this"So by doing that you will see about the max they will give (However sometimes they put trades in there you dont want so you can put what you want from them then click that and if it says yes then you should try and ask for a little more.) I know this sounds simple/stupit but i bet more than half of yall reading this may not know to do that but before you trade shop around
Delnar_Ersike  [author] 15 Dec, 2014 @ 6:21am 
Lunar Gamer: Unfortunately this mod barely touches on diplomacy AI because, as you could probably tell, that part of the AI is extremely gamey and difficult to troubleshoot.
Big B**** 14 Dec, 2014 @ 11:55pm 
all im looking for is ai that dont want everything you have for one ivory
Delnar_Ersike  [author] 3 Dec, 2014 @ 12:05pm 
Hmm, I thought that was only a bug when running the game in debug mode, and that it's mod-independent...
Yarrrek 2 Dec, 2014 @ 12:52pm 
it's weird, I played with the mod and England had samurais???
Delnar_Ersike  [author] 27 Nov, 2014 @ 2:35am 
v8 of the main mod has been uploaded, and I carried over its XML changes to v8 of the lite version. All changes are in the change notes.
BornDownUnder 6 Nov, 2014 @ 11:26am 
So in other words, alot of effort to make it backwards compatible, shame to hear as I am most likely not going to buy the expansions for Civ V
Delnar_Ersike  [author] 4 Nov, 2014 @ 11:43am 
From a user standpoint, the game will work, but the mod won't: the mod only has the BNW DLL compiled, and since the doesn't load expansion DLL's unless you enable the expansion, my modified DLL won't get loaded. A lot of my XML edits in the full version were made with my modified DLL in mind, whereas the lite version makes no such assumptions.

From a modding standpoint, I not only need to compile my code to a different target, but I also need to change a lot of my algorithms: for example, I have to modify the way Culture GS priority is calculated, account for no longer being able to rely on tourism, account for not being able to rely on religions, account for different sets of XML tags for units and buildings, account for a different set of multi-unit formations, etc. etc.
BornDownUnder 4 Nov, 2014 @ 4:33am 
In regards to the vanilla compatibility of your full version, how mcuh different are the edits? Or is it a case of re-compiling the dll with the changes?
Delnar_Ersike  [author] 27 Oct, 2014 @ 7:49pm 
In terms of XML values for AI, it definitely is. Firaxis didn't even bother to remove entries about diplomatic victories and city-states. I literally could just run through my files renaming some stuff, send the XML over to someone with Beyond Earth, have them package a mod with their copy of the SDK, then presto, Artificial Unintelligence Lite for BE.
Poor college student me can't really afford Beyond Earth right now, especially considering how much of a letdown it is. The only reason I know the mod will work is that the demo comes with all the necessary files.