Better AI information:
Please head over to and use the New Better AI Sub Forum.
Sourceforge Project (Downloads for Warlords and Vanilla).
Better AI improves the AI's decision making, enabling the AI to put up a stronger game with less reliance on handicaps and ultimately to play a balanced game more like a human. Better AI improves nearly every aspect of the AI, for example the AI is capable of pursuing Cultural Victories and militarily it is far less of a pushover. It falls into less traps than the normal AI, with superior research choices, the Governor functions are improved for both Human and AI players, the Automated workers are also improved for both Human and AI.
Gameplay compatibility is preserved with the exception of a few bug fixes and other "Grey areas", the most noteworthy being the starting point code, Better AI eliminates very close start points and generally makes starts a bit fairer or less absurd (in a nutshell this is because the starting point code was inadvertently changed in Warlords patch 2.08).
Save game compatibility is also preserved, you can thus start or stop using Better AI at will.
Installation:
Better AI is contained entirely in the CvGameCoreDLL.dll file, it is the only file you need.
To use Better AI for all your games place the DLL in your CustomAssets folder:
To use Better AI as a mod, place the DLL in a \Mods\Better AI\Assets folder:
You can tell if you have it installed correctly if you see "=== Better AI ===" in the score breakdown
You see the score breakdown by holding down alt while mousing over your player name in the 'scoreboard'.
Greetings, Fanatics.
I'm sure many have been intrigued by the improvements to the AI in Warlords Patch 2.08, alas there was little time for doing much improvement and the process was hurried. I have continued to improve the AI and fix various AI/Auto Worker bugs and you can now download the updated AI mod for Warlords Patch 2.08 amd Vanilla Patch 1.61.
Why might you want to use this mod? Firstly it is fully save-game compatible (if placed in CustomAssets) and game rules are completely unchanged. The change log includes some interesting improvements:
I now have a Sourceforge project page for source control and distribution, thanks to Iustus of CFC/RBCiv. My intention is to use that for distribution of date-stamped test builds, once a build has been confirmed to be mostly stable without crashes or glaring AI flaws it will be given a version number and uploaded to the major Civilization Sites mod repositories. You can help in this process by testing, both reporting things which appear broken and things which do work, of particular value would be experience on larger maps. I would greatly value any report of experience, even if it's as simple as "I played out a full game and didn't notice any problems". Save games, especially from later in the game (ie before a world war, entering industrial era...), would also be quite useful as testing grounds.
A Vanilla Build is now available, I work on Warlords and the changes are integrated back into Vanilla.
Link to the Sourceforge Project.
Iustus explains how to get the Source via SVN.
Link to the Original Thread at Apolyton.
Enjoy,
Blake.
PS. For feedback and stuff, this thread is as good a place as any for now. I'm also crossposting this over on Poly and will check both threads.
Please head over to and use the New Better AI Sub Forum.
Sourceforge Project (Downloads for Warlords and Vanilla).
Better AI improves the AI's decision making, enabling the AI to put up a stronger game with less reliance on handicaps and ultimately to play a balanced game more like a human. Better AI improves nearly every aspect of the AI, for example the AI is capable of pursuing Cultural Victories and militarily it is far less of a pushover. It falls into less traps than the normal AI, with superior research choices, the Governor functions are improved for both Human and AI players, the Automated workers are also improved for both Human and AI.
Gameplay compatibility is preserved with the exception of a few bug fixes and other "Grey areas", the most noteworthy being the starting point code, Better AI eliminates very close start points and generally makes starts a bit fairer or less absurd (in a nutshell this is because the starting point code was inadvertently changed in Warlords patch 2.08).
Save game compatibility is also preserved, you can thus start or stop using Better AI at will.
Installation:
Better AI is contained entirely in the CvGameCoreDLL.dll file, it is the only file you need.
To use Better AI for all your games place the DLL in your CustomAssets folder:
To use Better AI as a mod, place the DLL in a \Mods\Better AI\Assets folder:
You can tell if you have it installed correctly if you see "=== Better AI ===" in the score breakdown
You see the score breakdown by holding down alt while mousing over your player name in the 'scoreboard'.
Spoiler Original First Post :
Greetings, Fanatics.
I'm sure many have been intrigued by the improvements to the AI in Warlords Patch 2.08, alas there was little time for doing much improvement and the process was hurried. I have continued to improve the AI and fix various AI/Auto Worker bugs and you can now download the updated AI mod for Warlords Patch 2.08 amd Vanilla Patch 1.61.
Why might you want to use this mod? Firstly it is fully save-game compatible (if placed in CustomAssets) and game rules are completely unchanged. The change log includes some interesting improvements:
- Fix to irrigation chaining bugs which would result in the AI farming excessively and flip-flopping between farms and cottages.
- General worker unit AI improvements to make them more flexible, they will also stack.
- Auto workers now come back and road up resources which had been built before roads were available.
- Workers are now less fearful of enemy units, they should only run away if they are in actual danger of dying.
- Tweaks to auto workers to achieve a better balance of hammers, they should build more mines now.
- Code to add awareness of jungle chopping when choosing research.
- Great People usage improved, the AI should be less Golden Age happy, only starting one if itll actually pay off compared with lightbulbs/settling.
- Great Prophet Shrines valued a little more accurately.
- Great Merchant cash bomb logic added.
- AI's will now spend gold to perform deficit (100%) research and will decline to trade gold reserved for such research, enabling them to make better use of gold boons from huts, plunder, refunds, great merchants, etc.
- AI Missionary code adjusted - both when choosing destination and when determining the number needed.
- Awareness of freebie promotions (such as Aggressive Combat I, or Red Cross Medic I) when choosing which unit to train.
- The AI will now chop Wonders and will chop to assist a war effort.
- The AI will no longer pillage Barbarian Cities.
- City Founding logic has been improved, a bug was fixed which could "force" the AI to found on top of resources that it otherwise wouldn't, the AI is also aware of existing culture (it's own) making tiles workable.
- City Founding logic has been diversified, Creative leaders are more "Greedy", grabbing as many resources as possible per city, Organized leaders are the opposite, being more inclined to found cities right next to resources and founding more cities overall.
I now have a Sourceforge project page for source control and distribution, thanks to Iustus of CFC/RBCiv. My intention is to use that for distribution of date-stamped test builds, once a build has been confirmed to be mostly stable without crashes or glaring AI flaws it will be given a version number and uploaded to the major Civilization Sites mod repositories. You can help in this process by testing, both reporting things which appear broken and things which do work, of particular value would be experience on larger maps. I would greatly value any report of experience, even if it's as simple as "I played out a full game and didn't notice any problems". Save games, especially from later in the game (ie before a world war, entering industrial era...), would also be quite useful as testing grounds.
A Vanilla Build is now available, I work on Warlords and the changes are integrated back into Vanilla.
Link to the Sourceforge Project.
Iustus explains how to get the Source via SVN.
Link to the Original Thread at Apolyton.
Enjoy,
Blake.
PS. For feedback and stuff, this thread is as good a place as any for now. I'm also crossposting this over on Poly and will check both threads.