Sid Meier's Civilization V

Sid Meier's Civilization V

Artificial Unintelligence
Delnar_Ersike  [developer] 22 Oct, 2014 @ 7:34pm
Post Bug Reports Here
If your game crashes or you encounter AI bugs, please post about it here so I can get to fixing it ASAP.

If your game crashed, please upload the latest minidump somewhere and post a link to it; minidumps are .dmp or .mdmp files located in your root Civilization 5 folder. Minidumps let me simulate the crash on my machine, allowing me to find the problem much quicker.

If you encountered one or more AI bugs and you aren't running a large amount of mods, please upload the earliest save in which you encountered the bug and post a link to it. Save games will let me track various AI parameter values and help me find where my code causes the AI to do something funky.
Last edited by Delnar_Ersike; 2 Jan, 2015 @ 4:30am
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Showing 1-15 of 79 comments
Stormshadow975 23 Oct, 2014 @ 2:30pm 
Like everyone says, the AI is not founding cities, any way we can go back to V4? I really enjoy this mod though
Delnar_Ersike  [developer] 23 Oct, 2014 @ 2:50pm 
The Lite version is essentially v4, so you can use that if you want.
'Tis very strange that AIs are not founding cities on your end, my AI-only test games show AIs founding second cities by at least turn 50 (exception being if they had their first settler captured by barbarians, then there's a bit of a delay).
Stormshadow975 23 Oct, 2014 @ 3:17pm 
I was playing Marathon or epic speed, and by turn 200 no one had any extra cities. I will try the lite version with smart AI again. it was working well as a double combo.
Varlious 25 Oct, 2014 @ 1:22am 
My brother and I are both noticing that problem with a huge map, marathon, and immortal. We were about 300 turns into Marathon and not a single city had been founded by any other civilization.
Gay Luigi 25 Oct, 2014 @ 10:10am 
Yea, I have expirenced the same thing, i saw that the ai wouldnt even move their settlers, and would only settle 1 city, i really hope this issue will be solved soon.
Delnar_Ersike  [developer] 25 Oct, 2014 @ 2:29pm 
Turns out the AI settler bug is caused by a variety of factors interplaying with one another, from map size to randomization factors to barbarians to the default Growth flavor of the Civs being played. I think I've fixed them all for v6, but I can only run so many test games at once on my dinky old rig, and it's definitely possible that I missed something.
Eonfge 9 Nov, 2014 @ 3:40am 
I ran into this issue with v7. For reference, let me give you a quick overview of the game at turn 176, mods and such:

* Difficulty 6
* Continents Plus
* Large
* Known civs
** France
** Germany
** Arabia
** Greece

Mods
(all checked for not making DLL changes)
* Bison and Cacoa Impementations
* Corporations
* Greatest Cities
* Info Adicts
* Militia Defense
* Quick Turns
* Resolutions - XCOM Initiatve Lite
* Units - Scout to Explorer

France and germany, who I hade completely mapped out. Build settlers but never made any new cities. Hope this helps you debugging.
Delnar_Ersike  [developer] 9 Nov, 2014 @ 7:36am 
Just ran a test game with v7 on Large, Continents Plus, Difficulty 6, and Epic with all map settings on default and only Quick Combat and Quick Movement turned on for custom settings; other than the "human" civ (who is doomed anyway if you set up the test game at anything above Difficulty 4), every civ had a second city out by Turn 82, and the "human" civ had a second city set up by turn 90. The first civ with a second city set it up on Turn 41.

I'm afraid I cannot replicate the issue; the best thing I can do is address the unit management bugs created by possible issues within the merged Smart AI code.
Eonfge 9 Nov, 2014 @ 8:55am 
I'm sorry you couldn't replicate the issue. I would like to help further and if you can tel me how, I would not mind providing you with some (debug-) logs of the game. I played at standard speed btw, without time victory so perhaps that those matter in some magicial way.

So feel free to PM me, or comment here, about getting logs. Hope you can get this worked out.
Delnar_Ersike  [developer] 9 Nov, 2014 @ 2:04pm 
Unfortunately, logs are only created if you have AI logging enabled from the very start of a game.

If you've already got logging enabled, the ones that will be useful are MilitaryAILog, OperationalAILog, PlayerHomelandAILog, and PlayerTacticalAILog. One log is created for each civilization, and they are stored in My Games\Sid Meier's Civilization V\Logs as .csv files.

To enable logging, you'll have to enable debug mode via changing the line "DebugMode = 0" to "DebugMode = 1" in UserSettings.ini (located in My Games\Sid Meier's Civilization V), then enable AI logging in config.ini via setting the following lines to be = 1: "ValidateGameDatabase", "LoggingEnabled", and "AILog".
Eonfge 10 Nov, 2014 @ 2:03pm 
I got a first log:
http://ge.tt/8SXjUE42/v/0

an 9 AI game on Pangea Plus, standard speed with only a few minor mods: The sad news, I only turned on logging around turn 125 by restarting Civ V and loading the savegame. I used IGE to keep an eye on AI progress and by turn 160 no AI had settles a second city. Next time, I'll try to get you a full game log.

Since I have this more consistenly, could it possibly be one of the mods I mentioned that might screw AI priorities?
Delnar_Ersike  [developer] 10 Nov, 2014 @ 4:54pm 
Unfortunately the logs are missing a key piece of the puzzle: OperationsAILog only contains stuff for Assyria, but Assyria doesn't have any Settlers, while the civs who does have at least one settler (Shoshone) doesn't have any OperatinsAILog entries.
It's possible that there's a conflict between one of your mods and this mod. I don't really know the scope of those mods, but if any mod changes the way cities are settled, it will indeed cause the AI settler logic to fall flat on its face.
Eonfge 11 Nov, 2014 @ 11:17am 
he, I'll try to get a new log which shows the issue.

Although I mentioned the other mods. I did run a IGE game with 9 AI's fighting against themselfs and they all settled cities. Not sure how that should be interpreted. Aside of that, I made sure that all mods are without DLL changes. Would you object if I PM you with future logs and so, not to completely hijack this thread?
Delnar_Ersike  [developer] 11 Nov, 2014 @ 11:50am 
No need to worry about "hijacking" the thread: bug reports are what it's for after all. Still, if you feel more comfortable with PM's, I'm fine either way.

Another user who encountered a similar issue eventually found out that it was a mod conflict causing it, even though they had no other DLL mods enabled. Some of my current modifications result in some shaky behavior (for example, earlygame settlers), and it only takes one .lua mod that changes the way cities are founded to cause the entire routine to fall flat on its face.
Eonfge 11 Nov, 2014 @ 1:59pm 
I've done some automated testing with IGE but discovered that none of the mods I mentioned would affect this. They seem to be fine building settlers and cities, with or without .lua changing mods, unless there is human interaction.

Any other ideas on how this might be (auto-)tested? I'll still keep an eye open for logs, but testing a whole game takes a little more time.
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