This mod fixes most of the bad AI economic behavior by forcing them to make good decisions. It consists 4 updated files: CvGameUtils.py, CvSpellInterface.py, CIV4SpellInfos.xml and PythonCallBackDefines.xml . Installation Instructions: Simply unzip the zip file into your beyond the sword/mods folder. If you have modified your game, you should make a backup copy of your CvGameUtils.py, CvSpellInterface.py, CIV4SpellInfos.xml and your PythonCallBackDefines.xml files first. The mod is compatible with FFH2 patch 041g and earlier. Suggested settings: For best AI performance I recommend playing with aggressive AI, no Acheron and a Continents-, Lakes- or Pangeae- style map. Features: AI will efficiently spend its available hammers. AI will research Religion Founding techs if appropriate/worthwile. AI will optimally research worker techs in the early game. AI will use efficient civics/ is fully capable of running an aristocracy economy. AI will be forced to research midgame economic techs when appropriate. AI will no longer build forts or build workshops. AI will build a sufficient amount of warriors to defend itself in the very early game. AI will not suffer an economic crash anymore. AI will intelligently use advanced religion beelines to late game heroes. AI will be better able to capture cities AI will better use unique buildings ( Warrens and Governors Manors in particular) Luchuirp tech and build AI improved (hello fireball spamming golems) AI will build mana nodes somewhat intelligently New in 0.7 AI world spell casting improved AI will somewhat adjust its research/production decisions if they are at war. AI can now cast most spells properly, most notably: Crew promotions, feasting, Pirate Coves AI research decisions greatly improved AI production improved, AI will now build heroes and wonders very quickly. AI military production improved, AI will now build one tier2 enabling building in each city AI will build appropriate numbers of adepts (depending on available spells and traits) AI worker building tweaked, AI improves its land now very quickly. AI will aggressively spread and adopt religions of which it has the holy city Civ specific: Illian AI understands when to build their temple of the hand Kuriotates AI will not build settlers after they have reached their max number of allowed cities, drastically improving their AI. It should be easy to use the changes for other mods as I have only modified the following functions in CvGameUtils.py: 1. canbuild 2. cannotResearch 3. cannotDoCivic 4. cannotTrain 5. cannotConstruct 6. cannotCreate 7. AI_chooseTech 8. AI_chooseProduction (new in 0.6) The changes to the Spellfiles should be easily findable with winmerge. The main part of the mod is in CvGameutils.py anyway. Of course I also needed to activate the canbuild and cannotDoCivic functions in PythonCallBackDefines.xml. How much do these changes improve the AI? Check out this screenshots of a Pangeae noble game with aggressive AI, all unique features and no Acheron enabled: Without Changes: Spoiler : With Changes: Spoiler : Note the religious diversity (Sandolphon follows Esus), the rather scary Calabim stack and the scores of the top3 civs.