Sid Meier's Civilization V

Sid Meier's Civilization V

Artificial Intelligence Human Strategy
79 Comments
Traveler 3 Dec, 2022 @ 12:01am 
Interesting, I don't think I've ever completed the rationalism tree.
Doddery 30 Oct, 2020 @ 1:05pm 
using this mod has caused gold per turn bonus from markets, banks etc % to not work anyone have any idea why? I made sure not to use any other DLL mod
JEELEN 28 Aug, 2017 @ 9:52am 
@mattera5 The AI in Civ 6 is atrocious. It's worse than Civ 5's - and that's not saying much.
Ancient Relic 24 Oct, 2016 @ 2:16pm 
Read lower comment first.
Ancient Relic 24 Oct, 2016 @ 2:15pm 
Like american natives who lived basically stone age when european colonists came. Still soon indian warriors were equipped with firearms too via trade and looting. And how about criminal activity, organized criminality, like mafia Is it ever been modelled in civ series? Criminality and corruption. It kinda like cut your civs tax profits for sure, if you had high corruption level. And then we have terrorism in modern world. But maybe that is too vulnerable subject to put in civilization game? Just shared some thought. But u could use them if you are modding civ vi.
Ancient Relic 24 Oct, 2016 @ 2:15pm 
You are doing right not to judge game before properly testing it and maybe im too quick in my judgements. Anyway, im not buying civ vi just yet, but i most likely will, when first bargains come. Im not sure if that is problem, but it tends in civ v, that if you are doing very well in early and mid game, the end game is bit boring to just wait victory, but not really need to fight for it for real. I sometimes tought should there be possibility to civs that are behind in technology to be able to "buy" advanced weapons?
Praetor Maximus  [author] 19 Oct, 2016 @ 4:35pm 
You need to keep in mind that Firaxis built civ6 from the ground up. AI can only be balanced after every other system is implemented (how will the AI make good decisions?). Thank you for your comment! I might venture into modding Civ6 and since I have a decent idea of how AI works I'll probably start there. My understanding is that ranged units know how to move-and-shoot in civ6 so thats a plus. I'm hoping the battle royale build is an old build and that we will play against smarter AI. Smarter AI can be as simple as changing the importance of certain things, but it can also be much more complicated. I'll judge civ6 AI only after playing the game.
Ancient Relic 18 Oct, 2016 @ 12:32am 
Thank you mmattera5. Your mod makes civ v great game. Without it, the game is best at mediocre. The more i play, the more important i find the difficulty caused by smart AI behavior, not by AI cheating. I use also no cheating ai mod with your mod. By the way, hopefully you improve civ vi AI too, becouse it look terrible by footagevideos. But tell me: Why Firaxis doesn`t make proper AI? Is that so difficult?
Praetor Maximus  [author] 15 Oct, 2016 @ 3:12pm 
I'm not sure why barbarian behavior would be changed by this mod.

Yes, the AI will focus on science in exclusion of everything else since science == OP

Not sure why they didn't build hubble.

Congratualtions for solving this mod!
Satyre 4 May, 2016 @ 11:38pm 
OK, so I gave this mod a try but I've decided to uninstall. I played a game on Emperor difficulty with also the AI Fair Play mod installed.

I found that Barbarians behaved oddly, not attacking my units unless they had good odds against me. I was in an early situation with 1 brute against 2 barbarian brutes, and they just stood there and never attacked when I fortified, allowing me to take 5 turns to bring an Archer in and wear them down.

Civs in the game focused on science to the exclusion of everything else. They largely ignored trying to get influence with city states, and there were only a few wars in the entire game.

This allowed me to build up gold and earn the alliance of each city state. While they were all focusing on science and building spaceship parts, they didn't make the Hubble Space Telescope, so I was able to build it and easily use the 2 great scientists to earn globalization and win diplomatically at turn 374.
Robert Habeck 3 May, 2016 @ 6:18am 
i tried it on prince, or is it normal on this level? my scouts were in forrest/jungle or mountains
Robert Habeck 3 May, 2016 @ 6:17am 
I have the problem that the babariens dont attac my scouts even iv they a right next to them. Is this common?
Captainbeastfeast (Rat-ee-JiK) 24 Apr, 2016 @ 9:34am 
I don't always finish rationalism, in fact i rarely do if ever. I consider myself an experienced player, as the description states. There are ;lots of other ways to generate science, eg scolarship social policy, or mercantilisnm for example.
Enclofdet 29 Jan, 2016 @ 1:15pm 
hey, I am playing the game on the prince and king difficulty. I want a smarter ai mod which makes them more logical and less with bonus rewards. I think your mod is perfect for me but it looks pretty hard though :). Do you think that I will have a really big struggle to win the game with this mod and are there any configuration settings in the mod that I can use to change some features? :) also great work!
Uncle_Joe 19 Jan, 2016 @ 8:41pm 
Note that the 'Lite' version seems to work OK.
Uncle_Joe 19 Jan, 2016 @ 8:33pm 
Yep, I get the same runtime error any time I try and load a save game using this mod. Which sucks because the AI seems to do pretty darned well with it. :(
Smeghead 9 Jan, 2016 @ 3:40am 
I don't know what it is with this mod and the Artificial Unintelligence mod; but they both cause runtime errors for me when trying to load a game (I'm not using both mods at the same time).
Although the AU mod also have a habit of creating an initial autosave file of 44gb that causes the game to freezez. At least this mod doesn't do that.
R.I.P. 1 Dec, 2015 @ 8:37am 
Generally I liked this mod. AI is agressive at last, more like the original game, and not like the pacifist BNW. AI built a lot of wonders, there was a fine competition.
AI was better at science, but still not great.
AI still doesn't take down barbarians, they were everywere. They captured many civilians.
I've seen a great merchant staying at the border of a City state like 30 turn or so, then went away, without using it's ability.
Arabia somehow stucked.
Praetor Maximus  [author] 19 Aug, 2015 @ 3:54pm 
Thanks for the update! If you want compatibility and also a hard game you could try intelligent tech tree or AIHS lite which are both mods I've made and have components from AIHS.
dhammer_911 16 Aug, 2015 @ 3:47pm 
I wanted to check back in. This mod is great. I had some compatibility issues, so I had to take off a lot of other mods I like. But the difference is significant and unexpected. It was the first playthrough I've enjoyed on difficulty level 6 for a long time. It's also a refreshing change from Artificial Unintelligence, which is great also.
Praetor Maximus  [author] 14 Aug, 2015 @ 12:35pm 
@dhammer_911, teaching the AI to do stuff is as easy as changing certain numbers :P the AI is stupid. . .
dhammer_911 13 Aug, 2015 @ 4:42pm 
Super excited to try this. I will come back and comment when I've had a playthrough. BTW, talking about teaching Civ AI to understand stuff kind of freaks me out, but I'm old, so whatev.
Praetor Maximus  [author] 6 Aug, 2015 @ 6:44pm 
The most viable playstyles at high difficulty are science and domination. So, in short, yes the AI is going to go for science victories more frequently. It is not their only playstyle, and recently I made them more likely to go for a cultural victory by helping them understand how to achieve that victory type.

The AI being forced on technology really is so that they get the national college as early as possible. Science is important to all victory types, so this change should help the AI win any of the victory types.
Kitek 6 Aug, 2015 @ 10:46am 
Hi, i'm courious how AI is forced on technology. I like much Artificial Unintelligence mod, but your's seems idea of better AI pushed far more wchich is tempting to try. Howewer is computer in your mod too focus on science? That is he's only playstyle ?
Praetor Maximus  [author] 16 Jul, 2015 @ 5:13pm 
@alexb5dh, I will make a "lite" version, but beware that the AI will not "move-and-shoot" which will cripple their combat abilities. Good suggestion, though.
Praetor Maximus  [author] 16 Jul, 2015 @ 5:07pm 
@nanomachines, I haven't found this issue to be prevalent in any of my games, and actually I don't find as many barbarian workers compared to playing without the mod. How many is "massive"? Also, are you playing on larger map sizes? There are simply more barbarians in maps with more fog of war. Thanks for the feedback though! I'll be on the lookout for barbarian workers in future games.
Hattsworth 29 Jun, 2015 @ 7:37pm 
I've been playing with this, and I've noticed a MASSIVE increase in the number of barbarian workers running around - it seems like the AI is just building new workers rather than bothering to capture the old ones - even when they're just standing next to the cities.
LasurDragon 22 Jun, 2015 @ 3:13pm 
Is there any way to make this mod compatible with WHoward's Pick'N'Mix Mods [www.picknmixmods.com] that uses his dll [forums.civfanatics.com]?
For example, do you have any plans for XML-only version similar to Artificial Unintelligence Lite?
Praetor Maximus  [author] 16 Jun, 2015 @ 8:24am 
Thank you, Dusk!
Alyssa "Jeanne" Kubaimiko 14 Jun, 2015 @ 11:35pm 
This is without a doubt; the best AI mod I have ever seen and used.

But that's mainly because the AI can tell when my army is crappy now
Tezzyboy 28 May, 2015 @ 3:31am 
looks amazing i would love this to be in the games i played make them so much fun
Praetor Maximus  [author] 19 May, 2015 @ 5:42pm 
The main difference between my mod and Delnar_Ersike's AU is that mine provides technology tree, building, and social policy flavor changes to help the AI make decisions human players make.

Before upgrading your computer, try using the Quick Turns mod with AIHS. I've seen it help quite a bit, but the late game will still be a mess since there is so much going on. More cities and larger maps make this worse as well.

Getting a faster processor would help, but the game actually only uses one processor for the calculations that make turn times long. So, upgrading from i5 to i7 won't necessarily help. In short, getting a faster computer might not actually solve the problem and I personally wouldn't recommend it unless you have slow turns without any mods activated.
Horatio Gnarr 18 May, 2015 @ 4:05am 
Hi, I currently use Artificial Unintelligence mod and I'm unclear exactly how yours is different (probably my fault). Is it simply a greater focus on science? Also, I've noticed my wait times between turns gets to be unplayable with these smart AI type mods and I saw you mention in a previous comments that these mods can have that effect. My question is, if I had a significantly faster computer would that fix that or is the problem more intrinsic to the game? Because I will seriously consider buying a new computer if I can play these mods on large maps :D Thanks for all your time and effort. I haven't tried your mod yet but I appreciate it nonetheless.
Praetor Maximus  [author] 30 Apr, 2015 @ 8:44pm 
Thank you, d-bales! It's wonderful to hear you're enjoying my mod!
dcb$510 30 Apr, 2015 @ 8:39pm 
look no further / Best Mod ever !!!
Ziljon 30 Apr, 2015 @ 12:23pm 
Oh I meant the default AI doesn't do anything, I haven't actually tried your mod yet, I thought I'd ask you first! I will look around and see what I found then!
Praetor Maximus  [author] 30 Apr, 2015 @ 12:18pm 
I haven't tested it with multiplayer AI. I would guess it doesn't work if they're not "doing anything". Can you explain further? How many cities (at turn X)? You may find a quicker answer online if you can find out whether or not Artificial Unintelligence or Smart AI work in multiplayer games. They use the same basic DLL changes as this mod and they've been around longer.
Ziljon 30 Apr, 2015 @ 12:02pm 
Hi, I was wondering if this mod is working with the multiplayer Ai as well? Me and my brother is trying to play some games together but the Ai is just passive and doesn't do anything..
Juras 24 Apr, 2015 @ 2:45am 
Ok I'll take your suggestion :)
Praetor Maximus  [author] 23 Apr, 2015 @ 10:53am 
@Juras; no offense taken! It can be difficult to balance games like these, especially when Firaxis is trying to appeal to a broader audience than experienced 4X players. There is a really good video of Soren Johnson explaining AI (fun vs. challenging). While the mod did me take a while to make, any modder with more experience and half as much time as I had could have done it quickly and efficiently. This was my first mod. It is simple XML changes tacked onto the Smart AI mod and it is fully tested.
Juras 21 Apr, 2015 @ 1:15am 
Yep, how come Firaxis never made a small fix like this? It would have improved the game tremedously. No offence to the mod creator, I'm sure it must have taken a lot of work, but with Firaxis's resources, it should have been easy for them.
Praetor Maximus  [author] 17 Apr, 2015 @ 8:26pm 
@xune, thanks for the suggestion, but I want to attack the AI issue rather than the game balance issue. Yes, science and science bulidings are overpowered in civ 5 due to their tremendous importance. I would rather let the player and AI work with this to avoid deviating from "normal" gameplay strategies. Players (and AI) should be rewarded for taking advantage of science.

The AI will build walls. I find the AI's temptation to keep up a competitive army size has an effect on whether or not their neighbors feel the need to build walls. So, in that regard the mod is working much much better than in March. I do recommend players use the Quick Turns mod in conjunction with AIHS in order to keep turn wait times short (all of the "smart AI" mods tend to lengthen turn times b/c of the DLL changes).
xune_everhate 17 Apr, 2015 @ 9:47am 
Hello mmattera5, been some time away from civ, glad to see you mod is going well. Had a question and an insight. when I tested your mod you were trying to get the IA to build the National College as fast as possible, maybe other way to deal with this would be nerfing the National College (great when going tall[players], but difficult to build when going wide [IIAA]).
And the question, is the IA still neglecting city deffense (building walls and such)?
Thank you for your great work.
Praetor Maximus  [author] 12 Apr, 2015 @ 8:10am 
This mod has all of the changes from Smart AI (only DLL changes). AIHS uses this and also makes loads of flavor changes elsewhere to help the AI. Specifically, the entire technology tree has new flavors to help the AI understand what each tech does. The result is an exceptionally better AI in terms of competitiveness. Also, Rationalism has new flavors in order to basically force the AI to take it each game. This is a common strategy used by experienced human players.
Uchiha 11 Apr, 2015 @ 9:53pm 
Would you lay out more specifically the differences between the smarter AI mod and this mod? I'm having trouble picking one.
Praetor Maximus  [author] 9 Apr, 2015 @ 11:47pm 
Hi all! Thank you for trying my mod! If you like it be sure to give a thumbs up rating! Any feedback good or bad would be greatly appreciated. I'll try to respond ASAP.
Praetor Maximus  [author] 8 Apr, 2015 @ 6:14pm 
It's not perfect lol. Keep playing and I guarantee the AI will play much differently than you are accustomed to. I'll look into the observatory/mountain city placement, but I can't think of a simple solution off the top of my head.
Warwick🐺 8 Apr, 2015 @ 6:03pm 
talking about scenice, im on turn 15 and i notice an AI has a moutain two spaces away from them.
Most expert players would instantly move their settler towards it. for the obsorvortory. 50% scenice.
Would be nice if the AIs consider making their capitals next to moutains :D
Praetor Maximus  [author] 8 Apr, 2015 @ 5:54pm 
I hope you enjoy the mod! While I definitely have not noticed the AI spamming missionaries, I also have not seen the AI do what xune says it did. Since his comment, however, there have been massive changes to this mod. It's entirely different. The AI is smarter about religion and I've noticed they will take pretty decent pantheons and beliefs.
Warwick🐺 8 Apr, 2015 @ 5:54pm 
You should also make AIs prioritize in spamming range units and some mont units. Cause other smart AIs mods I use, they are smarter but not that smart. They would rush me with like 20 pikeman, and someitmes will capture a weak city. But its pretty easy to defend your empire agasint standard mele units.

AIs should focus a lot on crossbowman during medevil era. Than focus a ton on artilary during indtrusrial era/ should B-line the TNT technolgy or the Public school technology.

During modern/atomic/information
They should rush great war bombers/bombers/stealth bombers/ rocket artilary/paratroopers

And hopefully you find a way to make them less retarted in the sea :D AIs suck in naval warfare.
SO far i didnt try out your mod, but i can't wait!

I'm sure you're talented enough and dedicated enough to make this mod even better ^-^